Against the Cult: Entering Orlane (1.7)
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"Guess that larger building by the crossroad would probably be an Inn, or something of the like," and then pointing at the low hill across the lake, she wondered out loud "Would that be Merikka's sanctuary?"
"But also know that some knew to preserve the bear's life at the final stroke, and now the creature yet roams the forest as before. I think everyone is now a bit wiser, the next time something like this happens."
Aanbo thumbs through his prayer beads. "I will speak to the others. We should all become aware of our strengths and weaknesses. Maybe we can prevent unnecessary bloodshed."
Hunting had never bothered Theran. Nor had self defense. Both invoved need... a need for food, a need to live. His issue was the idea of starting a fight, killing without a need. The bear had not attacked until it was attacked. That was the sticking point.
As Myrtha next to him points out the large building, "Sanctuary or I'm good for a hot meal." He gladly moves that way.
Across the road, three little girls who were playing in the dust of the yard in front of another neat little house stop at the clank and clink of adventurers and they stare, gawking comically at the heroes with their slack jaws hanging open. Past that house stands the crossroads: the girls' house is on the nearer left corner, the Inn is on the far left corner, a sturdy square building with heavy shutters stands on the near right corner with a long low building behind it, and a shop with a spinning wheel above the door stands in the far right corner.
What do you do next? Where do you go?
He indicates the inn. "We might find answers there. I assume we're still under the story of bounty-hunting?"
The party has entered from the west, in the lower left of the map.
Refer to the map of Orlane in the maps thread for the color-coded key.
Continuing on, the sturdy building on the right with the shuttered windows has a sturdy, metal-reinforced door that stands open. Past it, on the right, the new building with the spinning wheel above the door has several bales of wool stacked on the wide porch on either side of the closed door.
Opposite that, the large wooden building at the crossroads is even more clearly an inn when seen close up. Sheaves of wheat are carved into the eaves of the roof, with a sign depicting a cluster of wheat and a foaming pitcher hands over the door. A corral and stable stand out back. The building has seen better days - much of the whitewash has peeled away - but the view through the propped-open double doors shows that there are several people seated at tables and the bar inside.
THE GOLDEN GRAIN INN
Stepping through the doors, the party sees a large common room with about ten customers sitting at tables or at the bar. A large human bartender beams and calls a boisterous greeting in Imperial with an eastern accent: "Hello, travelers!" He wipes his hands on a rag tucked into his straining belt and comes around from behind the bar. "Welcome to the Golden Grain Inn!" He counts the number of you, then looks at the bar. "Well, we don't really have room for all of you at the bar, so if you want to stick together, you can have a seat at a table..." He looks at the tables, each of which have one or two people sitting at them. "Oh! Excuse me..." He taps a man sitting by himself at a table. "Bimmy, why don't you move over to a chair by the fireplace so these folks can sit together?" Bimmy, clearly a little tipsy, blinks for a moment, and then finally nods with understanding. He gets up and moves to the storyteller's seat by the fireplace, though it's early enough that the fire has not yet been lit. As you are settling down, the man's eyes widen. "Ah! I haven't introduced myself: I am Bertram Beswill, and this is my inn. I can get you refreshments, food, or rooms for the night...or all three..?"
Rolls
Secret Roll
Secret Roll
Secret Roll
Bertram
- two seals for a bowl of stew
- four seals for the bratwurst plate
- five seals for the veal
- pint of lager for a seal
- two seals for either a pint of stout, white wine, or red wine
- our Orlane reserve wine for an eagle a pint
We have different options for overnight guests: you can rent a bed in the common guest room for 12 seals a night, get a private room for 2 eagles a night (we have one bedroom with two large beds, and another with three smaller beds), and we have one deluxe bed room (with a grand bed) available for 4 eagles a night."
After all that, he exhales with a whoosh and smiles. "I think that's everything! What can I start you with?"
Myrtha looked around the inn’s main room, trying to identify any noteworthy patrons or groups.
He too looks around the room, gauging the people who are there.
Bertram
After a few attempts, Theran manages to convince Bertram that he wants water to drink and the proprietor disappears through a door behind the bar, grumbling a bit about "travelers and their weird ways"...but he returns a few moments later with four mugs and three trenchers, which he sets down in front of the party members that requested them. "There you are!" The mug in front of Myrtha contains the promised buttermilk. "Let's say 1 seal for the buttermilk." Despite his talk of dirty bath water, the water in Theran's mug is clear, sweet, and a bit cold, as if just drawn from a well. "If you don't mind my asking, what are you doing here in Orlane? Visiting, or just passing through? We haven't had so many visitors lately. Not that they're not wanted, but that the traffic we used to get has dwindled to almost nothing. In the past couple of weeks, the only visitor I can recall is that half-elf who came to visit the temple."
"Roads ‘ve become dangerous, we heard. Bandits, highwaymen are the talk in Hochoch. So we thought to look into these rumours, weed out the troublemakers. We’d been following some tracks, figuring they might lead to some bandit camp… ended losing our lead near here, so we decided to rest in town. See if you folks had heard anything about this. Have you?"
Also wondering whether the half-elf he speaks of might have been Jonbon.
Rolls
Insight check - (1d20)
(4) = 4
Rolls
Insight - (1d20+5)
(6) + 5 = 11
Bertram
Rolls
insight - (1d20+4)
(18) + 4 = 22
Bertram
Bertram laughs. "You could say that! Oh, I don't doubt that there were bandits that have preyed on merchants in the past. It sounds like they've had problems in Hochoch, then? That's a shame. May be why we haven't seen many of our regulars from Hochoch for a while, if the crooks are busy there." He gives a start, apparently realizing how long he's been talking. "Listen to me, going on and on! I have to check on the other tables, but please...enjoy your meal, and let me know if there's aught else you'd like." With that, Bertram leaves you to enjoy your food and drink and to have any conversation you want to keep private.
He thumbs through his prayer beads in his lap, then lowers his voice to address the table quietly. "Jonbon mentioned the temple of Merikka as his destination," he says. "Ultimately that temple is where we should begin our investigation. Should we see what Bertram thinks of the priests there? If he is suddenly very manic in his adoration of 'the goddess' like Jonbon was, it would warrant further suspicion."
Rolls
Stealth - (1d20+7)
(19) + 7 = 26
Bertram
Bertram looks expectantly at Aanbo, Myrtha, Reptile, and Theran. "And what about you all? It's getting dark. Would you like to hear the options for rooms again?"
Joseph and Chase make their way into the early evening. The sunset has set and the stars have come out overhead. Light shines in the windows of the nearby houses on the other side of the north-south street, but no one has lit any lanterns for the shops, which appear to be closed for the night.
Joseph ambles along, walking east out of sight, then ducks behind the next building - apparently a jeweler's shop, judging by the sign depicting a ring with a gemstone setting hanging over the locked door - and circles around to the weaver's shop, where he squats in a shadow and peers around the corner to watch the Golden Grain Inn's front porch and door in the deepening darkness.
Chase, meanwhile, turns right coming out of the door, goes to the intersection, and turns right again, heading north toward the bridge. On his left is a farmhouse with windows glowing warmly with what is probably a hearth fire, judging by the flickering. On his right is the side of the Golden Grain Inn. He notes that there is a locked door set almost horizontally adjacent to the building: almost certainly a cellar door. Continuing north, Chase passes a large corral or animal pen for the farm on his left and on his right, the carriage house and stable for the Golden Grain Inn...which appear to be completely empty. As he passes the stable, he looks casually right and left - all clear - and then ducks to his right behind the building. He makes his way around the structure and listens. There is no sound of horses within. Silently, Chase lifts the latch and slips inside. It is completely empty; the air is stale with the smell of old hay, but there is no animal smell at all. He gets to the front of the barn and swings the door ajar enough so that he can watch the back of the Inn from concealment. There is one small door in the back of the building, probably barred from within, in the very eastern edge of the northern face of the Inn.
What do you do now?
Rolls
Stealth - (1d20+6)
(16) + 6 = 22
"Yes, they are coming back," Aanbo says to Bertram. "We'll take the lodging. The two that went for an after-meal stroll will take a common room bed, as well as myself if they are available. Do we pay up front?"
Aanbo leaves the choice of private room for the others; reasoning that it's fine if they wish separate quarters.
When Bertram came back to their table, she thanked him. "I'll be taking a bed in the common room as well," she stated, and prepared the coin needed to cover her meal and lodging for the night. "Master Bertram, how long do you think it'd take to walk around the lake and return here? I would enjoy having a better idea of how Orlane is spread about..."
Myrtha wouldn't mind walking outside for half an hour or so. Would going around the lake on the main road (thereby crossing both bridges) take more time than that? She would like to have an idea of the lay of the land, identify any major shops and landmarks. Wouldn't mind walking with others, if there are any interested parties.
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).
Rolls
CON save vs DC 13 - (1d20+4)
(6) + 4 = 10
Rolls
Con save vs poison dc 13 - (1d20+1)
(14) + 1 = 15
Rolls
Constitution save (advantage) DC13 - (2d20H1+2)
(117) + 2 = 19
Rolls
CON Save - (1d20)
(12) = 12
Rolls
Reptile CON save DC13 - (1d20+5)
(20) + 5 = 25
Rolls
Joseph CON save DC13 - (1d20)
(6) = 6
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
Trying to push himself away from the table, Aanbo readies himself to fight his way out. "Reptile, we need to get out of here!"
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.
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:
Note: the orange rectangles are the fireplaces, which are not currently lit. Bertram is standing at one end of the table. Just behind Aanbo are the stairs leading up (where Bimmy left for reinforcements). The front door is in the lower left/southwest; it opens onto a lit porch, which is all that Chase can see of the building at the moment. There are two other doors behind Bertram: the one to the left (northwest) is where he went to get the food, so it presumably leads to the kitchen. The one to the right (northeast) is unknown.
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.
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.
EDIT: Forgot to apply the -2 penalty to checks. Aanbo's initiative is 20.
Rolls
Initiative - (1d20+2)
(20) + 2 = 22
Rolls
initiative - (1d20+2)
(13) + 2 = 15
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
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.
Rolls
Contested Athletics: Reptile shove - (1d20+4)
(9) + 4 = 13
Contest athletics: customer brace - (1d20)
(9) = 9
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).
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
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?"
Action: Look for Joseph, perception check already has a -2 penalty
Rolls
Perception, -2 penalty - (1d20+1)
(9) + 1 = 10
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.
Note: Aanbo, Theran, Joseph, and Myrtha are off of this map.
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
Alone of the conscious NPCs, Aanbo witnessed the sleeping effect of the New Morning's draught, and this seems different. Neither Joseph nor Theran seem dead, nor has their breathing slowed to the point of being imperceptible. They have a sickly pallor, and their breaths are slow and shallow, with the occasional snore.
Chase leads the party in the direction that Myrtha had gone. At first they are silent, watching the Golden Grain Inn anxiously, expecting that armed assailants will come boiling out of the building at any moment. But that doesn't happen at first, and as they continue past the Inn and the barn, they relax enough to start whispering to each other again. They get to the bridge and cross it; thankfully it is a stone bridge and so their footfalls do not boom and echo the way a wooden bridge might. The water of the Realstream River gurgles past the pilings below them. Trees loom on either side of the road on the north bank, making it very dark here. Up ahead on the right/to the east, there is a faint light shining through the trees. Unencumbered by a sleeping companion, Chase can attempt to track Myrtha's route, which would be much easier to do if there was light for him to see the path (roll WIS (Survival) and declare whether you are doing it in the dark or using some kind of light).
"What happened in there? Did we offend the cook?" Reptile jokes. Then, more seriously: "What did they do to Theran and Joseph? What did they do to us? I feel terrible."
He shifts Theran's weight across his own shoulders. "First things first, we've got to regroup. I don't know where Myrtha went, much less if she's succumbed to the poison and was already captured, or if she's awake and has moved somewhere we haven't been. We need to find her, but we can't call attention to ourselves in case other citizens are partners with those in the inn."
Rolls
tracking Myrtha - (1d20+4)
(16) + 4 = 20
The party is reunited! It's early night, everyone has been poisoned (and three of you are asleep as a result), and the Golden Grain Inn is full of hostiles. What do you want to do now?
"We need to hold up. This poison is harsh."
The immediate surroundings:
Note: the star still indicates the party's location.
The green building is another inn. The purple buildings are homes and the brown structures are outbuildings: barns, sheds, etc. Brown lines are roads/paths/driveways. Green blobs are trees.
For ease of reference, here's the larger map.
The awake members of the party are able to take a long rest.
Theran, Joseph, and Myrtha wake up an hour later than the others, after nine hours, a little groggy and without the benefits of a long rest (so they could take a long rest later in the day if need be).
Each PC gains 20 XP from surviving and escaping.
The larger map
Rolls
A check - (1d100)
(70) = 70
He watches over wasted Myrtha, but sleep & rest takes him. He is rather used to doing watches and such, but the poison sickness won, and he really needed the rest. He spent some time complicating all that had happened. Soon his face is just a mop of shaggy black hair as he collapses into sleep.
Looking over Theran as he returns to the active living, Reptile answers his question in Imperial, "Yes. Village is nasty." Reptile has his handy battleaxe near him.
Rolls
Hit Dice healing - (1d12+3)
(11) + 3 = 14
He looks to the others to ensure they are comfortable. "We're just at the edge of Orlane, in an abandoned barn. We could rest here some more and leave together, or those who are feeling up to it can continue our investigation while others remain behind.
"I honestly don't know who we can trust here. Could be that everyone is involved. If that's the case, what should be our next move? Sneak into the temple?"
Looking at Myrtha, he adds, "He probably used the same thing Jonbon used, buteo. Do you suppose if we searched his kitchen, we'd find it? I admit, I don't know what it would look like."
The monk looks at the abandoned building. "Jonbon also mentioned how some feared the goddess and fled. I imagine the residents of this place chose to leave, lest they become forcibly involved."
Aanbo stands, kneading the ground with the toes of his bare feet. "You three should rest. We'll check out the house and see if there are any squatters."
He tests the boards to see if any are loose, which might indicate someone already entered and replaced them, or just shoddy workmanship.
Rolls
investigation, Stealth, Survival - (1d20+3, 1d20+5, 1d20+4)
1d20+3 : (14) + 3 = 17
1d20+5 : (1) + 5 = 6
1d20+4 : (7) + 4 = 11
The weeds are of benefit to the party, as they are tall enough to obscure them from the view of the neighbors - two adults and three children - who are already up and working on the farm across the road. There isn't grain, a carcass, or any other food enough for a flock of birds to feed, so there are only a few isolated birds here, that flit away as the adventurers move through the yard. They are not enough to give away the party's presence to any casual observer. The morning sun is warm. Bees drone from flower to flower, looking for nectar. Occasionally the calm is punctuated by one member of the neighbor family calling to another or laughing, distant enough to be unintelligible. Smoke from the closer Inn down the road indicates that a fire has been lit; Reptile, Chase, and Aanbo smell baking bread for a moment.
"We can certainly circle the village from outside, and reach the temple from the far side. But I will be less effective without my shield… If we step into that inn again, they will know we’re still around, and might raise the alarm…"
He adds on, "I think a quick run to town would be okay. That is before we hit the temple."
He meditates on the choice. "Reptile has offered a shield to benefit Myrtha's skills. Does that mean Reptile is less prepared for the temple? What about you, Theran, did you also lose your equipment back at the inn? Joseph? Chase?"
"If that is not satisfactory, I am willing to attempt to secure your belongings from the tavern," he continues. "Assuming they haven't confiscated it."
"How many men were there at the inn?" Myrtha asked, wondering what kind of opposition could be expected if stealth didn’t work.
That was all Myrtha said when she realized what Theran was proposing. She had not realized that such a power could be called upon, as she thought this sort of shapeshifting was the preserve of heroic tales and folk legends. She had forgotten that as a member of the dungeon busters she would be exposed to highly talented individuals with some very unusual skills.
He uses his crowbar to draw a crude map of Orlane in the dirt. "We're here," he says, indicating the barn serving as a shelter. He then taps another poorly-drawn square. "And the Golden Inn is here. What's the best path for you to get there?" Aanbo looks to Theran and the others for their suggestions.
"There are a few things I’d like to know, now that we are safe here, at least to a degree: first," she enumerated, pointing at one of her fingers, "whether our belongings are still in there, and where." She added a second finger, and pointed at that one in succession, "second, whether Bertram is still there, and what strength they might have in reserve in that place." She stretched a third digit, "and third, whether they’ve been drugging and taking all travellers coming this way, or only certain types, like us adventurers.".
Folding her fingers, and lowering her hand, she added "If all travellers are taken to her no wonder all the trade has died down in these parts and farmland is being left untended. But I find it hard to believe that all the village folk are part of this weird cult. Maybe there are people out there that could help us, if we knew who to approach. The folks hiding when we first entered town, for instance…".
"Once you’ve investigated the Inn, we might have to figure out how to scout the temple, staying unseen. Maybe observe who comes in and out of the place, if we can keep hidden somewhere near the entrance to the compound," she suddenly realized she’d been carried away by a torrent of ideas, and felt she had overstepped some social bounds. She stopped talking and observed the others, hoping they’d share their own ideas. If for nothing else, it would stop her feeling so awkward.
"As for whether or not the rest of the town is under this goddess's influence... I do remember that many of the people in the inn were hesitant at confronting us after we were drugged. It makes me think that while they work together in this kidnapping conspiracy, they aren't necessarily skilled at subduing armed adventurers until they've disabled us or have more numbers. It might be that our skittish neighbors are the same when alone. hence their reactions when we arrived."
Aanbo considers the situation. "How's about this? While Reptile and Theran try to get our equipment from the inn (or at least report on what's going on there), some of us can investigate the outlying farms and try and see if any of them are truly involved in this town's dark dealings, and another group scout the temple's entrance for people going in and coming out."
Rolls
stealth - (1d20+3)
(3) + 3 = 6
Also, her background offers her the rustic hospitality trait. That’s why she is insisting on finding the decent, down-to-earth villagers that might be willing to assist the party and tell u more about what’s going on in Orlane.
The other thing to declare is: which way are you going to enter the Inn? The picture below represents what the two of you can see in terms of ways in: two doors (the brown rectangles) and three chimneys (the black protuberances on the west, east, and south walls).
After those two Dungeon Busters have left to scout the Golden Grain Inn, Aanbo, Chase, Joseph, and Myrtha consider whether to split up to check out the temple on the hill and the paths through the woods, or whether to do those one at a time. "I'm fine either way," Joseph assures the others. "I'm pretty good at sneaking, if you want me to scout ahead, but I do appreciate backup."
He will enter the Inn through the door -- there has to be a crack a spider can fit through/under.
Rolls
Stealth - (1d20+2)
(9) + 2 = 11
Rolls
Stealth (at disadvantage) - (2d20l1+2)
(2015) + 2 = 17
Rolls
Stealth - (1d20+5)
(10) + 5 = 15
Rolls
Stealth - (1d20+5)
(20) + 5 = 25
Rolls
Stealth - (1d20+6)
(6) + 6 = 12
Outside in the barn, Reptile sees no suspicious activity around the Inn, and no one comes in or out. He hears the voice of one of the farm children across the road giggling, apparently playing some game in their yard.
Large swaths of the Dim Forest have been cleared to make room for crop fields. But a finger of the Forest curls around the western edge of the village. This grove - the grove that the four Dungeon Busters are entering - is the very tip of this arm of the Forest. The massive elm trees grow right up to the road, and no further. Joseph keeps trying to lead the way, but Myrtha and Chase keep passing him with their longer legs. It is cool and green under the boughs of the giant trees, with pools of deep shadow. The well-maintained path meanders around the trunks of the trees, leading ever deeper into the grove. Then the trees open up to reveal a small glade, which contains a humble shack, a small shade garden, and an old man facing away from the heroes, currently kneeling down to pull weeds. "Welcome, visitors!" he says, without turning his head. He wears simple clothing made of faded rough cloth, with some kind of fur ruff around his neck.
"And a good day to you. I hope the gardening is rewarding," she answered, hoping to set the man at ease.
He just stands there with his shaggy black hair dangling to the slight breeze. Reminds him of the many times he has done just this watching for criminals. Hopefully his common clothing will not show him off too badly but that big axe and its smaller partner will that he sports might.
"My companions and I arrived from Hochoch yesterday, we’ve been asked to look into what might be slowing down trade. We thought maybe bandits on the road… but we’ve found no evidence of that. What we have seen is some abandoned farms, and land going fallow," she pointed at the general direction of the boarded-up farmhouse they had been squatting.
"You seem like a man that knows this place well: if you don’t mind me asking, what can you tell us of these abandoned homesteads? Is all well in Orlane?"
Rolls
Insight check - (1d20)
(14) = 14
This room is a comfortable living space, with lighter wood paneling. A fire in the hearth has burned down to red coals, which still illuminates the space. There is nothing moving in the room, and spider-Theran takes his time climbing around and over objects to get a sense of what is there. There are no people in the room, but it would be pleasant for them if there were. Four richly-upholstered chairs are arranged by the fireplace, and a wooden table with four chairs stands in the corner. The opposite corner has a stack of storage crates. In the middle of the north wall is a closely-fitted oak door with brass hinges and handle, carved with some shapes in the wood. There is no trace of the party's equipment here.
He also knows that, back in the common room of the Inn, there is another door and the stairs that he could explore. At the same time, he knows that Reptile is waiting outside.
Edited to amend the mention of time elapsed.
"Well met, Ramne and Whiskers," she added, with a smile.
"We had a bit of a problem after our meal at the Golden Grain last night… turns out some of us couldn’t handle the food all that well, so we had to leave in a bit of a rush, despite Master Bertram telling us we ought to go see ‘her’." She emphasized the last bit in her tone, and scrutinized the man’s face to catch any reactions. Best not accuse the innkeeper of using buteo to put the whole party to sleep just yet.
"He was really insistent, Master Bertram. You wouldn’t happen to know who this person is he was so eager to have us meet that he rounded up some other folk in the Inn to escort us to her? She must be an awfully good host, seein’ as how many folks are taken to her. Wager Cecily would be mighty interested in all this hospitality…" she concluded, wondering if Cecily’s name elicited any reaction.
It's good to know my options, after all...
The monk finds himself momentarily distracted, wondering if the man is being forgetful or willfully obtuse. His thoughts also entertain the idea that Lady Diana could be formerly known as Donna, perhaps a change of name to start a new life? What history would she have had, if so?
He shakes himself out of that line of thinking. Too bad Xana wasn't here; she'd know how that story would go.
And then, swiftly resuming a straighter expression, she added "This Her must be one of the priestesses at the temple, no? I mean, Bertram's hospitality might be legendary, but he did have this fervor... almost religious. Are there many priests up there?"
Her eyes kept focused on the man's non-verbal cues. She had yet a couple of questions in mind, and she hesitated between revealing far more about the party, or just keeping the façade going. She wondered if mentioning buteo might spark some kind of reaction. She had been impressed by Jonbon's capacity to dissimulate and act innocent, and so she second-guessed her gut feeling about this elderly farmer.
He turns to Chase, gesturing for the archer to stand-down, and continues until he is at Myrtha's hip. "I apologize for my behavior. I did not have a good night's sleep, thanks to last evening's meal."
Deciding to just push forward with the topic, Aanbo bows apologetically to Myrtha for the interruption. "I'm afraid that we don't know any 'Donna' at Hochoch's temple, though I admit I'm not familiar with all of the acolytes. Perhaps you meant Diana, Lady of Reason and Discourse?"
Aanbo is taking a chance, of course, but feels that Ramne's ki strikes him as odd. After all, Ramne detected the party's approach well before their arrival, and Aanbo wonders if the ferret had something to do with it. The relative isolation of this garden compared to the crop fields in the rest of Hochoch stands disparate enough that perhaps the risk is worthwhile. Might as well show his cards (at least, his alone) and see what Ramne does with it.
His eyes briefly go owlishly wide when Aanbo mentions Diana. He tries to cover it, but you all saw it. He tries to squint and scowl, but his heart isn't in it. His shoulders relax, and he gives you a genuine, gap-toothed smile. "Diana? You know her?" Then his brow furrows once more and his smile fades somewhat. Looking at Aanbo, he asks the group: "How long have the four of you been traveling together? What happened to the others who were with you?"
"Our companions are down the road, looking at a building that caught their attention earlier," she stated matter-of-factly.
Taking a big breath of air, as to steady her resolve, she followed her instincts, adding, "We’re here to inspect some odd happenings. A fellow who came from here is currently held in Hochoch’s gaol for drugging an entire famiy of farmers, kids and all, so he could bring’em here. To take them to see her, he said. And, what would you know!, when we get here some buteo finds itself in our stew, and we nearly all fell asleep like those farmers. You see, strange happenings abound and Cecily — that Cecily we laughed about — wanted us to come here and see what we found. Maybe you can help us get to the bottom of what ails this village. Maybe not. Either way we’re going to keep digging, so no innocents are taken to "her" against their will. Can you help us, Ramne?"
She followed the man into his home.
Also: 40 minutes has passed already? That's 400 turns. I'd honestly have thought with 20 feet of movement in a turn and the ability to Dash I'd have accomplished a lot more than three rooms.
This may have been a much worse plan than I anticipated.
Rolls
Perception (WIS) - (1d20+2)
(5) + 2 = 7
"I don't know if I can trust you, but the fact that you know Diana and you just arrived in town gives me hope." He smiles, revealing the gaps in his teeth once again. Then his brow furrows in a frown. "But in case I'm wrong, know this: I won't go down without a fight." He juts out his lower jaw as he squints at all of you. Then, after a few moments, Ramne relaxes and sighs. "Well, let me get the tea started." He crosses over to a little alcove set in the wall made of bricks, which you'd overlooked as just more of the bric-a-brac in this space, but now realize is a little kludged-together fireplace and chimney. He picks up a pot, peers in and then glances at you, reminding himself of how many people there are for tea, then nods. A fire starts in the space and he sets the pot down in it. Most of the smoke coils up the chimney...most of it. Whiskers scampers around, then settles down out of the way, by one of the crates.
Ramne turns, takes off the floppy rag he uses as a hat, and stuffs it back in a fold in his clothing. "That'll take a while to heat up again. Now, where were we..." He realizes that everyone is still standing. "Oh! Please, have a seat." He pulls up a stool made of bundles of twigs and plops down with a sigh, a creak of wood, and a popping of many joints. "How to begin? Well...to put it simply: there is evil in Orlane." He watches each of you closely, suspiciously. "Over the last few months, people have been disappearing. Some of the people come back again, but they're...changed. Some of the people never come back." He sighs. "The people that come back...?" He shakes his head, and shrugs. "There's something wrong with them. I talk to people, sometimes, and they don't seem upset about the change in the village. There's weird goings-on at night, with lots of people moving around after dark when all decent people are asleep. I swear to Merikka one time I think I saw monsters down by that Inn in the night! Walking upright on two legs, but not men, or elves, or dwarves..." He smiles his gummy smile again at Joseph. "...or halflings! They were tall, and naked, and green." He glances over at Whiskers. "I didn't see them clearly; I don't see so good in the dark, but I really did see them! I tried to tell people here about it, but..." He sighs heavily, and scratches his bald head. "They all think I'm crazy." He looks at the Dungeon Busters mournfully. "I don't try to talk to people anymore."
Edited to amend the time remaining.
Aanbo remains standing to allow others a chance to sit. He reasons that with his dwarven stature, he'll still be at eye level, right?
"You are the first we've met to describe it as evil," he says, "which, given what we've experienced firsthand, leads me to trust you further. Jonbon the bard and Betram the innkeeper both said nothing's wrong with Orlane and Jonbon also admitted that people change once they've met Her. Kidnapped victims are taken to the priests, according to Jonbon, so we suspect that everything originates from that temple on the hill."
Aanbo takes out his prayer beads, meditatively thumbing through each one. "You mentioned Merikka," he says. "Isn't that temple dedicated to her?"
Aanbo takes out his prayer beads, meditatively thumbing through each one. "You mentioned Merikka," he says. "Isn't that temple dedicated to her?"
"Jonbon seemed determined to take his captives to the Temple, though..." she mused, considering the exchange between Aanbo and Ramne. "Have you noticed any difference in the worship of Merikka at the Temple? A change in the character of the worshippers, or something different about the rituals?"
She reserved the hundred other questions, in particular about naked green men, to a later point in the discussion.
At this point, Spider-Theran reaches the other doorway and slips between the lintel and the door. He can still feel the buzz of conversation, but can no longer make out the words. This next room is obviously the kitchen.
It has now been about a quarter of an hour since Theran transformed. What do you do now?
Ramne shakes his head and shrugs. "I haven't gone to the temple in a while. I barely get out at all. Most of what I need is here, and I don't think it's safe to go wandering the streets alone." Whiskers chitters. "Yes, well, not alone alone, just without others to help get me out of trouble if it came to that." Whiskers chitters again, and Ramne glares at her.
Chase adds: "Sounds like the temple has been infiltrated by something else. Just one or two undetected can turn many in time." Ramne responds, "I don't know, but that is my fear. If you don't realize that your friends are changing, would you be able to identify it in time to protect against betrayal or indoctrination? I wouldn't even say I have friends here, just acquaintances. Nobody ever wants to talk to the 'crazy old man.' It's better to stay out of it. I'm somewhat protected here, but to make any change, somebody has to investigate. I can't do that on my own. I would offer to join you..." His smile falters. "But then I don't know if you can be trusted. I think you can - you're from outside town, and you're adventurers who are at least familiar with Diana and Cecily. But none of those things definitely mean that you aren't in league with the monsters."
He thumbs through his prayer beads once more. "We also tread carefully. I think we have mutual foes and that our goal of navigating these dark metaphorical tunnels is the same. When the rest of our companions return, we will see what hides within the temple. However, I wouldn't want you to believe that we are going to the temple to report on your location. Would you prefer one of us stay with you for another pair of eyes and ears, to watch for activities in town?"
Aanbo glances over to Joseph, wondering if the halfling rogue might be a capable companion to the old man.
"...with Whiskers!" he adds before the weasel can object. "But that's still not enough for me to investigate a suspicious place like the Golden Grain Inn, or go to the Temple which might be safe, or it might be overrun. I hope that we can work together, but I've been thinking about it, and the only way I think I could be convinced that I could trust you is if you fight and defeat some of those green monsters first. That'll be enough to show me that you aren't on their side. If you can do that, then I can work with you."
Rolls
WIS (Survival) checks for tracking - (2d20+2)
(313) + 2 = 18
Then, turning to Aanbo and Chase, she added "Maybe take them out when they're leaving, so as to not make a ruckus, and to give us a general direction they'd be going to..."
He is struck with a vague memory, and asks Joseph, "Weren't there reports of kobolds back in Hochoch, when we had trouble at the mill? I didn't see them, but are they tall, green, and naked?"
Spider-Theran crawls out onto the ceiling of a basement so large east-west that he has to crawl around a bit until he can see its borders. Spare furniture and parts of broken furniture are stacked against the southern wall. Behind him, on either side of the staircase that descends into the middle of the room, are two solid doors. The north wall bears several unlit torches in sconces.
Spider-Theran chooses the door on the left first; crawling through, he finds himself in the wine cellar. A few high shelves sport bottles, but most of the room is dominated by large casks of different kinds of beverage or oil. A smaller staircase leads up to a barred door: another exit to the outside!
Leaving that room, Theran crawls around to the other door and slips around it. The room beyond is another cellar, which has clearly been used to store dry goods: beans, flour, oats, sugar, salt, pepper, assorted other spices...all the things that go into food preparation at the Inn.
Rolls
Secret Roll
Rolls
Innocuous check - (1d5)
(1) = 1
"You'll stay here, Ramne? You want us to bring some proof of whatever we found?" By that point, she had already stood up, making ready to leave as soon as the old man agreed to their proposal.
Between 35 and 40 minutes have passed; Theran moves on, slipping under that door and across the floor to squeeze under the door on the other, north, side of the passage.
A minute later, the spider-shaped Theran re-emerges from that room and continues along the corridor, turning north.
Rolls
Theran perception check - (1d20+5)
(2) + 5 = 7
Theran perception check - (1d20+5)
(10) + 5 = 15
The druid in spider form leaves that room, climbs up the wall back to the ceiling and across to the southern wall, then down and slips in between the door and lintel, squeezing into another guest room, this one with two beds.
The Spider-Theran scurries back out of that room, up and across the ceiling, and under the lintel of the next room across the passageway (to the north).
Theran moves on, slipping down and around the door in the south wall, moving back to the passageway.
Hurrying, he crosses to the closest door: the one directly to the south across the passageway.
The spider crawls back out and investigates the last two doors in the hallway. Thankfully, both rooms are unoccupied.
Theran hurries back to the room at the end of the hall with a cold chimney. He climbs into the fireplace, up the flue, down the outside of the chimney, across the roof, and down the side of the Inn building. He crosses the yard and arrives back at the barn just as his Wild Shape runs out. Reptile is slightly surprised when Theran reappears in front of him suddenly.
Rolls
Perception check - (1d20+5)
(9) + 5 = 14
Perception check - (1d20+5)
(15) + 5 = 20
Perception check - (1d20+5)
(2) + 5 = 7
Perception check - (1d20+5)
(8) + 5 = 13
Perception check - (1d20+5)
(18) + 5 = 23
He will, however, attempt to keep an eye open for mistletoe and shamrocks as he moves.
Rolls
Perception - (1d20+3)
(9) + 3 = 12
All six of you are now back in the abandoned barn (shown as a star on the map below, which shows all of the areas you've explored in Orlane so far).
1 - The Golden Grain Inn
1b - the Inn's bard (where Reptile was keeping a lookout)
2 - the bridge across the Realstream
3 - the weaver's shop
4 - the jeweller's shop
5 - Inn of the Slumbering Serpent
5b - some outbuilding of the Inn of the Slumbering Serpent
6 - abandoned farm
6b - abandoned barn
7 - Ramne's grove
Despite his evident relief in seeing his fellow Dungeon Busters again, Aanbo observes their demeanor in case they were improperly influenced like Jonbon was.
Rolls
Insight - (1d20+5)
(4) + 5 = 9
However, there is much more to discuss... to start, there is a group that is after us. There is a scarred man who is sadistic -- he had someone being kept alive, bound in a bundle of bloody linens. He stabbed them for his own pleasure.
There is a group of five... muscle, I guess. They spoke of grabbing us at night. There was also talk of taking us to "her," and that thry might be afraid of her -- whomever she is. There was also talk of feeding us to the "guys downstairs," but "she" is first?
A few rooms were empty, although one had weapons... perhaps a member of their group on patrol or something? There was also a hidden door I did not have time to investigate, on the top floor. It's worth noting there was a door out of a storage room in the basement, although I didn't follow it to see where it led. If we can find the other end it might make for a good point of entry. Although if we go through the outside door in Bertram's room, we could check the chest -- hopefully before things get hectic."
Theran takes a breath, closing his eyes for a moment.
"Thoughts?"
"And while our presence isn't a surprise, perhaps an assault on the inn will be. There's at least 6 known individuals, plus an unknown number 'downstairs,' so if we were to strike, we'd have to be quick and decisive. We could try that door outside Bertram's room as a point of infiltration."
He sighs, having thumbed through his beads twice over. "Well, that is my thought. Is the victim on the same level as Bertram?"
Theran purses his lips in thought, before continuing. "An assault on the inn crossed my mind as well. Honestly, the idea of ending that underhanded swine Bertram came to me while we were alone in his room and he was defenseless... but I digress. What if we let them come to us? They don't kmow that we know they're coming. Set some traps, be ready when they arrive. That will leave the Inn itself with minimal forces available, and no idea that we're coming. As soon as we finish their group, we immediately rush the Inn."
"So we stay here and wait for Bertram's men to find us?" she continued, looking about the barn as if trying to assess the defensive value of the structure. "Wouldn't put it beyond these men to just burn this barn to the ground, with us in it, if they felt the need," and in saying so, she tried to recall how each entrance to the simple edifice could be held from the outside or from within.
"If we go off hunting these green creatures immediately, they might think we've left for good. Or they might come after us. If they come after us, we'd deal with them in the outskirts of town, on ground of our choice. If they don't come, we'll have time to set an ambush for these mysterious green stalkers." She seemed to be thinking out loud, rather than making a clear plan.
"But you're right, the fellow being held at the Inn has to be saved, as quickly as possible. Besides, if Theran's only seen a part of what is in there, I'm sure we'll find alot to deal with. Maybe the green creatures need to wait..." she continued speaking. "Let's say we stay put until nightfall. If they find us here, we'll handle them as best we can. If they don't come, we can try to strike at the Inn during the night, and take the prisoner out of there; perhaps we'll find out more about what is going on here."
Rolls
Stealth - (1d20+5)
(17) + 5 = 22
He asks Aanbo, "What do you say Aanbo?"
"I think whatever fight we make, we should try to make as isolated as possible so the enemy cannot bring reinforcements. We are few and they are many. They've indicated they'd rather capture us and subject us to whatever is going on at the temple, but I don't doubt that they'd also just kill us if we prove difficult."
He glances about the barn as if the answer might become obvious, but alas the building makes no attempt at assuaging Aanbo's fears. "I feel like we should wait here for Bertram's Boys. We can defend ourselves if we're together to watch each others' backs, and we might be able to subdue one to answer any questions about the Inn, temple, or even the town. I just hope the tortured victim can survive a bit longer."
As Chase leaves to keep watch, Aanbo quickly adds, "Chase, keep in sight of us so we know where you are. I don't want our sentry to be taken out as stealthily as you are able to hide."
With that, the wood elf begins hunting for at least a viable club as the night edges closer.
He further mentions as he shows his personal signal whistle on a cord round his neck, "Should I find the situation needs help, I have this load whistle that can be used. Just something in the future to keep in mind." He softly tots it to give all an ideal of the sound of it.
Noting that Myrtha is peering about, "What does observant you largely perceive is the best means of apt defense for us here."
Obviously always there, Reptile is not a planner but a doer which is odd since he always appears rather intelligent. He is just misplaced sometime due to his more foreign background. And he is obviously not possessive about his belonging. Coin must not mean an awful lot to him.
Is there sufficient material to make some barricades or other defenses?[/ooc]
A2: Yes. The Dim Forest is nearby, there's a massive elm on the property, and, just as close, there's all the lumber that was used to board up the farmhouse (6). There's also three old hay bales in the loft of the barn.
One ground level door (simple? double? sliding?), and a loft door?
Can the ground door be locked or barred from the inside or outside?
Setting up a bar on the inside of the double doors would require hammering nails to make brackets. This can be done (using lumber and nails retrieved from the house), but the noise will carry if you do.
Nothing has appeared to bother the party so far.
Rolls
A roll - (1d5)
(1) = 1
Lastly, the Wood Elf will head out to try and find both a shamrock and some mistletoe. (This doubles as hoping someone will see him, and learn about the barn.)
She then started making the rounds of the barn from the inside, trying to identify any section of the wall that might have been weak enough for the party to break their way through if needed.
"Going to be a blood bath if any come here." he notes.
With Reptile's help, Myrtha removes anything that could be easily dragged in front of the doors, and they subtly weaken some of the boards toward the back, to that the party can create an escape route if the barn is set on fire or other calamity requires them to retreat. They also drag some barrels over to provide cover from missile fire on the ground floor, too.
After his nap and a kip, Chase keeps watch out of the loft door, far enough back from the opening that he is invisible in the darkness. He nods to Joseph, who is across the yard and on the roof of the farmhouse and so can't see him. Chase closes and latches the loft door and resumes his watch using his widened knot hole.
Rolls
Theran's Nature check for flora hunt (ADV from assistance) DC8 - (2d20h1+1)
(513) + 1 = 14
Myrtha's Nature check for siege prep (ADV from assistance) - (2d20h1+2)
(203) + 2 = 22
Chase Perception - (1d20+2)
(15) + 2 = 17
Joseph Perception check - (1d20+4)
(20) + 4 = 24
They walk south on the cart track that leads to the back of the Slumbering Serpent Inn and toward another building, which they can see through the trees now is a water mill. As they walk down the drive, they see an older human man coming out of the Inn's outbuilding, staggering under the weight of a small cask. He sees the duo and calls out "Good day!" with a smile, but continues on with his burden. Aanbo points off the path toward the water's edge, where there is a patch of land that has grown with various plants and flowers, just a bit south of where the party found Myrtha asleep last night. Theran elaborates that "shamrock" is a category of plant. They notice a human boy, nearly pubescent, standing near the mill with his arms crossed, chin stuck out, and staring at the two strangers until they move out of sight. In among the trees by the water's edge, they get a good look at the large pond and frogs jump in the water at their approach. The water is placid, and coots slowly drift in the middle of the pond, occasionally diving for food. The hill on the other side topped by the temple seems to have a healthy vineyard on the hillside facing them, and trees line the path around the lake. It's lovely. Aanbo picks a sprig of sourgrass and chews on it meditatively, appreciating the moment.
Not every plant with three leaves is a shamrock, of course, Theran continues as they head back to the path. Mustard and hemlock grows tall to the north of the path, creating a thick screen between the village and the farmland beyond it. Theran observes that red clover is something that you'll often see on paths like this, as it is a favorite of horses. The two arrive at the entrance to the vineyard: there is a small, shabby farmhouse and barn here, dilapidated not from neglect like the abandoned farmhouse, but from constant wear and tear. There is an enormous rooster here and several hens scratching and pecking in the yard around a child barely old enough to stand (and smaller than the birds) who is absorbed in putting his hands in the dirt and sticking them in his mouth, one after another. The path turns south again, between a thick screen of willow trees on one side and the fairly steep slope of the hill on the other. The horses graze in their pastures, Theran elaborates in detail, and then later their droppings sprout new clover along cart tracks like this. The path leads past a very pretty, quaint little cottage with large, well-maintained flower gardens and actual glass windows. Theran stoops down and retrieves a fistful of shamrocks. Aanbo follows suit. As they head back to the abandoned farm, satisfied that they've made their presence known to several families in the village, Theran points to the flowers with the shamrocks and explains that it is called red clover because of the purplish color of the petals.
Eventually the woman returns inside. A while later, a man of imposing bearing appears, walking up from the direction of the bridge. Like all the people they've seen today, he is unarmed, but a second, grizzled older man following half a step behind him is wearing armor and bearing a large sword at his hip. The two of them walk up to the Inn and the imposing man hesitates for a moment, then knocks. A few moments pass, and then the middle-aged human woman opens the door, all smiles. The imposing man bows and the two of them confer for a few minutes. Chase notices that the imposing man glances over his shoulder several times during the conversation, gesturing...possibly in the direction of the abandoned farm where the party is hiding. But Joseph is convinced that he's actually looking further, toward Ramne's grove. During the whole conversation, the armed man - both the ranger and the rogue are convinced he's a veteran soldier acting as a guard - continually scans up and down the path, monitoring for threats. If he notices the party's preparations, he doesn't show it. At the end of the conversation, the woman shakes her head, the imposing man inclines his head in the barest of bows, and the imposing man and his armed-and-armored companion return back the way they came.
It is only a little while after that when Theran and Aanbo return with their shamrocks and mistletoe.
He holds the borrowed staff tightly, and makes a mental note of where everyone else is located.
An errant thought crosses his mind... What if they don't come for us, and all of our preperation was for nothing? he starts to laugh, but cuts himself short and focuses on being alert. After all... the enemy may not come through the front door. Best to be ready.
This is to give you an idea of the two buildings and where they are in the farmyard relative to each other. The driveway to the house and barn are mostly overgrown with enormous weeds.
The floor of the loft is shown in a light tan color. Objects/people in the loft are shown with an "up" arrow next to them. Everything else is on the ground floor.
Edit: Regarding the doors, I'd say we should leave the ground floor door open a handspan or so, allowing us to see (and hear) approaching figures not moving cautiously. They too can see inside, if they are cautious, and they would probably just see Myrtha and/or Reptile, which might lure them into a false sense of control. Also, if possible, Myrtha would have liked to find a wooden wedge or some equivalent obstacle that the party would have slid under the door, stopping it from closing completely unless the wedge is removed first. That way, they could not close the door from the outside without first dislodging this obstacle, from within.
Side note: If it were me, I might allow an Athletics check to treat it as normal terrain on a success... only because I could absolutely see some athletic folks vaulting over a hurdlebarrel without breaking stride.
Twilight descends, and fireflies rise up like a great glowing net.
Bats chuck and chirp, flying in the encroaching darkness eating various bugs.
The temperature falls rapidly, dew condensing on the stalks of the weeds in the overgrown farm yard as fires are kindled in the various occupied buildings within sight (the neighboring farmhouse and the Inn of the Slumbering Serpent); their windows glow with the light of fires, lanterns, and/or candles.
The stars slowly emerge as the twilight darkens into night.
All is still.
The characters without darkvision strain their eyes to see in the pale starlight (no mechanical difficulty - it's light enough to see, but everything is grey and washed out in the dim light).
Everyone, roll Perception checks, please.
Rolls
Joseph Perception check - (1d20+4)
(11) + 4 = 15
Rolls
Perception - (1d20+3)
(5) + 3 = 8
Rolls
Perception - (1d20+2)
(8) + 2 = 10
Foreigner Reptile has a 9.
Rolls
Perception Check - (1d20+4)
(5) + 4 = 9
Rolls
Perception (WIS) - (1d20+5)
(2) + 5 = 7
Rolls
Perception - (1d20)
(6) = 6
Joseph risked much by calling attention to himself; hoping that they couldn't tell what direction the whistle came from, Joseph looses an arrow at one of the furtive figures. One of the figures in front slumps and falls forward on his face, chest pierced by a halfling's arrow. Enemy takes 10 piercing damage and falls.
Rolls
Joseph target choice, attack with bow, damage on hit - (1d6, 1d20+6, 1d6+4)
1d6 : (1) = 1
1d20+6 : (9) + 6 = 15
1d6+4 : (6) + 4 = 10
Joseph initiative - (1d20+4)
(19) + 4 = 23
Attackers initiative: group 1, group 2, group 3, group 4 - (1d20+1, 1d20+2, 1d20+3, 1d20+3)
1d20+1 : (6) + 1 = 7
1d20+2 : (10) + 2 = 12
1d20+3 : (15) + 3 = 18
1d20+3 : (8) + 3 = 11
Rolls
initiative - (1d20+3)
(12) + 3 = 15
Reptile has a 12
Rolls
INIT Check - (1d20+3)
(9) + 3 = 12
Rolls
Initiative - (1d20+2)
(16) + 2 = 18
Rolls
Initiative - (1d20)
(7) = 7
Rolls
Initiative - (1d20+2)
(15) + 2 = 17
Aware that he's called attention to himself, Joseph grimly looses another arrow as the night visitors turn towards the house. Trembling fingers betray him, and the arrow is lost in the darkness.
Everyone else can take their turns now, which can be deferring until after they move. You can also decide to wait on taking your turn until you find out what the villagers do.
Note 1: The map shows the people that the party can see through the doors/knotholes; the party has line of sight on all of them.
Note 2: The one visitor has been felled by Joseph's surprise attack is marked with an "X."
INITIATIVE ORDER
23 - Joseph
18 - Myrtha
18 - Villagers
17 - Aanbo
15 - Chase
12 - Reptile
12 - Villagers
11 - Villager
7 - Theran
7 - Villager
Rolls
Joseph bow attack, piercing damage - (1d20+6, 1d6+4)
1d20+6 : (3) + 6 = 9
1d6+4 : (6) + 4 = 10
He glances over to Myrtha to make sure she is ready.
Rolls
to hit, damage - (1d20+5, 1d8+3)
1d20+5 : (5) + 5 = 10
1d8+3 : (8) + 3 = 11
Aware that he's called attention to himself, Joseph grimly looses another arrow as the villagers turn towards the house. Trembling fingers betray him, and the arrow is lost in the darkness.
Myrtha prepares to throw a hatchet at the first villager to open the barn door.
Seeing the silhouette of the halfling on the roof, two villagers armed with crossbows loose bolts at Joseph (has has partial cover, improving his AC). One of them wings off into the farmland in the far distance, but the other punches into Joseph's shoulder. Joseph takes 9 piercing damage.
Aanbo prepares to throw a dart at the first villager to open the barn door.
Looking through the open loft door, Chase looses an arrow at the shapes in the yard, but the arrow is lost in the weeds. He sees that four of them are rushing toward the barn, but there are two in front.
Reptile prepares to attack the first enemy to come in melee range.
Two of the villagers, wearing chain mail and bearing spears, rush the barn doors and throw them open, triggering the prepared attacks from the Dungeon Busters' fighter and monk. Myrtha's thrown axe bounces off of the villager in the doorway, who has wisely come wearing armor. But Aanbo's dart catches him in the neck. Villager 1 takes 6 piercing damage.
Everyone on the ground floor of the barn - Aanbo, Myrtha, Reptile, and Theran - can see these two armed villagers in the open doorway. The others are spending their turns running through the yard, but they are further back and are obscured by weeds and/or walls.
@GeneCortess - you realize that the enemies will not get close enough for melee attacks this round, so you can amend to throw something, choose to move, decide to stay where you are until next round, or do something else that occurs to you.
@MaJunior - Theran sees the two villagers in the doorway. It is his turn. What does he do?
Villager 1 takes 4 necrotic damage.
The final villager, "Six," still partially hidden in the weeds back from the barn door, reaches into a pouch and pulls out an object that glows as bright as a lantern, which she then flings into the barn. It lands 10' from the barrel barricade, and illuminates the interior of the ground floor around it with bright light.
23 - Joseph (4/13)
18 - Myrtha (12/12)
18 - Villagers Three and Four
17 - Aanbo (19/19)
15 - Chase (11/11)
12 - Reptile (15/15)
12 - Villagers One and Two
11 - Villager Seven
7 - Theran (13/13)
7 - Villagers Five and Six
Rolls
Crossbow attack on Joseph AC17, piercing damage - (1d20+3, 1d8+1)
1d20+3 : (1) + 3 = 4
1d8+1 : (6) + 1 = 7
Crossbow attack on Joseph AC17, piercing damage - (1d20+3, 1d8+1)
1d20+3 : (14) + 3 = 17
1d8+1 : (8) + 1 = 9
Rolls
Dart to hit, Piercing Damage - (1d20+4, 1d4+2)
1d20+4 : (17) + 4 = 21
1d4+2 : (4) + 2 = 6
Rolls
Hand axe attack, damage - (1d20+5, 1d6+3)
1d20+5 : (10) + 5 = 15
1d6+3 : (1) + 3 = 4
As the two villagers throw open the barn doors, the fighter and the monk perform their prepared attacks.
Myrtha's axe bounces off of the villager in the doorway, who has wisely come wearing armor. But Aanbo's dart catches the villager in the neck. Villager 1 takes 6 piercing damage. He sways but does not fall, looking daggers at the monk.
Another form, further back, rushed through the weeds towards the doors, but it is not quite able to make it even with a dash. That figure runs off to one side, so that the barn walls obscure view of it as it gets close.
Theran is up next, then the final villager, and we'll be done with round one.
Rolls
Attack (Chill Touch) - (1d20+5)
(19) + 5 = 24
Damage (Necrotic) - (1d8)
(4) = 4
Theran casts a spell (Chill Touch) and a glowing, disembodied hand forms in the air and grabs Villager 1. The nighttime visitor staggers but does not...quite...fall.
Villager 1 takes 4 necrotic damage.
The final villager, "Six," still partially hidden in the weeds back from the barn door, reaches into a pouch and pulls out an object that glows as bright as a lantern, which she then flings into the barn. It lands 10' from the barrel barricade, and illuminates the interior of the ground floor around it with bright light.
23 - Joseph (4/13)
18 - Myrtha (12/12)
18 - Villagers Three and Four
17 - Aanbo (19/19)
15 - Chase (11/11)
12 - Reptile (15/15)
12 - Villagers One and Two
11 - Villager Seven
7 - Theran (13/13)
7 - Villagers Five and Six
Rolls
Dexterity check - (1d20+2)
(6) + 2 = 8
Rolls
to hit, damage - (1d20+5, 1d8+3)
1d20+5 : (9) + 5 = 14
1d8+3 : (5) + 3 = 8
- villager 2 is on the ground. Does his body impede us from closing the barn door?
- villager 1 is hurt but standing. I assume he would be blocking the door?
I can either shove villager 1 out of the way, in order to close the door, or just try to strike him down with Myrtha’s sword. If I move and attack, could I use a bonus action to close the door this round?
Myrtha fears they threw the light in to target is with ranged weapons or magic. In that case, we have to get the doors closed up again, so they can’t spray us with arrows.
- villager 1 is hurt but standing. I assume he would be blocking the door?
Joseph, groaning in pain, nocks, draws, and looses another arrow, this time at Villager 3. Villager 3 takes 8 piercing damage. Then the halfling rogue scoots back on the roof and tries to Hide as a bonus action.
Myrtha vaults the barrels and runs toward the armored and injured villager. He raises his spear but she ducks under the point and drives her shoulder up into the man's ribs; with the wound in his neck and the spectral hand draining his vigor, he is in no shape to withstand this irresistible force. Villager 1 is shoved back, and Myrtha closes the northern barn door in his face.
Villager 3 recocks his crossbow and walks toward the barn, grateful for the Light stone that illuminates the interior of the barn. The closed door blocks his view of Myrtha, so he triggers his weapon, loosing a quarrel toward the first PC he can see: Reptile. Reptile is hit with a crossbow bolt, but he barely feels it.
Reptile takes 1 point of piercing damage (reduced from 2 from Rage).
Villager 4 trots toward the house and out of view of everyone except Chase, who is still above them, watching out of the open hay loft door.
Then Aanbo leaps the barrels, scooping up the stone emitting Light, and throws it back out into the farmyard, far enough that the light doesn't penetrate into the barn. The interior of the barn is plunged back into darkness.
Chase, in the loft, sees the person who threw the stone suddenly backlit and an easy target. His arrow flies true and strikes that target - villager 6 - in the chest. Then Chase ducks behind the haybales again.
Shield in one hand and battleaxe in the other, enraged Reptile leaps the barrels just behind Myrtha, intending to mirror her action and shove Villager 2 out of the way to close the doors. But the split-second the barbarian is behind the fighter gives Villager 2 time to brace himself, and he resists the push. Reptile (still enraged) and Villager 2 are in close quarters combat (melee)! Chain shirt jangling, Villager 2 tries to whack Reptile with his spear...but flailing with one hand, he's unable to land a solid blow. Villager 1 comes to his senses and rushes to stab Reptile in the doorway! The speartip gouges into the barbarian's side, but the hapless villager's eyes widen with horror as Reptile feels no effect!
Theran leaps into motion as soon as he sees the green monster step into view, hurdling the barrels and drawing upon the power of the land itself. There is a concussive blast of force as he shouts; dust and hay sprinkle down from the loft above him, and the whole barn shudders with the impact. The monstrous "villager" is flung backward by the detonation. Villager 7 takes 3 thunder damage.
With an arrow in his chest, Villager 6 stumbles and staggers backwards to where the Light stone was thrown. With trembling fingers, he picks it up, but then, belying his obvious injury, his shout booms over the barnyard, his voice echoing off of the buildings "ORLANE FOOLS! YOU CANNOT STOP US! WE WILL DESTROY YOUR TOWN AND STEAL AWAY YOUR CHILDREN!" Then he weakly tosses the shining rock back toward the barn. It lands just short of the open door, in front of Villager 7. Still, the illumination shines through the open doorway; Reptile, Myrtha, Theran, and Villagers 1, 2, and 7 are in bright light, Aanbo, Villager 3, and Villager 6 are in dim light. Chase remains in darkness in the loft.
Note: Chase is above everyone else, in the hayloft. All the other creatures are on the ground level.
Note 2: The northern/left door of the barn is closed, the southern/right door of the barn is open.
Note 3: The little yellow circle on the ground by the door is the Light stone which is illuminating the front half of the ground floor of the barn.
23 - Joseph (4/13)
18 - Myrtha (12/12)
18 - Villagers 3 & 4
17 - Aanbo (19/19)
15 - Chase (11/11)
12 - Reptile (14/15) RAGING
12 - Villagers 1 & 2
11 - Villager 7 (stinky monstrous humanoid)
7 - Theran (13/13)
7 - Villagers 5 & 6
Rolls
Joseph shortbow, damage - (1d20+6, 1d6+4)
1d20+6 : (18) + 6 = 24
1d6+4 : (4) + 4 = 8
Joseph Hide attempt - (1d20+6)
(9) + 6 = 15
Rolls
Athletics (shove attack) - (1d20+5)
(14) + 5 = 19
Villager 3 recocks his crossbow and walks toward the barn, grateful for the Light stone that illuminates the interior of the barn. The closed door blocks his view of Myrtha, so he triggers his weapon, loosing a quarrel toward the first PC he can see: Reptile. Reptile is hit with a crossbow bolt, but he barely feels it.
Reptile takes 1 point of piercing damage (reduced from 2 from Rage).
Villager 4 trots toward the house and out of view of everyone except Chase, who is still above them, watching out of the open hay loft door.
Then Aanbo leaps the barrels, scooping up the stone emitting Light, and throws it back out into the farmyard, far enough that the light doesn't penetrate into the barn. The interior of the barn is plunged back into darkness.
Chase, in the loft, sees the person who threw the stone suddenly backlit and an easy target. His arrow flies true and strikes that target - villager 6 - in the chest. Then Chase ducks behind the haybales again.
Reptile, you're enraged and have been attacked with a crossbow (by Villager 3), and there is another man, Villager 2, standing in the doorway effectively 30' in front of you. What do you do now?
Rolls
Villager 3 crossbow attack on Reptile AC18, piercing damage - (1d20+3, 1d8+1)
1d20+3 : (16) + 3 = 19
1d8+1 : (1) + 1 = 2
Wow. I think Reptile tripped! Double "1" As the god proclaim the door to remain up.
Rolls
Advantage STR check to push away the man. - (2d20h1+2)
(11) + 2 = 3
Note: Chase is up on the second floor/hayloft, with a clear view of villagers three and six (though if he moves closer to the opening, he could look down and see villager 1 still). Chase and the haybales are marked with a green "UP" arrow, to show that they are above.
Everyone else is on the ground level.
Note 2: The left/north door to the barn is closed. This is blocking line of sight/effect for a lot of actors. Aanbo, Theran, and Myrtha cannot see Villagers 1 or 3 without moving.
Note 3: Attacks on the party in the barn or on Villager 7 are made with DISADV by any character that does not have darkvision, until the barn's interior is illuminated again.
23 - Joseph (4/13)
18 - Myrtha (12/12)
18 - Villagers 3 & 4
17 - Aanbo (19/19)
15 - Chase (11/11)
12 - Reptile (14/15) RAGING
12 - Villagers 1 & 2
11 - Villager 7 (stinky monstrous humanoid)
7 - Theran (13/13)
7 - Villagers 5 & 6
Rolls
Villager 2 athletics check - (1d20+1)
(9) + 1 = 10
Villager 1 attack on Reptile AC18, piercing damage - (1d20+3, 1d8+1)
1d20+3 : (4) + 3 = 7
1d8+1 : (1) + 1 = 2
Villager 2 smacking Reptile AC18, bludgeoning damage - (1d20+3, 1d6+1)
1d20+3 : (12) + 3 = 15
1d6+1 : (4) + 1 = 5
Unlucky Reptile fails with a roll of 8.
Rolls
CON save DC 12 - (1d20+5)
(3) + 5 = 8
Villager 7 lashes out at Reptile with both clawed hands AND tries to bite him!
Rolls
Villager 7 claw attack on Reptile AC16, slashing damage - (1d20+4, 1d4+2)
1d20+4 : (1) + 4 = 5
1d4+2 : (3) + 2 = 5
Villager 7 claw attack on Reptile AC16, slashing damage - (1d20+4, 1d4+2)
1d20+4 : (3) + 4 = 7
1d4+2 : (1) + 2 = 3
Villager 7 bite attack on Reptile AC16, piercing damage - (1d20+4, 1d4+2)
1d20+4 : (7) + 4 = 11
1d4+2 : (4) + 2 = 6
Thunderwave, trying to angle the cube with Theran at a corner, so it catches Villager 7 but not Reptile.
V7 will need a DC13 CON Save.
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
🙄 Maybe he'll at least be pushed?
Rolls
Thunder Damage - (2d8)
(12) = 3
With an arrow in his chest, Villager 6 stumbles and staggers backwards to where the Light stone was thrown. With trembling fingers, he picks it up, but then, belying his obvious injury, his shout booms over the barnyard, his voice echoing off of the buildings "ORLANE FOOLS! YOU CANNOT STOP US! WE WILL DESTROY YOUR TOWN AND STEAL AWAY YOUR CHILDREN!" Then he weakly tosses the shining rock back toward the barn. It lands just short of the open door, in front of Villager 7. Still, the illumination shines through the open doorway; Reptile, Myrtha, Theran, and Villagers 1, 2, and 7 are in bright light, Aanbo, Villager 3, and Villager 6 are in dim light. Chase remains in darkness in the loft.
Note: Chase is above everyone else, in the hayloft. All the other creatures are on the ground level.
Note 2: The northern/left door of the barn is closed, the southern/right door of the barn is open.
Note 3: The little yellow circle on the ground by the door is the Light stone which is illuminating the front half of the ground floor of the barn.
Myrtha, Aanbo, Chase, and Reptile can take their turns (Both Joseph and Villager 4 are out of sight, and Villager 3 is obviously preparing to use his crossbow again).
23 - Joseph (4/13)
18 - Myrtha (12/12)
18 - Villagers 3 & 4
17 - Aanbo (19/19)
15 - Chase (11/11)
12 - Reptile (14/15) RAGING
12 - Villagers 1 & 2
11 - Villager 7 (stinky monstrous humanoid)
7 - Theran (13/13)
7 - Villagers 5 & 6
Rolls
Villager 7 (green monster) CON save DC13 - (1d20+2)
(5) + 2 = 7
Knowing that the doorway remains a defensible chokepoint, Aanbo hustles to the corner of the barn south of Reptile and delivers a kick towards Villager Two in order to clear some space. He follows up with a quick punch to the sternum.
Action: Unarmed strike against Villager Two.
Bonus Action: Martial arts unarmed strike against Villager Two.
Rolls
Unarmed Strike to hit, Bludgeoning damage - (1d20+4, 1d4+2)
1d20+4 : (12) + 4 = 16
1d4+2 : (3) + 2 = 5
Unarmed Strike to hit, Bludgeoning damage - (1d20+4, 1d4+2)
1d20+4 : (11) + 4 = 15
1d4+2 : (4) + 2 = 6
All the manoeuvring to find an adequate position lent itself to bad footing and confusion. Her blow was utterly ineffective, so the warrior woman took her position by the raging barbarian and waited for the enemy’s counter attack.
"Hold the door!" she cried to Theran and Aanbo, as she was no longer behind the door to avoid it being opened by the attackers.
Seeing as she’s missed her attack, Myrtha will stay put, to the right of Reptile, and prepare to defend him if needed.
Rolls
Long sword attack, damage - (1d20+5, 1d8+3)
1d20+5 : (1) + 5 = 6
1d8+3 : (2) + 3 = 5
Rolls
to hit, damage - (1d20+5, 1d8+3)
1d20+5 : (1) + 5 = 6
1d8+3 : (2) + 3 = 5
Unseen by the rest of the party, Joseph tries to evade detection on the roof of the farmhouse.
Myrtha stands next to Reptile, attempts to slash Villager 2 from behind the closed barn door, and yells over her shoulder "Hold the door!" to Aanbo and Theran.
Villager 3 looses another crossbow bolt at Reptile. It whizzes past and thunks into one of the barrels behind the party.
Villager 4 continues hunting for Joseph.
"I don't think that was for us," Aanbo says conversationally, commenting on the loud bellow from Villager 6. "That guy seems important, if we can capture or eliminate him." Saying is as good as doing, so the monk is already in motion, coming up next to Reptile and landing a kick on Villager 2. Villager 2 takes 5 bludgeoning damage.
Chase pops back up with the next arrow nocked, and is surprised to see the appearance of a strange green enemy humanoid (Villager 7). His aim is thrown off by a bug flying into his face, and the arrow wings off into the weeds. It is possible that none of the attackers know where he is, still.
Raging and Poisoned, Reptile misses his target and steps back to make room for another Dungeon Buster to take his place. In response, Villager 2 attempts to skewer him with his spear (reaction to make an attack of opportunity). But even in his altered state, Reptile is too deft to be touched.
Villager 1 staggers forward and tries to stick Aanbo. His extreme injury throws off his aim.
On his turn, Villager 2 attacks Myrtha. She easily sidesteps the jabs.
Reptile recovers from the stench (Reptile is no longer poisoned). The scaly green "villager," 7, steps up and attacks Aanbo through the open doorway (Aanbo has partial cover from the doorway, which amounts to +2 to his AC). The creature's vicious claws carve chips out of the doorframe in its eagerness to tear into Aanbo's flesh.
The stench of the monster assails Aanbo's nostrils.
Unharmed, Aanbo withstands the stench.
Note: Chase remains upstairs in the dark.
Note 2: Everyone else is illuminated by the Light stone just to the east of Aanbo.
Villager 6 continues his outrageously loud and melodramatic bellowing. "IT IS TOO LATE TO STOP US NOW, WHEN OUR EVIL PLANS ARE ALMOST COMPLETE! WE DON'T NEED TO ACT IN SECRET ANYMORE! THAT'S WHY WE CAME OUT INTO THE OPEN, PRETENDING TO BE ADVENTURERS WHO HAD ONLY JUST ARRIVED YESTERDAY, AFTER BEING HERE FOR MONTHS! MUAHAHAHAHA! HAHAHA!" During all this, Villager 6 gestures, and a glowing golden mace materializes in the air floating behind Aanbo. The floating mace attempts to strike the monk in the back.
Aanbo takes 3 force damage.
Note: the stone with Light cast on it is in Villager 1's space. The glowing mace is directly to the west of Aanbo, adjacent to him and Reptile.
This ends turn three.
23 - Joseph (4/13)
18 - Myrtha (12/12)
18 - Villagers 3 & 4
17 - Aanbo (16/19)
15 - Chase (11/11)
12 - Reptile (14/15) RAGING
12 - Villagers 1 & 2
11 - Villager 7
7 - Theran (13/13)
7 - Villagers 5 & 6
Rolls
Villager 3 crossbow attack on Reptile AC16, piercing damage - (1d20+3, 1d8+1)
1d20+3 : (1) + 3 = 4
1d8+1 : (7) + 1 = 8
Rolls
Battleaxe with disadvantage, Damage with Rage - (2d20l1+4, 1d10+4)
2d20l1+4 : (51) + 4 = 5
1d10+4 : (9) + 4 = 13
Athletics Check - (1d20+4)
(16) + 4 = 20
Villager 1 staggers forward and tries to stick Aanbo. His extreme injury throws off his aim.
On his turn, Villager 2 attacks Myrtha. She easily sidesteps the jabs.
Reptile recovers from the stench (Reptile is no longer poisoned). The scaly green "villager," 7, steps up and attacks Aanbo through the open doorway (Aanbo has partial cover from the doorway, which amounts to +2 to his AC). The creature's vicious claws carve chips out of the doorframe in its eagerness to tear into Aanbo's flesh.
The stench of the monster assails Aanbo's nostrils; Aanbo must also roll a CON saving throw (DC12).
23 - Joseph (4/13)
18 - Myrtha (12/12)
18 - Villagers 3 & 4
17 - Aanbo (19/19)
15 - Chase (11/11)
12 - Reptile (14/15) RAGING
12 - Villagers 1 & 2
11 - Villager 7
7 - Theran (13/13)
7 - Villagers 5 & 6
Rolls
Villager 2 opportunity attack on Reptile AC16, piercing damage - (1d20+3, 1d8+1)
1d20+3 : (1) + 3 = 4
1d8+1 : (1) + 1 = 2
Villager 1 attack on Aanbo AC15, piercing damage - (1d20+3, 1d8+1)
1d20+3 : (10) + 3 = 13
1d8+1 : (5) + 1 = 6
Villager 2 attack on Myrtha AC18, piercing damage - (1d20+3, 1d8+1)
1d20+3 : (6) + 3 = 9
1d8+1 : (1) + 1 = 2
Villager 7 claw attack on Aanbo AC17, slashing damage - (1d20+4, 1d4+2)
1d20+4 : (12) + 4 = 16
1d4+2 : (3) + 2 = 5
Villager 7 claw attack on Aanbo AC17, slashing damage - (1d20+4, 1d4+2)
1d20+4 : (12) + 4 = 16
1d4+2 : (3) + 2 = 5
Villager 7 bite attack on Aanbo AC17, piercing damage - (1d20+4, 1d4+2)
1d20+4 : (6) + 4 = 10
1d4+2 : (2) + 2 = 4
Rolls
Constitution save (advantage) DC 12 - (2d20H1+2)
(310) + 2 = 12
Rolls
Attack (Chill Touch) - (1d20+5)
(17) + 5 = 22
Damage (Necrotic) - (1d8)
(4) = 4
Theran steps to the side, following the monstrous green Villager 7 with his eyes, as he re-summons the spectral hand. This time it grabs Villager 7 by the throat. Villager 7 takes 4 necrotic damage.
Villager 6 continues his outrageously loud and melodramatic bellowing. "IT IS TOO LATE TO STOP US NOW, WHEN OUR EVIL PLANS ARE ALMOST COMPLETE! WE DON'T NEED TO ACT IN SECRET ANYMORE! THAT'S WHY WE CAME OUT INTO THE OPEN, PRETENDING TO BE ADVENTURERS WHO HAD ONLY JUST ARRIVED YESTERDAY, AFTER BEING HERE FOR MONTHS! MUAHAHAHAHA! HAHAHA!" During all this, Villager 6 gestures, and a glowing golden mace materializes in the air floating behind Aanbo. The floating mace attempts to strike the monk in the back.
Aanbo takes 3 force damage.
Note: the stone with Light cast on it is in Villager 1's space. The glowing mace is directly to the west of Aanbo, adjacent to him and Reptile.
This ends turn three.
23 - Joseph (4/13)
18 - Myrtha (12/12)
18 - Villagers 3 & 4
17 - Aanbo (16/19)
15 - Chase (11/11)
12 - Reptile (14/15) RAGING
12 - Villagers 1 & 2
11 - Villager 7
7 - Theran (13/13)
7 - Villagers 5 & 6
Rolls
Magic mace attack on Aanbo AC15, force damage - (1d20+3, 1d8+1)
1d20+3 : (15) + 3 = 18
1d8+1 : (2) + 1 = 3
Whatever happens with Joseph, it is a mystery to the others.
Myrtha steps out, calling "Can you take out the preacher, Chase?", and then bats aside the spear of Villager 1, riposting into a slash across his chest. Villager 1 staggers and falls. Myrtha steps back; there is no one left standing there to take an opportunity to attack her.
Villager 3, annoyed that he missed his mark with his previous attempt, steps to the side to get a better angle and tries again to sink a crossbow bolt into Reptile. This time the bolt flies true, and punches into Reptile's flesh. But in his battle lust, Reptile barely notices this wound. Reptile takes 1 piercing damage (reduced from 2 by Rage). Elsewhere, Villager 4 does something.
Myrtha steps out, calling "Can you take out the preacher, Chase?", and then bats aside the spear of Villager 1, riposting into a slash across his chest. Villager 1 staggers and falls. Myrtha steps back; there is no one left standing there to take an opportunity to attack her.
Villager 3, annoyed that he missed his mark with his previous attempt, steps to the side to get a better angle and tries again to sink a crossbow bolt into Reptile. This time the bolt flies true, and punches into Reptile's flesh. But in his battle lust, Reptile barely notices this wound. Reptile takes 1 piercing damage (reduced from 2 by Rage). Elsewhere, Villager 4 does something.
Chase silently takes out Villager 6 with another arrow. Behind Aanbo, the glowing, floating mace flickers and then fades away.
Deep in his bloodlust, Reptile rushes past Villager 2 toward the loudmouth (Villager 2 makes an opportunity attack. Myrtha uses her reaction to try to block the attack with her shield, but the spear still gets through. Reptile takes 3 damage - reduced from 6 due to Rage), but then, seeing that Chase has dropped the yelling villager, Reptile turns his attention to Villager 3, flinging a handaxe that plunges deep into the man, who staggers and then knocks the handaxe from his chest.
Villager 2 tries to stab Aanbo.
Frustrated at not getting the right angle, Villager 7 hisses and steps into the doorway to attack Aanbo with its own flurry of blows again. Its claws rip into Aanbo repeatedly. Aanbo takes 6 slashing damage.
With Villagers 5 and 6 both defeated, this ends round four.
23 - Joseph (4/13)
18 - Myrtha (12/12)
18 - Villagers 3 & 4
17 - Aanbo (19/19)
15 - Chase (11/11)
12 - Reptile (13/15) RAGING
12 - Villagers 1 & 2
11 - Villager 7
7 - Theran (13/13)
7 - Villagers 5 & 6
EDIT : pity it was minimal damage...
Rolls
Longsword attack, damage - (1d20+5, 1d8+3)
1d20+5 : (18) + 5 = 23
1d8+3 : (1) + 3 = 4
Villager 3, annoyed that he missed his mark with his previous attempt, steps to the side to get a better angle and tries again to sink a crossbow bolt into Reptile. This time the bolt flies true, and punches into Reptile's flesh. But in his battle lust, Reptile barely notices this wound. Reptile takes 1 piercing damage (reduced from 2 by Rage). Elsewhere, Villager 4 does something.
23 - Joseph (4/13)
18 - Myrtha (12/12)
18 - Villagers 3 & 4
17 - Aanbo (19/19)
15 - Chase (11/11)
12 - Reptile (13/15) RAGING
12 - Villagers 1 & 2
11 - Villager 7
7 - Theran (13/13)
7 - Villagers 5 & 6
Rolls
Villager 3 crossbow attack on Reptile AC16, piercing damage - (1d20+3, 1d8+1)
1d20+3 : (13) + 3 = 16
1d8+1 : (1) + 1 = 2
Since there's an immediate threat in their proximity, the monk unleashes a flurry of strikes against the strange-looking and strange-smelling Villager 7.
Bonus Action: Flurry of blows, two unarmed strikes vs Villager 7
Rolls
Unarmed Strike to hit, Bludgeoning damage - (1d20+4, 1d4+2)
1d20+4 : (20) + 4 = 24
1d4+2 : (4) + 2 = 6
Unarmed Strike to hit, Bludgeoning damage - (1d20+4, 1d4+2)
1d20+4 : (17) + 4 = 21
1d4+2 : (1) + 2 = 3
Unarmed Strike to hit, Bludgeoning damage - (1d20+4, 1d4+2)
1d20+4 : (2) + 4 = 6
1d4+2 : (1) + 2 = 3
Critical hit damage - (1d4)
(1) = 1
Rolls
Handaxe Thrown, Damage - (1d20+5, 1d6+3)
1d20+5 : (20) + 5 = 25
1d6+3 : (2) + 3 = 5
Crit - (1d6)
(3) = 3
Rolls
to hit, damage - (1d20+5, 1d8+3)
1d20+5 : (13) + 5 = 18
1d8+3 : (7) + 3 = 10
Chase silently takes out Villager 6 with another arrow. Behind Aanbo, the glowing, floating mace flickers and then fades away.
Deep in his bloodlust, Reptile rushes past Villager 2 toward the loudmouth (Villager 2 makes an opportunity attack. Myrtha uses her reaction to try to block the attack with her shield, but the spear still gets through. Reptile takes 3 damage - reduced from 6 due to Rage), but then, seeing that Chase has dropped the yelling villager, Reptile turns his attention to Villager 3, flinging a handaxe that plunges deep into the man, who staggers and then knocks the handaxe from his chest.
Villager 2 tries to stab Aanbo.
Frustrated at not getting the right angle, Villager 7 hisses and steps into the doorway to attack Aanbo with its own flurry of blows again. Its claws rip into Aanbo repeatedly. Aanbo takes 6 slashing damage.
Rolls
Villager 2 opportunity attack on Reptile AC16, piercing damage - (1d20+3, 1d8+1)
1d20+3 : (16) + 3 = 19
1d8+1 : (5) + 1 = 6
Villager 2 smacking Aanbo AC15, piercing damage - (1d20+3, 1d8+1)
1d20+3 : (8) + 3 = 11
1d8+1 : (1) + 1 = 2
Villager 7 bite attack on Aanbo AC15, piercing damage - (1d20+4, 1d4+2)
1d20+4 : (2) + 4 = 6
1d4+2 : (2) + 2 = 4
Villager 7 claw attack on Aanbo AC15, slashing damage - (1d20+4, 1d4+2)
1d20+4 : (17) + 4 = 21
1d4+2 : (1) + 2 = 3
Villager 7 claw attack on Aanbo AC15, slashing damage - (1d20+4, 1d4+2)
1d20+4 : (15) + 4 = 19
1d4+2 : (1) + 2 = 3
Rolls
Attack (Chill Touch) - (1d20+5)
(9) + 5 = 14
Damage (Necrotic) - (1d8)
(3) = 3
In a real-time game, you'd announce that you were going to use the feature when the DM announces the attack, but I'm not sure how to make that work here in PbP without adding a big delay. How about this: I will endeavor to communicate what the antagonists seem to be intending with regards to hand-to-hand combat attacks, and you can declare "if there's an attack on <character>, I will use my reaction?"As an alternative, you could say "I will use my reaction if <character> is attacked" (so that you can choose the more vulnerable characters nearest you)...what do you think? I'd like to avoid the situation where you are picking attacks that have already hit and choosing to retroactively impose a reroll, though that is what I'm allowing in this case.
Rolls
Villager 2 opportunity attack on Reptile AC16 (reroll for DISADV) - (1d20+3)
(19) + 3 = 22
With Villagers 5 and 6 both defeated, this ends round four.
Joseph does something out of view.
Myrtha attacks Villager 2, and manages to slash him across the chest. Villager 2 takes 8 slashing damage. "You don't have to die here, you know you're beaten!" His mad, staring eyes roll in his head, and she is not sure that her message registered.
Villager 3 desperately attacks Reptile again. The bolt sinks into his flesh. Reptile takes 3 piercing damage (reduced from 7 by Rage).
Villager 4 does something else out of sight of the Dungeon Busters.
Up in the loft, Chase waits to see if any of the villagers who have fallen - three, five, or six - stir or attempt to get up again. None of them do.
23 - Joseph (4/13)
18 - Myrtha (12/12)
18 - Villagers 3 & 4
17 - Aanbo (13/19)
15 - Chase (11/11)
12 - Reptile (7/15) RAGING
12 - Villagers 1 & 2
11 - Villager 7
7 - Theran (13/13)
7 - Villagers 5 & 6
Rolls
Joseph CON save DC16 - (1d20)
(15) = 15
Reptile has a 5. Not so good for looking around.
Rolls
Perception check - (1d20+4)
(1) + 4 = 5
Rolls
Longsword attack, damage - (1d20+5, 1d8+3)
1d20+5 : (13) + 5 = 18
1d8+3 : (5) + 3 = 8
Myrtha attacks Villager 2, and manages to slash him across the chest. Villager 2 takes 8 slashing damage. "You don't have to die here, you know you're beaten!" His mad, staring eyes roll in his head, and she is not sure that her message registered.
Villager 3 desperately attacks Reptile again. The bolt sinks into his flesh. Reptile takes 3 piercing damage (reduced from 7 by Rage).
Villager 4 does something else out of sight of the Dungeon Busters.
23 - Joseph (4/13)
18 - Myrtha (12/12)
18 - Villagers 3 & 4
17 - Aanbo (13/19)
15 - Chase (11/11)
12 - Reptile (7/15) RAGING
12 - Villagers 1 & 2
11 - Villager 7
7 - Theran (13/13)
7 - Villagers 5 & 6
Rolls
Villager 3 crossbow attack on Reptile AC16, piercing damage - (1d20+3, 1d8+1)
1d20+3 : (16) + 3 = 19
1d8+1 : (6) + 1 = 7
Bonus Action: Spend 1 ki point for Step of the Wind and DIsengage. 0/2 ki points remaining.
Movement: Move to Villager Three.
Action: Unarmed Strike vs Villager Three.
Rolls
Unarmed Strike to hit, Bludgeoning damage - (1d20+4, 1d4+2)
1d20+4 : (20) + 4 = 24
1d4+2 : (4) + 2 = 6
Critical hit damage - (1d4)
(2) = 2
Rolls
to hit, damage - (1d20+5, 1d8+3)
1d20+5 : (5) + 5 = 10
1d8+3 : (1) + 3 = 4
Ignoring Villager 2's clumsy attacks, Aanbo stoops and picks up the the Light stone, pulling it out from under the strange corpse of Villager 7 and tucking it into his robes. This returns the interior of the barn to darkness, and then Aanbo zooms past Villager 2 out into the yard, and leaps into the air, delivering a flying kick to Villager 3's head. There is a loud snap! and Villager 3 falls to the ground. Villager 3 takes 8 damage and his head lies at a weird angle. Aanbo lands on his feet and yells "We've been in the temple this whole time!"
Aanbo can also attempt a Perception check, DC15.
Up in the loft, Chase waits to see if any of the villagers who have fallen - three, five, or six - stir or attempt to get up again. None of them do.
Rolls
Two-Handed Battle, Damage - (1d20+4, 1d10+4)
1d20+4 : (20) + 4 = 24
1d10+4 : (5) + 4 = 9
Crit - (1d10)
(5) = 5
Rolls
Perception DC15 - (1d20+3)
(20) + 3 = 23
This appears to have defeated all the enemies.
For surviving this attack, each PC gains 40 XP.
Chase goes to look out of the knotholes and sees no motion anywhere nearby, though from his elevated position, he can clearly hear the voices of concerned neighbors who are on their way to investigate what all the yelling meant. He can see the light of approaching lanterns. The people are approaching warily, unsure what they're going to find. They probably would have been here already, except that Aanbo pocketed the light, so they're wandering in the dark. "The yelling was coming from this direction, I tell you!"
Aanbo turns around and sees the carnage of the fight: six dead bodies sprawled in the tall grass...wait, SIX bodies? Aanbo does a double-take. There is another body by the corner of the barn - not one of the attacking villagers, unless Joseph managed to hit the last one with an arrow. Where is Joseph, anyway? There is no sign of Joseph.
"Reptile, can you check if Joseph is near the building there?", she added, pointing at the spot where their companion had been spotting for the party. The halfling had been hit, more than once. There might be a trail of blood spatters leading to their comrade.
He turns to the others and says, "Keep the bodies where they fell, but let's see if there's anything that might identify what sort of evil they represent. I'm thinking the guy who was yelling a lot might have something. And that creature might be what Ramne was referring to: tall, naked, and green." He points to the strange body just outside the barn door. "The villagers will be suspicious of us, so anything we find that can support our truth will help."
The monk heads over to the body of Villager Six, hoping there's something evil on them like a tattoo or symbol.
Rolls
Investigation - (1d20+1)
(17) + 1 = 18
It was a simple, practical suggestion. Besides, Theran hadn't wanted to leave the victim bound in linens... with luck, it wouldn't be too late...
"Not yet hostile, you mean," Myrtha replies, stepping out of the barn to quickly check out the bodies. Villagers 1 and 2 are wearing chain shirts and bearing spears, Villager 3 wears leather armor and a scimitar at his belt (his crossbow lays intact in the weeds nearby), and villagers 5 & 6 wear leathers and have scimitars at their belts. She goes to look closer at the sixth body, sitting by itself at the corner of the barn. It's strange; this is not one of the people who had attacked them...how did it get here? It's a body wrapped in bloody bandages, a victim of some kind of torture or cruel murder, showing the signs of dozens of stab wounds. A moment later, Myrtha identifies a bundle sitting next to the body: her pack, stained with blood from the body. Myrtha regains her belongings that were left at the Inn.
Reptile reaches the house; all is quiet, and there's no reassuring quip from the halfling. Reptile searches around the house. He quickly finds flattened weeds that suggest that someone crashed through the weeds to get to the house. The house is still secure and shut. Joseph is either still hiding, or he ran off somewhere. Reptile notices that the neighbors are at the edge of the property now, coming up a short rise toward the party. They're maybe 40 yards away, now.
Rolls
Reptile Tracking - WIS (Survival) DC10 - (1d20+2)
(1) + 2 = 3
The party was obviously being set-up, and despite her way with common folk, it didn't look like they would have an easy time explaining this bloodshed, particularly since so many people in the community were clearly compromised. She grabbed her things, looking at the bobbing light that indicated Reptile's search path. SHe hesitated, torn between seeking to assist the barbarian in his rescue efforts, and the impending fear that if they stayed here, they might have a much larger fight with an unruly mob in their hands.
She decided to return to Aanbo and Theran. They should probably stick to their plan and hit the Inn as swiftly as possible. As she moved toward her companions, it dawned on her: they had two reasons to raid the Inn — recover lost gear and liberate the poor sod that was being held captive in the Inn. Her gear was here, and the dead body might as well be the captive Theran had seen. She turned and asked "Theran, can you look at the corpse? I'm afraid we might be too late to save anyone at the Inn. They dumped a body there, and brought my gear. They want to pin it all on us."
- Has she seen the tortured man before? Could it be Bertrand?
- Regarding her gear, is everything here, including her shield?
- Can she determine how far the incoming villagers are at this point?
"Wha--? Where did he go?"
"It's MAGIC!"
"Now now, let's not jump to conclusions."
"Don't give us that - we all heard what they were shouting!"
Each of you realize some things separately.
Myrtha sees that all of her stuff has been returned, albeit spattered with blood. She also notices that there is more stuff here than what she left in the Inn, in addition to the mangled body. This does not look good, and will be tough to explain. Would it be better to stay and assert the facts to all these curious villagers, or would it be better to flee now to avoid the likely accusations?
Reptile sees that a lot of the weeds have been trampled around the house, as if several people had converged here. There are pieces of glass that crunch under his boots, and he sees Joseph's shortbow, abandoned. Joseph wouldn't have left his bow voluntarily; this strongly suggests that Joseph has been taken, and the trampling suggests either a struggle, a couple of people picking up his body, or both. Reptile hurries back to join the others.
Up in the loft, Chase can see that there are maybe 20 villagers approaching; they're only a stone's throw away and would have seen the party already except for the fact that most of them are carrying lit lanterns, which are blinding them to the relative darkness of the starlit farmyard. Chase can see that Ramne is among the group, his weasel on his shoulders. Chase has a clear shot at any of a dozen targets, through they are slowly spreading out to surround the house and barn as they advance. Chase also realizes that, as an alternative, he could hang from his hands from the loft and drop down to quickly join the others.
Theran comes over to investigate the body, and finds that his gear, too, has been returned bloody. The body is the one he saw being tortured in the Inn. A quick check of the man shows that he has been dead for half a day at least. Looking at the weeds, Theran further notices that someone came up from behind the barn to where the body and gear are, and then set off through the weeds toward the house; all of it out of sight of the party inside the barn. Whoever it was may have had darkvision, as they did it all pretty quickly while the party was focused on the villagers approaching them in the open.
Aanbo looks at the people approaching and realizes that they are coming because the attacker now lying dead in the grass magically amplified his voice and impersonated them. It was part of a plan to cast the Dungeon Busters as the villains, and all these dead bodies won't help convince anyone otherwise. It was pretty clumsily done - why would bad guys boast of their misdeeds so everyone could hear them? - but it shows that their enemies were not idle during the whole day that the party stayed in the barn resting. They came up with a two-pronged plan: one group attacked while they communicated the idea that the party were blackguards come to kill their people, and another group deposited the body of the murder victim. Aanbo also realizes what this means about the village: not everyone is a bad guy.
Everyone realizes that the party has a few seconds to decide: do you stay and meet the villagers who have come to investigate, or do you leave the scene of the fight (and possibly investigate elsewhere while so many residents are here)?
Though she doesn't want to take the decision by herself, she does move toward the body, "Can you give me a help with this, Reptile? We might need to run with the corpse held between us."
He points to the bodies. "I will stay. Perhaps it will give you enough cover and time to take the unfortunate victim back to the inn. I will deal with these folks as best I can. The position of our attackers' bodies will demonstrate that we were acting in self-defense, and that this creature was with them. But if they don't believe me, the rest of you won't be arrested."
Theran places a hand on the monk's shoulder, as if to ask if he was sure. However, instead of asking a question Theran will intone words, tugging at the threads of nature as he gestures with his bloodied staff and healing energies flow into his companion.
And then Theran, torn between leaving his teammate and letting a man make his own choices, turns to leave with the others.
Rolls
Cure Wounds - (1d8+3)
(6) + 3 = 9
He does silently agree with Myrtha and will haul the body away. He still intends to place it behind the Inn.
With that, Aanbo lights a torch, and waves it as a signal to the incoming villagers. "Hey! Over here!"
Aanbo warns Chase to be prepared, and then yells to the approaching crowd "Hey! Over here!" Their tale continues in the "Suspicion in the Starlight" thread.