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MikeD #826219 Thu 10/09/15 13:02 UTC
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DM

Prof bonus is not included. Bern cures Luminmorn for 6.

Status (Name - Init/HP/Dam):
R1 - 22/x/9
R2 - 22/x/0
R3 - 22/x/Dead
Ryssa - 22/26/0
R5 - 18/x/10 *-Tied up
R4 - 18/x/Dead
Bern - 16/28/17
Luminmorn - 16/31/16
Balthazar - 14/25/5
Lingo - 14/22/15
IA - 12/x/16 *-Fled
S1 - 11/x/0 - *Turned/Fleeing (3 rounds left)
S2 - 11/x/0 - *Turned/Fleeing (3 rounds left)
S3 - 11/x/0 - *Turned/Fleeing (3 rounds left)

MikeD #826233 Thu 10/09/15 15:42 UTC
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Lingo
"Hey, what about those skelly things? How come you can come and go without them attacking you?" the trickster asks the ruffians. "No games from you. My sword is thirsty and that kid says you're murderers."

Neptune #826466 Sat 12/09/15 11:31 UTC
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Ryssa


While the others questioned the Redbrands, Ryssa moved over to the cells to see if the prisoners were all right.

"Do you know where they put the key to your cells? And why were they holding you prisoner?"

Exeter #826758 Tue 15/09/15 20:06 UTC
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DM

One of the Redbrands turns towards Lingo and says. "We use a password. Glasstaff told us to say Illefarn whenever we entered that room and they wouldn't move."

The prisoners look at Ryssa with relief, but shrug helplessly at her question. The older woman answers her. "We have no idea where the key is." She says. The young boy across the way pipes up. "That wizardy guy has it. He always is the one who opens the cells."

The mother gives the boy a short look and continues. "I heard some of the men saying we were going to be sold. I don't know to who. All I know is they killed my Thel because he told them to stop pawing my daughter. Then they came back and abducted us."

She grabs the bars. "Will you free us?" She asks, not certain if her rescuers are more of the same as those who captured she and her family. "I can't pay you." She says hesitantly, but then she looks up hopefully. "Not right away. But I can tell you where to find something valuable. Maybe it will be enough?"

She looks at Ryssa. "My family used to own a shop in Thundertree. When I was a young girl our town was overrun by undead monsters and we had to flee. My mother had a beautiful necklace made of emeralds. She had to leave it behind. It is hidden but I can tell you where to find it."

Status (Name - Init/HP/Dam):
R1 - 22/x/9
R2 - 22/x/0
R3 - 22/x/Dead
Ryssa - 22/26/0
R5 - 18/x/10 *-Tied up
R4 - 18/x/Dead
Bern - 16/28/17
Luminmorn - 16/31/16
Balthazar - 14/25/5
Lingo - 14/22/15
IA - 12/x/16 *-Fled
S1 - 11/x/0 - *Turned/Fleeing (2 rounds left)
S2 - 11/x/0 - *Turned/Fleeing (2 rounds left)
S3 - 11/x/0 - *Turned/Fleeing (2 rounds left)

Zeim #826774 Tue 15/09/15 21:36 UTC
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Ryssa


The cleric nodded slowly, frowning in concern and disgust at what she was told.

"We will help you, but first we must find this mage, deal with him and recover the key."

Ryssa turned to the others to gauge their reactions.

Exeter #826784 Tue 15/09/15 22:47 UTC
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<Bern>

Lingo didn't look much better off than Luminmorn, so he used his last bit of healing on him.

Bern heal Lingo MikeD rolled d8+1 and got 8

"Lingo, any chance you could open those doors without the key?"


MikeD
MikeD #826804 Wed 16/09/15 03:06 UTC
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Luminmorn

"Whether or not we can open the cages isn't the issue at least not right now. We need to find that mage, the leader and end this."

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<Bern>

"Do you plan to kill these bandits", he said indicating their 'prisoners', "or leave them here to hurt the prisoners? Getting the doors open so that we can swap prisoners and guards seems like a good short term solution. But if you have a better idea, I'll certainly listen."


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Lingo

"Thanks. It feels better now. Yeah, I'll do that."

Without moving from the spot where Bern is tending to him, the halfling takes out his tools and starts to gesture with his hands. He works on the north cage first then the south cage.

Lingo Pick locks
Neptune rolled 1d20+4 and got 20
Lingo Pick locks
Neptune rolled 1d20+4 and got 21

Neptune #826842 Wed 16/09/15 14:48 UTC
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Zeim Offline OP
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DM

Lingo is healed of some of his wounds by Bern and while Luminmorn is anxious to get going after the mage before he gets away, some of the others prefer to free the prisoners first.

Lingo uses his Mage Hand skill and is able to unlock both cells.

Status (Name - Init/HP/Dam):
R1 - 22/x/9
R2 - 22/x/0
Ryssa - 22/26/0
R5 - 18/x/10 *-Tied up in room #2
Bern - 16/28/17
Luminmorn - 16/31/16
Balthazar - 14/25/5
Lingo - 14/22/7
IA - 12/x/16 *-Fled
S1 - 11/x/0 - *Turned/Fleeing (1 rounds left)
S2 - 11/x/0 - *Turned/Fleeing (1 rounds left)
S3 - 11/x/0 - *Turned/Fleeing (1 rounds left)

Zeim #826846 Wed 16/09/15 15:55 UTC
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<Bern>

He ushers the former guards into one of the cells. "Can you re-lock that one please", he asked Lingo. Turning to the former prisoners, he said, "You will probably be safest here. We will come back and get you once it is safe."

He gave Luminmorn a grin, "Ready if you are."


MikeD
MikeD #826855 Wed 16/09/15 17:15 UTC
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Lingo

He fiddles with the lock but doesn't manage to complete the task.
Lingo Lock door
Neptune rolled 1d20+4 and got 9

Neptune #826876 Wed 16/09/15 19:31 UTC
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[[ Hmmm ... just wondering ... does he need to roll? ... can he 'take 10' or some such, especially since lingo has already managed to 'beat' the lock to open it? ]]


MikeD
MikeD #826895 Wed 16/09/15 21:18 UTC
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Zeim Offline OP
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There is no "Take 10" in 5e. Since he already figured out the lock Lingo can roll with Advantage to re-lock it.

Zeim #826903 Wed 16/09/15 21:44 UTC
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[[ Yeah, I knew there wasn't an 'official' take 10, but figured there had to be something similar for this sort of situation. Thanks for the answer <g> ]]


MikeD
MikeD #827056 Fri 18/09/15 12:27 UTC
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Lingo

He gets up, walks over to the lock and tries to lock it using his actual hands. In a matter of seconds he hears the tumblers fall into place.

Lingo lock door
Neptune rolled 1d20+4,1d20+4 and got 23, 10

Neptune #827288 Mon 21/09/15 13:48 UTC
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Zeim Offline OP
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R5DM

The current two Redbrand prisoners are shepherded into the cells and Lingo locks the door behind them.

There is a pile of what appears to be discarded clothing against the far wall of the jail. The only other exit from the room is the dorr to the north. Opening it reveals a corridor heading north with a door on it's far eastern end.

You now have three freed townspeople with you.

So, what are you doing?


Status (Name - Init/HP/Dam):
R1 - 22/x/9
R2 - 22/x/0
Ryssa - 22/26/0
R5 - 18/x/10 *-Tied up in room #2
Bern - 16/28/17
Luminmorn - 16/31/16
Balthazar - 14/25/5
Lingo - 14/22/7
IA - 12/x/16 *-Fled
S1 - 11/x/0
S2 - 11/x/0
S3 - 11/x/0

Attached Images
H2-1 Redbrand Hideout-4.jpg (167.12 KB, 104 downloads)
Zeim #827292 Mon 21/09/15 14:29 UTC
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[[ Just a reminder, Bern =did= suggest to the townsfolk that they would be safest staying where they were. Are they ignoring that? ]]


MikeD
MikeD #827293 Mon 21/09/15 14:38 UTC
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Lingo

He was wasn't paying attention to the discussions with the woman and her kids but as they were about to move on, he asked, "So what about them? We can't just leave them here. It's dangerous."

[ooc: I think we did a lot more of the map than you're showing Zeim.]

Neptune #827302 Mon 21/09/15 15:25 UTC
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<Bern>

"Probably less so than taking them with us and that would also make us less effective since we will need to try and keep them safe."


MikeD
MikeD #827308 Mon 21/09/15 15:40 UTC
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Zeim Offline OP
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(OOC - Nep - Yes you did. But if I do not block it out it goes over the size limit of the file attachment tool and becomes a link instead of an embedded image. I prefer the embedded images so I am forced to block out all but the current area. In fact, other than this corridor and the door at it's end I believe you've explored the entire place. I'd upload the whole map to the Gallery, but the other group still has places to explore.

MikeD - The townsfolk are not gong to want to wait in the cells and hope you come back. Especially not along with the Redbrand prisoners. They offered a payment if you would help them get out. Are you turning them down?)

Last edited by Zeim; Mon 21/09/15 15:42 UTC.
Zeim #827315 Mon 21/09/15 15:52 UTC
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[[ That's fine, just wanted to be sure they were ready to die <chuckle> ]]


MikeD
MikeD #827316 Mon 21/09/15 15:54 UTC
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(OOC - Well, if anything happens they're likely to run off screaming in panic, but for now your group is giving them the illusion of safety.)

Zeim #827327 Mon 21/09/15 18:20 UTC
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[OOC: Zeim, you can reduce the size in Paint to get the whole thing to appear. Try 75%.]

Neptune #827329 Mon 21/09/15 18:32 UTC
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[[ OOoohhh .. ya mean like =we= are supposed to get from the TSA <gd&r lmao> ]]


MikeD
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