A quiet evening
... or, what happens when the players get to stall for as long as they wish 😊
I honestly expected to wrap up the previous adventure in about 10 minutes, but my players had other plans. Safe in the inn, they did not want to just wait for the healer. They moved to the room across, laid a trap and prepared an ambush.
The adventurers keep an eye on the door. The barbarian is knocked out due to blood loss
I decided to humor them. I started with a filthy witch showing up to treat their wounds using a smelly concoction. The knight wanted none of that, which was fine. Still after, they refused to sleep, so I let them rest for a bit, before their employer, the mysterious Sienna arrived (this time, with a complement of bodyguards) to gauge the success of the mission.
Just as last time, I had the players roll a die for it. They barely made the roll, thanks to their roleplaying bonus!
With all that out of the way, I had the adventurers led to their new hideout through the sewers (cue constitution saves for anyone with untreated wounds, hehe). The inn, a spacious and cleanly place, was all theirs. Sienna dressed their wounds anew, then they could rest and bathe before the obligatory drinking and celebration. Their employer now revealed her real name - Valeria. She congratulated them on a job well done, and dropped a few hints about the background of the mission, before seducing the barbarian.
Due to the confusion reigning in the city after the assumed pirate attack, the adventurers could rest for a couple more days. They received pocket money, free stay at the inn, and access to vendors to replenish their supplies - even a couple of magic users ready to brew some potions for them.
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