The Approach
With at least tentative plans in place, the group begins their approach.
The group can't help but feel a sense of nakedness after stepping out of their area of concealment and into the wide open, but their focus is quickly restored with their mission now underway.
The terrain presents little difficulty to cross, but some dried out plants or weeds create an occasional crunching sound under the pressure of a misplaced footstep.
But nothing. No reaction.
Strega and Oskar make for the blind that the half-orc spotted. Tannaris, Rumble, and Bren generally follow, but continue on towards the actual structure for a closer look, and find themselves able to safely reach a point roughly 15-feet away from the nearest wall.
The structure itself is a simple, wooden structure, approximately 30-feet wide and 80-feet long, with two stories. Many of the wooden planks making up the outer wall are warped or rotten, likely reflecting years of neglect. No lights shine from within, and there is no hint of occupancy.
Centered in this nearest wall is a tall double-wide barn door which hangs almost completely ajar. Open wide enough where you're afforded a cursory look inside.
The interior walls on either side support a handful of rusted farm implements leaning against them. A few interior walls or partitions extend inward at various intervals, creating definite blind spots.
The floors are covered with straw, which is patchy in areas, which also emits a very distinct and pungent odor.
The full two-story entry of the barn appears to be wide open, floor-to-ceiling space. The second story, or loft, appears to begin approximately half way back, or roughly 40-feet inside, and is an estimated 10-feet above the barn floor. This loft begins roughly half way inside, and presumably runs the rest of the distance to the rear of the structure.
At least from what you can tell from your position just outside the structure, there does not appear to be a ladder or set of stairs leading you to this second level, leaving you to believe they're likely further inside, and out of your current range of vision.
---
I elected to handle the stealth approach as a group, which was mostly successful, and did not require anyone to spend their inspiration. From this point, however, game is on! Individual rolls will definitely apply, so use your inspiration as you feel you need (you guys keep role-playing like you are, you'll earn it back quickly enough).
Actions?
P.S. I have my in-person game tonight, so I will probably be largely unavailable until late.
You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
Tannaris unloads his bow, replaces the arrow in his quiver and straps the bow to his back.
He draws his shortswords, spinning them slowly as he loosens up.
Leaning slightly around the corner of the main door he uses his darkvision to try and make out any figures in the darkness.
Bren follows slowly and cautiously. His tension can be seen as wisps of flame encircling his hands and the glowing intensity of his eyes searching the building.
Oskar approaches the barn openly, attempting a bit of confidence, waving the others in ahead of him with small hand gestures.
As he goes, Oskar will investigate the barn structure closely. Is there anything dangerous looking, or out of the ordinary? I guess Oskar would not quite reach the door, yet (hanging back behind the others) so he'll look to see if the doors might have anyone behind them, and if the ground inside the barn is hard wood/dirt, or if it is soft and muddy and might have footprints in it.
Sorry, I think I got a little mixed up there... that said, it makes sense that the "boss" would let the guards scope out the place first...?
Also, rather than spamming perception constantly, I'll just go with my passive perception...? That's for generally being alert, right?
Rumble grabs his warhammer and places it over his shoulder. "You sure this is the right place, boss?" Rumble stays with Oskar, staying beside and a bit in front of him.
He too will look around for recent tracks. Perception: [1d20+2] = 1+2 = 3 He doesn't find any on the broad side of the barn.
The Barn
While Strega maintains her watch in the blind she spotted a short distance outside the barn, Tannaris switches from his blow to his shortswords, spinning them slowly as he loosens up. The elven fighter reaches the door, and peers around the corner. Nothing immediately comes into view.
Bren, the sorcerer, follows slowly and cautiously; wisps of flame encircling his hands highlight the tension, and provide a modicum of support for his eyes which are not as naturally accustomed to the darkness as many of his counterparts.
Oskar approaches the barn openly, studying the area behind the opened doors, looking for signs of movement or unnatural shadows which would betray anyone -- or anything -- attempting to hide behind them. There are none. The dwarven rogue stops short of the door, in plain sight, and begins waving the others in ahead of him with small hand gestures. "You sure this is the right place, boss?"Rumble says, resting his warhammer over his shoulder. The barbarian stops just in front of Oskar and slightly in front of him. "We'll see,"Oskar shrugs. "Stay sharp, everyone," he says, just loudly enough for everyone in his group to hear.
There is no change in the interior from what was spotted during your approach, but the odor from the straw-covered floor is more pungent from the closer distance.
The dirt area just outside the opened doors is heavily trampled, with a mixture of human or humanoid prints and the hooved prints of what you'd expect from farm animals -- but none appear to have been made recently.
---
So, I have to ask: Who's going in first?
drpete wrote:"Also, rather than spamming perception constantly, I'll just go with my passive perception...? That's for generally being alert, right?"
Essentially, the passive senses (e.g. perceptions, investigation, insight) are a way to determine an outcome (e.g. was the trap spotted) without specifically announcing something's up by calling for a roll when one wasn't provided.
So, yes, you're welcome to rely on your default passive stats without constantly supplying rolls... but there's never a chance of doing better than that value without rolling.
You have advantage on saves against poison and resistance against poison damage.
Stonecunning:
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Recovery: Long
Savage Attacks:
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
You have advantage on saves against being charmed, and magic can’t put you to sleep.
Trance
You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
When you move on your turn in combat, you can double your speed until the end of the turn. Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
As a bonus action enter a rage for up to 1 minute (10 rounds).
You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.
You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Oskar will pause, in full view at the entrance, waiting for the others to enter. He puts his hands on his hips, and attempts to portray a confident vibe as he scans the inside of the barn, looking around.
That Charisma roll was maybe a little ambiguous. Was looking, goal-wise, to look like the boss of an actual group trying to buy the egg, rather than a simple artisan... dunno if that should be deception, or intimidation (looking bad-ass) or what
Oskar gestures Bren over to him, in the open doorway, and speaks softly, "You are the egg man. Let the guards sweep the room..." He motions for the warrior and barbarian to move in.
Not sure if every one is waiting for what Oskar sees, but I'm imagining this as a con with Rumble and Tannaris are the guards and we're the VIPs, rather than an assault.
Oskar is the "target" of the bad guys, so go on in to protect him
Rumble gets the scene and steps forward. "I'll clear the area." He turns to Tannaris. "Give me a ten count, then come in."
Rumble readies his warhammer, wrinkles his nose at the smell, and strides forward. As he reaches the threshold, he moves to one side entering on the left side of the opening.
The elf watches as his companion strides into the building, counting quietly to himself.
At ten , he eases himself around the corner and into the building proper
The Barn Oskar will pause, in full view at the entrance, allowing for others to enter before him. He puts his hands on his hips, standing confidently out in the open, and peers through the open barn doors. The dwarven pseudo-merchant believes has a good vantage point, and stares intently, but little detail is available beyond what is already known.
Just inside the barn is a large, two-story open area. Roughly half-way back, the second story loft area begins. Various, neglected farm instruments are found leaning against the side walls on either side. The sides also house various low walls or partitions that extend inward, forming what you suspect might be stalls.
The odor from the straw-covered floor is more pungent from the closer distance.
"What about the back?"Bren calls in a rumbling whisper. "Should we have someone at the back - just in case?"Oskar gestures the dragonborn over to him, and speaks softly once the sorcerer arrives. "You are the egg man," he starts. "Let the guards sweep the room..."
He motions for the warrior and barbarian to move in.
"I'll clear the area,"Rumble says, turning to Tannaris. "Give me a ten count, then come in."
The tabaxi barbarian readies his warhammer, wrinkles his nose at the smell, and strides forward. As he reaches the threshold, he slides to the left and peers a bit deeper inside. The extra 10-feet or so of area that reveals itself to this more forward position does not expose many more details -- but the barbarian can confirm that the stalls off to either side would certainly provide excellent pockets of concealment.
Tannaris watches the tabaxi slink into the building before him and begins counting to himself. Once the elven fighter reaches a ten count, he, too, eases himself into the building proper.
At this point, rustling from deeper inside the barn is heard and a lantern light flickers on from one of the stalls along the right hand wall. A quintet of individuals file out from behind the cover of these partitions -- two from the left, and three from the right side.
A sinewy elf in gray clothes smiles at the four humans behind her. "I told you they would come. A dragon egg is much too valuable to pass up," the female elf says, chipperly. "Now, let’s do this quickly," she continues, turning back to the group. "Here," she says, holding out a very large hide backpack towards you. "Here is what you're here for."
"You throw the payment over to me, and we will leave the egg here. We will exit the barn, and then you can leave after five minutes have passed. No fuss, no muss."
You have advantage on saves against poison and resistance against poison damage.
Stonecunning:
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Recovery: Long
Savage Attacks:
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
You have advantage on saves against being charmed, and magic can’t put you to sleep.
Trance
You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
When you move on your turn in combat, you can double your speed until the end of the turn. Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
As a bonus action enter a rage for up to 1 minute (10 rounds).
You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.
You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Still standing in the doorway, Oskar reaches into the bag, pulls out a few of the diamonds and holds them up so that they can be seen, from a distance.
"I've got the diamonds right here. Let us inspect the egg and you can have them..." He motions from Bren to the one holding the egg, indicating that he means for Bren to approach them.
Oskar will watch their reactions, trying to tell if they are "on the level"...
The Exchange "You throw the payment over to me, and we will leave the egg here. We will exit the barn, and then you can leave after five minutes have passed. No fuss, no muss."
The words still ring in your minds as you eye the elf holding a large hide backpack at her side, and her four armed human companions behind her. She stands patiently, keeping her guards at bay, as she awaits the payment.
Oskar, still standing just outside the doorway, reaches into the pouch hung at his waist and pulls out a few of the diamonds, presenting them openly for the seller to see.
"I've got the diamonds right here,"Oskar, the dwarven merchant buyer, says. "Let us inspect the egg and you can have them..."
He motions for Bren to approach -- to collect the egg for inspection -- and just as the dragonborn takes his first step, the elven seller, studying Oskar clings tightly to the backpack.
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"Hold on..." she says, holding her hand up and pointing her open palm towards the approaching sorcerer. "Please, come no closer," she says, still studying Oskar.
"Something is not right here."
With a few flicks of her fingers, in unison, the four human guards behind her rush forward and assemble in a front of her, readying their weapons, but not approach further or making any obvious threatening gesture.
You have advantage on saves against poison and resistance against poison damage.
Stonecunning:
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Recovery: Long
Savage Attacks:
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
You have advantage on saves against being charmed, and magic can’t put you to sleep.
Trance
You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and peopl
When you move on your turn in combat, you can double your speed until the end of the turn. Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
As a bonus action enter a rage for up to 1 minute (10 rounds).
You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.
You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Rolls
None
Last edited by dmw71 on Thu Jan 17, 2019 10:14 pm, edited 1 time in total.
Reason:Edit: Adding image.