Enkida
Full Cyborg
- Location
- Germany
There's a whole bunch of adventure forks here that happen and I have to see which one of them I follow. So this is a post of mostly rolling to determine what happens and what I need to write some prose for.
Some things have to happen here. Vel and Gen are supposed to level up at this point.
Do Vel and Gen stay in the village and long rest to recover, now that the guards are with them? Or do they skedaddle because Vel's smuggling the ill-gotten goods from the keep that she *knows* the guards didn't want to be looted, most damningly that wedding ring? And also because Gen's a deep gnome and in theory, the guards will turn on him when they see his blue skin. This should be an oracle question with a yes/no answer. I'll base it off the d6 table in the DM yourself guide.
Do Vel and Gen stay in the village? (d6)
3: No, but...
Do they manage to sneak out? DC 20 (hard) stealth. ( Gen has advantage and Vel has disadvantage so I'm making it a straight roll using Vel's modifiers.)
also Guidance!
Vel: 6+3=8 + 4 Guidance = 13, stealth failure
1 = Kaelen, perception +2
2 = Sydiri, perc +2 adv (Paranoid)
3 = Torem, perc +2
4 = Alara, perc +2 dis (Injured)
5 = Keila, perc +6
How many people notice them leaving?
Kaelen = 15+2=17, yes
Sydiri = 1, 14+2=16, yes
Torem = Nat 20+2= 22, yes
Alara =17,17+2 = 19, yes
Keila = 6+6 = 12, no
LOOOOL Keila with that +6 to perception is oblivious, wow. Also Alara isn't, lookit those double 17s!
So the guards notice that they want to leave, but Keila doesn't. This reads to me as the guards let them go, but not the quiet way Vel and Gen hoped, and instead they're roped in to helping find the surviving villagers.
Vel will lie, of course: Deception + Guidance = 17
Guard insight: 6+0= deception success
So she lies successfully that they're going to go look for the villagers while the guards hold the town for them.
Does she convince the guards to lend them a horse or four?
Number of horses (d4): 1
Riding or not: 0-3 draft, 4-6 riding = 6, a riding horse
Forgot to make the persuasion roll, and it was a nat 1, even with guidance and modifiers it's a 5
Guard insight: 10, fail, they know they're more likely to run with a horse, sorry guys
This leads to a whole other series of events happening that theoretically, the main characters won't be there for because they got the heck out of dodge. The guards would raise the drawbridge. Xolkin Alassandar would arrive and pretend to be a bounty hunter and demand Keila's release.
Xolkin Deception: 13+4 = 17
Guard Insight: 3, Deception success
The guards would lower the drawbridge and a fight would ensue.
Xolkin, Keila, 6 bandits vs 4 guards. I'm pretty sure the bandits would win, but I'm going to say the guards pull off the impossible on an 18-20, rather than play out a battle.
D20 = 7, the 4 guards are killed. (Sorry guys!)
The bandits would then raise the drawbridge and wait for reinforcements to arrive. While they were doing that, a 20-strong orc horde called the "Ear Seekers" would attack the village, led by an injured war chief, 20 healthy orcs, and 1 orc shaman. 8v22, I think the Zhents would lose, the question is just how badly they'd lose. Orcs are CR 1/2, Bandits are CR 1/8, Xolkin is CR 2, Keila is CR 1, Gurrash the War Chief is CR 4 but only 60 hp left, Norgra One-Eye the shaman is CR 2.
This math is getting too complicated, I think I'm going to have to actually fight out this NPC battle to see what's waiting in the town when Vel and Gen return to it. It's clear, however, than Vel and Gen are going to be returning to a town that is hosting orcs, or has been raided by orcs.
I'll get to that later, this is all still just in the planning stages!
Some things have to happen here. Vel and Gen are supposed to level up at this point.
Do Vel and Gen stay in the village and long rest to recover, now that the guards are with them? Or do they skedaddle because Vel's smuggling the ill-gotten goods from the keep that she *knows* the guards didn't want to be looted, most damningly that wedding ring? And also because Gen's a deep gnome and in theory, the guards will turn on him when they see his blue skin. This should be an oracle question with a yes/no answer. I'll base it off the d6 table in the DM yourself guide.
Do Vel and Gen stay in the village? (d6)
3: No, but...
Do they manage to sneak out? DC 20 (hard) stealth. ( Gen has advantage and Vel has disadvantage so I'm making it a straight roll using Vel's modifiers.)
also Guidance!
Vel: 6+3=8 + 4 Guidance = 13, stealth failure
1 = Kaelen, perception +2
2 = Sydiri, perc +2 adv (Paranoid)
3 = Torem, perc +2
4 = Alara, perc +2 dis (Injured)
5 = Keila, perc +6
How many people notice them leaving?
Kaelen = 15+2=17, yes
Sydiri =
Torem = Nat 20+2= 22, yes
Alara =
Keila = 6+6 = 12, no
LOOOOL Keila with that +6 to perception is oblivious, wow. Also Alara isn't, lookit those double 17s!
So the guards notice that they want to leave, but Keila doesn't. This reads to me as the guards let them go, but not the quiet way Vel and Gen hoped, and instead they're roped in to helping find the surviving villagers.
Vel will lie, of course: Deception + Guidance = 17
Guard insight: 6+0= deception success
So she lies successfully that they're going to go look for the villagers while the guards hold the town for them.
Number of horses (d4): 1
Riding or not: 0-3 draft, 4-6 riding = 6, a riding horse
Forgot to make the persuasion roll, and it was a nat 1, even with guidance and modifiers it's a 5
Guard insight: 10, fail, they know they're more likely to run with a horse, sorry guys
This leads to a whole other series of events happening that theoretically, the main characters won't be there for because they got the heck out of dodge. The guards would raise the drawbridge. Xolkin Alassandar would arrive and pretend to be a bounty hunter and demand Keila's release.
Xolkin Deception: 13+4 = 17
Guard Insight: 3, Deception success
The guards would lower the drawbridge and a fight would ensue.
Xolkin, Keila, 6 bandits vs 4 guards. I'm pretty sure the bandits would win, but I'm going to say the guards pull off the impossible on an 18-20, rather than play out a battle.
D20 = 7, the 4 guards are killed. (Sorry guys!)
The bandits would then raise the drawbridge and wait for reinforcements to arrive. While they were doing that, a 20-strong orc horde called the "Ear Seekers" would attack the village, led by an injured war chief, 20 healthy orcs, and 1 orc shaman. 8v22, I think the Zhents would lose, the question is just how badly they'd lose. Orcs are CR 1/2, Bandits are CR 1/8, Xolkin is CR 2, Keila is CR 1, Gurrash the War Chief is CR 4 but only 60 hp left, Norgra One-Eye the shaman is CR 2.
This math is getting too complicated, I think I'm going to have to actually fight out this NPC battle to see what's waiting in the town when Vel and Gen return to it. It's clear, however, than Vel and Gen are going to be returning to a town that is hosting orcs, or has been raided by orcs.
I'll get to that later, this is all still just in the planning stages!
Last edited: