Against the Cult: Entering Orlane (1.7)

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Jul 31, 2024 6:02 am
Chase waits outside, watching the back of the Inn. Joseph waits outside, watching the front of the Inn. Both are deeply concealed. After half an hour or so, Joseph sees Myrtha emerge from the Golden Grain Inn's front door and begin walking the roads in the dark. A few moments later, Chase sees her familiar silhouette come down the road, pass the barn where he is hiding, and proceed out of sight towards the bridge.

This is primarily a farming community; there's not going to be anyone else wandering around in the dark unless it's a burglar. There's a fair amount of starlight through wispy clouds, and many of the buildings have the dim glow of lanterns visible through the slats of shutters, so Myrtha finds that she can navigate just well enough to not feel that she needs to light a torch or lantern. Unseen, the Realstream River flows quickly enough under the bridge that Myrtha can hear the rapid flow around the bridge pilings. She continues north through a dark grove of trees that come close to the road on either side, and then the thicket opens up on the right to reveal another Inn, smaller and more worn than the Golden Grain Inn. In the dark, it's impossible for Myrtha to make out the details on the sign. Past this second Inn is a 3-way intersection; Myrtha takes the right turn to head toward the lake or reservoir formed by damming up the river. A farmhouse recently painted with a pale paint shows up very clearly in the dark on her left, followed by the dark silhouette of a barn. A fenced pen near the road probably contains some animal stock, but she can't see what. As she continues, the starlight glimmers on the water of the lake, half seen between the trees that line the road here. Myrtha is having a very pleasant stroll. From the edge of the water, she has an unobstructed view of the southern and eastern shores. The low hill bearing the temple above the village to the east is dark, but she can see little pinpricks of light in various residences across the water. She figures it will take a good fifteen minutes further to get to where she remembers seeing the second bridge when they arrived.

At this point, each PC needs to roll a CON save, DC13, against poison (so Aanbo has ADV).
Jul 31, 2024 6:16 am
Though she was enjoying her stroll quite a bit, Myrtha suddenly didn’t feel so good.
OOC:
That’s a fail. Does it feel like food poisoning? Stomach cramps and such?
Last edited July 31, 2024 6:19 am

Rolls

CON save vs DC 13 - (1d20+4)

(6) + 4 = 10

Jul 31, 2024 10:03 am
Waiting in his concealment Chase feels a rather strange gurgle in his stomach.

Rolls

Con save vs poison dc 13 - (1d20+1)

(14) + 1 = 15

Jul 31, 2024 4:59 pm
Aanbo meditates on the scant details of Orlane and considers the group's next move. Perhaps the temple? He makes a mental note to check on Theran, as well.

Rolls

Constitution save (advantage) DC13 - (2d20H1+2)

(117) + 2 = 19

Jul 31, 2024 7:48 pm
An uneasy feeling begins to swell in Theran's stomach. Nerves? No... this is different... more immediate. Something he ate? That seems far more likely.

Rolls

CON Save - (1d20)

(12) = 12

Jul 31, 2024 8:44 pm
As Chase keeps his vigil he thinks of the inn keeper. What if is he was Bandit Black? 500 years ago in Agaden Reach the most famous bandit in their history was an inn keeper. His group had infiltrated the supply chain so it was easy to move goods and issues orders. It took 30 years before he was betrayed.
Aug 1, 2024 5:01 am
Reptile has been picking at the others' plates, trying to cadge any further scraps of food. He doesn't care that the others see him doing it; he has just grabbed Joseph's bowl of stew and wiped his finger on the inside, collecting a dab of the dregs on his digit. "So, are we going to temple now?"

Rolls

Reptile CON save DC13 - (1d20+5)

(20) + 5 = 25

Aug 1, 2024 5:05 am
In the darkness of Orlane at night, Joseph's eyes strain to pierce the darkness. Luckily, his short stature means that he doesn't have to squat to remain concealed. He shifts his position to lean up against one of the bales of wool stacked by the Weaver's shop, and his head remains just high enough for his eyes to peer over the top of the soft, warm bale to scan the entrance of the Golden Grain Inn and the street on either side. After Myrtha left, though, nothing is happening. The most exciting thing he sees is a cat slinking down the street.

Rolls

Joseph CON save DC13 - (1d20)

(6) = 6

Aug 1, 2024 8:00 am
Outside, unseen and unsuspected in the barn, Chase feels exhausted suddenly. It's been a long day, and it's warm and dark in the barn. But he realizes that it's more than that; he's suddenly very sleepy, like someone with a blanket is trying to smother him. He staggers to his feet and has to slap himself in the face, and he still barely stays awake.

Alone on the road around the lake, one moment Myrtha is admiring the stars above, and the next moment she has collapsed, completely asleep.

Joseph is feeling very relaxed, leaning up against the bale of wool, but he doesn't fall asleep gradually. Sleep drops on him like an anvil. He slumps, unseen, into the wool.

In the Golden Grain Inn, Reptile has just asked his question, but instead of giving an answer, Theran falls forward onto his face with a bang and a clatter as his pint tankard of water bounces off of the table and splashes each of the others. The water is cold, but Reptile and Aanbo barely register the feeling, as they are filled with a dizzy drowsiness. Theran slumps to the floor, out cold. Aanbo and Reptile look at each other - they know something is very wrong, but their reactions are muted and slow at first. "Oh, no! What happened?" Bertram walks over and nudges Theran with his foot. Theran does not respond. Then Bertram looks up and smiles. "Looks like he couldn't take his drugs." He calls out to the other patrons. "But these two are stronger. They'll need some more help getting to sleep. Anyone care to help me escort them to see the light?" The ten customers chuckle and push back their chairs, taking their time to rise and approach: they're drunk, but they're also wary of armed adventurers, no doubt, and are hoping that the monk and the barbarian might still pass out. Bertram berates them: "What's the matter with you? We've got four times their number!" (apparently Bertram is not the best at math)
"Bimmy? Bimmy! Go and get the boys upstairs. Now, Bimmy!" The drunken Bimmy smiles crookedly and staggers past the fireplace and the bar and drags himself up the stairway. Bertram crosses to the bar himself, reaches behind it, and retrieves a large club. "Mabso, you and Gurby take a lantern, see if the others have fallen asleep in a ditch or drowned in the river. If they're not dead, we've got to bring them to her." Mabso and Gurby, however, shake their heads. "We ain't going outside - who knows what's out there in the dark?" Bertram groans and rolls his eyes.

Each of the characters that failed their saving throws - Joseph, Myrtha, Theran - have been dosed with a sleeping potion that has put them into a deep, dreamless sleep. Those PCs who made their saves - Chase, Reptile, and Aanbo - are awake but have one level of exhaustion and a -2 penalty on checks, attacks, and saves. Both effects will persist until they are counteracted or the drug works its way through their systems (which will take a full 10 hours).

There are 7 hostile customers and Bertram in the Golden Grain Inn's common room. Theran is asleep on the ground but could be grabbed and carried or dragged. Bimmy has gone upstairs to get "the boys" from upstairs. Chase and Joseph were going to watch the Inn from outside, and Myrtha is out there, too, somewhere.

Aanbo and Reptile: you can act quickly: what do you do?

Chase, you don't see or hear anything (yet), but you know that something is wrong from how you suddenly got sleepy.

Rolls

Duration of the drug (hours) - (1d6+4)

(6) + 4 = 10

Aug 1, 2024 9:51 am
Chase feeling this sudden feeling of exhaustion knows something is up. He will move around to the front and check on Joseph.
Aug 1, 2024 5:08 pm
"I should have listened to that little bird," Aanbo mutters cryptically, though a part of him knows he couldn't have suspected without any proof. He doesn't have much time, so he takes a purple potion from his bag and quickly downs its contents.

Trying to push himself away from the table, Aanbo readies himself to fight his way out. "Reptile, we need to get out of here!"
OOC:
Taking one of the sleeping antidotes I made from the temple of Pae. While I roleplayed that Aanbo made more, we never specified how much he was able to complete so I'll leave the exact number up to the DM.

That should be my action. If I am able to move, I'd like to get closer to Theran so I can prepare to carry him out like all the old-timey martial arts movies do; jostling the body to and fro while combatants whirl around.
Aug 2, 2024 7:19 pm
Aanbo quaffs his antidote to the ancient Pae sleeping ritual and steps protectively over by the sleeping Theran. Seeing the close quarters and agreeing with his dwarven friend, Reptile pulls out two handaxes. The barbarian snarls. "You think we should leave with Theran, or should we see how much fight these fools have when a couple of them have been cut down?" The crowd hesitates further.

Outside, Chase has no idea where Joseph has gone. He's come around the corner and is peering into likely hiding spots while staying at the edge of the light cast by the lanterns on either side of the Golden Grain Inn's front door. But he can hear raised voices inside; someone is yelling upstairs, but he can't make out the words.

Here's a map:
[ +- ] Golden Grain Inn
You hear noises from upstairs: raised voices, the clomp of boots.

Please roll initiative and declare your actions.

Note: A character can use an action to pick up a fallen teammate, or a bonus action to grab them for dragging. Dragging a creature has a chance to damage that creature. Move is reduced 5' when dragging another creature of the same size, or 10' when carrying another creature of the same size.
Aug 2, 2024 8:24 pm
"Do what you do best!" says Aanbo. Truthfully, he doesn't know what Reptile does best, but it's a likely assumption based on the encounter with the bear last night.

With little time before the reinforcements arrive, Aanbo gathers up the sleeping Theran and hoists the slender elf across his shoulders. He has at least three opponents to get past and into the open area of the outdoors, and he tries to recall Tuan Vo's teachings of the body's movements. Steeling himself for a desperate dash, Aanbo hustles for the door.
OOC:
Aanbo spends his action to pick up Theran. I will use 1 ki point to Dash as a bonus action and move 50 feet through the southwest door, risking any Attacks of Opportunity.

EDIT: Forgot to apply the -2 penalty to checks. Aanbo's initiative is 20.
Last edited August 2, 2024 9:37 pm

Rolls

Initiative - (1d20+2)

(20) + 2 = 22

Aug 2, 2024 8:48 pm
Hearing the commotion inside Chase is torn between going in or looking for Joseph. I draw my short sword and look for the most likely place Joseph would be hiding and head that way to look for him. None of the patrons inside looked like much so hopefully those inside can handle until he can find Joseph. Hopefully Myrtha is okay and on her way back. If not we will have to find her also.
Last edited August 2, 2024 10:08 pm

Rolls

initiative - (1d20+2)

(13) + 2 = 15

Aug 4, 2024 3:01 am
Initiatives for Reptile, Bertram, and the customers

Edit: Heh. Now *I* forgot the -2 modifier. Reptile initiative is 17.
20 - Aanbo
17 - Reptile
13 - Chase
11 - customers
10 - upstairs crew
1 - Bertram

Rolls

Reptile initiative - (1d20+3)

(16) + 3 = 19

Bertram initiative - (1d20)

(1) = 1

Customers initiative - (1d20)

(11) = 11

Upstairs initiative - (1d20+1)

(9) + 1 = 10

Aug 4, 2024 3:06 am
Reptile nods at Aanbo, seeing what the dwarf is preparing to do. "I'll clear a path!"

Reptile bulls forward, knocking over the closest table and attempting to shove the man behind it out of the way. Reptile slams the man back, clearing a path for Aanbo. His blood boils as he enters his familiar rage.
[ +- ] Path cleared

Rolls

Contested Athletics: Reptile shove - (1d20+4)

(9) + 4 = 13

Contest athletics: customer brace - (1d20)

(9) = 9

Aug 4, 2024 4:52 am
Carrying Theran in his arms, Aambo sprints past the customers; they try to hit him as he passes, but the monk is too swift. Reptile pushes a customer out of the way to clear a path for the monk. In the midst of peering into the deep shadows of nearby buildings in the darkness, Chase whirls around at the noise of the door banging open. He sees Aanbo hop down off of the Golden Grain Inn's porch. Chase sprints toward the door, leaping past Aanbo to protect his retreat (and Aanbo warns him "Careful! They may use poison!", but when he steps inside, Chase sees everyone in the Inn converging on Reptile. Chase stands in the doorway, keeping an avenue of retreat open for his companion.
[ +- ] Aanbo & Theran get out
OOC:
@mathias0077, do you want to adjust Chase's based on what you've seen? You could move and dash to get inside, but Reptile is planning to fight his way out now that Aanbo's clear. Feel free to react to what you see/hear, but since it would take a Dash to get inside, I will take the customers' turn now. Edit: I've updated the text above to show that Chase does Dash inside.
The customers snarl, and Bertram chuckles. "Don't worry about those idiots - we'll get them later! Let's bring this one to her!" The customers round on Reptile, pulling out clubs, and surround the barbarian, attempting to beat him to the ground. Most of the blows bounce off of his back or shield, but a couple land solidly on him...but in his rage, Reptile takes 3 damage and hardly notices it (as it is reduced from 7 due to Rage).
The banging of boots sounds as five men in traveling cloaks rush down the stairs, daggers drawn. They are in the process of rushing to join the scrum around Reptile.
Bertram is there already, and tries to slide a dagger between Reptile's ribs. The blade cuts a gash across Reptile's back; Reptile takes 2 piercing damage (reduced from 5 due to Rage).
[ +- ] End of Round one
In addition to Chase completing his round one turn, what do you each do for round two?
20 - Aanbo 19/19
17 - Reptile 10/15 RAGING
13 - Chase 11/11
11 - customers
10 - upstairs crew
1 - Bertram

Rolls

Inn patron 1 attack on Aanbo AC15, bludgeoning damage - (1d20+2, 1d4)

1d20+2 : (2) + 2 = 4

1d4 : (3) = 3

Inn patron 2 attack on Aanbo AC15, bludgeoning damage - (1d20+2, 1d4)

1d20+2 : (2) + 2 = 4

1d4 : (2) = 2

Inn patron 3 attack on Aanbo AC15, bludgeoning damage - (1d20+2, 1d4)

1d20+2 : (1) + 2 = 3

1d4 : (4) = 4

Customer 1 attacks Reptile AC18, bludgeoning damage - (1d20+2, 1d4)

1d20+2 : (3) + 2 = 5

1d4 : (1) = 1

Customer 2 attacks Reptile AC18, bludgeoning damage - (1d20+2, 1d4)

1d20+2 : (9) + 2 = 11

1d4 : (3) = 3

Customer 3 attacks Reptile AC18, bludgeoning damage - (1d20+2, 1d4)

1d20+2 : (16) + 2 = 18

1d4 : (2) = 2

Customer 4 attacks Reptile AC18, bludgeoning damage - (1d20+2, 1d4)

1d20+2 : (11) + 2 = 13

1d4 : (1) = 1

Customer 5 attacks Reptile AC18, bludgeoning damage - (1d20+2, 1d4)

1d20+2 : (20) + 2 = 22

1d4 : (2) = 2

Customer 6 attacks Reptile AC18, bludgeoning damage - (1d20+2, 1d4)

1d20+2 : (8) + 2 = 10

1d4 : (1) = 1

Customer 7 attacks Reptile AC18, bludgeoning damage - (1d20+2, 1d4)

1d20+2 : (13) + 2 = 15

1d4 : (1) = 1

Crit damage - (1d4)

(3) = 3

Bertram's dagger attack on Reptile AC18, piercing damage - (1d20+3, 1d4+1)

1d20+3 : (16) + 3 = 19

1d4+1 : (4) + 1 = 5

Aug 4, 2024 11:41 am
Looks at Aambo Go across the street and look for Joseph. I will try and help Reptile. I will dash into the inn and try and help clear a path for Reptile.
Aug 4, 2024 3:41 pm
"Careful! They may use poison!" Aanbo warns. He continues across the street, still carrying Theran, to begin the process of locating Joseph.

As he searches, he begins to wonder what the team will do, should they survive this ambush. Probably retreat into the wilds and plan a stealthier infiltration? Well, that's getting ahead of themselves; best concentrate on the surviving part first. "I don't think I've ever had to look for Joseph before. The guy just seems to show up," he considers aloud. "Maybe he moved to a different location and is waiting for a signal? Joseph?! You around?"
OOC:
Movement: 20 feet south
Action: Look for Joseph, perception check already has a -2 penalty

Rolls

Perception, -2 penalty - (1d20+1)

(9) + 1 = 10

Aug 5, 2024 2:54 pm
Outside in the calm, still night, Aanbo crosses the street and examines the Weaver's shop in the darkness, taking short steps as he struggles under the weight of his unconscious companion, Theran. His gaze passes over the slumped halfling twice before he recognizes the shape. There!

Inside the Golden Grain Inn, furious Reptile whirls around and slashes at Bertram. Bertram falls back with a cry. With his other hand, Reptile hacks at "customer Five," who slams back against the wall and slides down silently. Then, seeing Chase holding the doorway for him, Reptile runs out of the Inn. The customers surrounding him try to lay into him with their clubs, but their blows bounce off his broad back and shield. Chase is left, standing in the doorway, looking at eleven angry, armed people.
[ +- ] Golden Grain Inn, round two
@mathias0077, what will Chase do here?
20 - Aanbo 19/19
17 - Reptile 10/15 RAGING
13 - Chase 11/11
11 - customers
10 - upstairs crew
1 - Bertram

Rolls

Reptile attack on Bertram AC10, slashing damage - (1d20+4, 1d6+4)

1d20+4 : (20) + 4 = 24

1d6+4 : (2) + 4 = 6

Reptile attack on "Five" AC10, slashing damage - (1d20+4, 1d6+2)

1d20+4 : (19) + 4 = 23

1d6+2 : (5) + 2 = 7

Crit handaxe damage - (1d6)

(3) = 3

Customer 2 attacks Reptile AC18, bludgeoning damage - (1d20+2, 1d4)

1d20+2 : (14) + 2 = 16

1d4 : (1) = 1

Customer 3 attacks Reptile AC18, bludgeoning damage - (1d20+2, 1d4)

1d20+2 : (2) + 2 = 4

1d4 : (1) = 1

Customer 4 attacks Reptile AC18, bludgeoning damage - (1d20+2, 1d4)

1d20+2 : (12) + 2 = 14

1d4 : (4) = 4

Customer 6 attacks Reptile AC18, bludgeoning damage - (1d20+2, 1d4)

1d20+2 : (10) + 2 = 12

1d4 : (2) = 2

Customer 7 attacks Reptile AC18, bludgeoning damage - (1d20+2, 1d4)

1d20+2 : (11) + 2 = 13

1d4 : (1) = 1

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