D&D 5E Tall's PotA Campaign - IC

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Dessarin/Riverguard Keep
Day 5/Midday
Round 0

“The boss had an urge for some...odd entertainment,” Errol told the sentry “I wouldn’t ask,” he hinted. “I’m here to relieve you, though. Anything to report?” Errol walked on over to the guard like he was going to take up position. “Why don’t you go grab an ale with the rest. Everyone seems to be trying hard to get drunk.”

Deception: 1D20+4 = [8]+4 = 12

[sblock=Actions]
Action:
Move:
Conditions:
[/sblock]

[sblock=Errol’s Mini Stats]
Errol Dax
Inspiration: 1
AC: 16
HP: 31/36 HD: 3/4d10
Superiority Dice: (4/4/R @ d8 DC 14) (Commander’s Strike, Rally, Trip)
Arrows: 35
Bolts: 23
Action Surge (1/R)
Second Wind (1/R 1d10+4)
Inspiring Leader (1/R 6)*
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Riverguard Keep, Early Evening, Day 5

The man's face breaks into a huge smile, "Tha's good o' ya! But I owe yer nothin'! he shouts by way of farewell as he heads down the ladder you just came up. Leaving the group alone on the rooftop.
 

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Dessarin/Riverguard Keep
Day 5/Midday
Round 0

“Well, that was easy,” Errol said. He eyed the other distant sentries, but none of them seemed to be paying attention to them. “So where are we heading now?” he asked. “Check out the gatehouse?” He indicated the tower to the south (K2/3). “Or do we go down to the yard? There are some steps by that building (K15).”

[sblock=Actions]
Action:
Move:
Conditions:
[/sblock]

[sblock=Errol’s Mini Stats]
Errol Dax
Inspiration: 1
AC: 16
HP: 31/36 HD: 3/4d10
Superiority Dice: (4/4/R @ d8 DC 14) (Commander’s Strike, Rally, Trip)
Arrows: 35
Bolts: 23
Action Surge (1/R)
Second Wind (1/R 1d10+4)
Inspiring Leader (1/R 6)*
[/sblock]
 


GM: So your choices are

1) Head back down the ladder you came up (and the sentry just went down) and take the balcony that runs along inside the hall to the north wall above K15. There are stairs leading down to the muster yard next to K15. This would put you in full view of everyone in the hall.

2)Take the other ladder down to K20, where there are some off duty guards, one of whom has seen J.V. You don't know exactly what is in the room and it doesn't lead directly to K15, you'd have to walk along the muster yard to get there.

3)Jump/Climb down onto the wall. Acrobatics DC10 to land correctly. You risk falling up to 20 feet inside or outside the fort and being seen acting strangely by anyone in the muster yard or on the walls.
 


"On closer look, I think going back down the other ladder is the best option," says Nariah.
OOC: K20 and be prepared to fight, as I think our story is getting rather thin with us having just relieved the sentry, and he went in K20.
 


Riverguard Keep, Early Evening, Day 5

Six bunk beds line the walls of this guardroom. To the south, an arrow slit looks out over the castle yard, and a door exits to the castle parapet. Another door exits to the north. Seated around a makeshift table in the middle of the room are four heavily tattooed men playing dice. Propped near four of the bunks are four viscous looking longswords with shark toothed edges.

As you open the trapdoor to descend there is a jeer of half mock complaint and one of them shouts "Use t'other bloody door!" but no one makes a move to stop you. As more of you pour in they stop their game and look up, but the sight of a bear climbing down the stairs is too much, "What in Olyidia's name is tha' thing doin' in 'ere? Go lock it up wit' t'other animals or t' bug bears. I don't wan't no bear $#!* in my bunk."

GM: That's enough votes for option 2 then.

The sentry went down the ladder that you got to the roof on, the one leading from the main hall. You are right in thinking that dismissing him may raise some suspicion, especially when the guard changes. Without knowing the routines of the place there is no way to know when that is, or what they will do about it.
 


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