>>5636937That’s enough information. They need to leave and inform Ging immediately!
They need to leave!
They need to..
They need..
They..
Sira should have realized this was too easy. Any competent organization would have had more people around to making sure people like him don’t snoop around and find things they’re not supposed to.
Unless, they wanted to lure them into places out of the public’s eyes. His crew must’ve been spotted in the dining hall.
When the crew tries to leave the monks’ living quarters, they hear a faint melody coming from a flute. A soothing, high pitched sound that makes them even more exhausted than before. Those monks must be hiding somewhere in the building, or around it…
Even if they can somehow stay awake, they’ll be exhausted, in no condition to fight the monks if they try to capture or kill them. They need to run away.
Sleep DC: 16
Escape DC: 18
>Assign the bonuses (can stack)Sira bonus: +3
Crows bonus: +2
Warin bonus: +1
The crew can do a few things to help them escape or resist passing out..
(Optional)
>Sira: Draw and fire wheellock pistol+5 to Sleep DC, but -3 to Escape DC
>Crows: Set the building on fire-6 to Sleep DC, but +4 to Escape DC
>Warin: Summon otherworldly windroll a 1d3.
1 = -6
2 = +1
3= +6
Bonuses can be assigned to any DC
FOLLOW THEIR MIND>surrendertheir lives will be up to those monks’ hands now…