DM Puppet Master: Dragon's Demand (Inactive)

Game Master Anon A Mouse

Map of Belhaim
Map of Belhaim Environs


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MotW NPCs Definitely not a vampire Slides | Knowledge Checks

You were all hired a couple of weeks ago by a merchant named Silas Gribb as caravan guards. The trip has been mostly uneventful. A few would-be bandits scared off. Some potholes forcing a broken wheel to be replaced. Nothing you weren't all more than capable of handling. The weather's been fairly nice as well with a cool breeze brushing away the heat of the summer sun and the occasional light mist of rain. Now you've all arrived at your destination: the small, sleepy town of Belhaim. It's not impressive like the large Taldoran city you left from, but it's charming in it's own quiet way.

Silas stops the lead cart out near a large building: an Inn called The Wise Piper. "Right now you lot, just help me unload these here things and then I'll pay you what I owe."

After a few minutes of unloading, you notice an official looking man approaching with what appear to be a small retinue of guards.

"Ahh, what can I be doing fer you yer sheriff-ship?" Silas addresses the man.

DM:
If you're reading this, you shouldn't be. :-P

DC10 Sense Motive:
As soon as he spotted the sheriff, Silas grew very nervous and tense. He clearly has something to hide from the lawman.

"If I could have a word with you over here, Mr. Gribb." The sheriff's voice is clipped and formal as he motions your employer off to one side. As he does so, a couple of guards peel off from his group and enter the building. The sheriff and Silas talk in hushed whispers for a while.

After a few moments, the guards that entered the inn return, pulling a feebly struggling young man. Upon seeing them, the sheriff waves one hand, motioning for two more guards to escort Silas away. As he goes, you can clearly hear him saying things like, "I'm innocent I tell ye!" and "I want a lawyer!" and "You can't do this!"

The sheriff then approaches all of you. He gives each of you an appraising look before he begins to talk. [b]"I am Sheriff Roberts, head of the law enforcement here in Belhaim. What is your business here, and what is your relationship with one Mr. Silas Gribb?"

When you post, please include a brief description of your character.


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

Guess I'll go first, since Tiger is the sort of fellow willing to take point in a situation like this.

Sense Motive: 1d20 + 1 ⇒ (7) + 1 = 8

The fuzzy man steps forward, his hands held forward in a non-threatening gesture. His hair and moustache, the color of orange rust, rustle and tangle in whatever wind may be present. Many weapons of dubious quality have been strapped to the back of his armor.

"This one iss called Tiger, Tiger Sher-man." he says, smiling. He has too many canine teeth. "We arre guards, hired by Mister Silas. Know leettle of his business, this one." And, placing his right hand on his chest. "Honest seetizen, I am. Do not wish trouble."


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Little more background: you all left from the city of Maheto, which is known for its fine Dwarven metalwork. It's one of the major cities of Taldoran. How exactly you got recruited for this job is up to you; maybe you saw a poster or maybe a friend/relative told you about the job.

The sheriff's eyes narrow, apparently attempting to determine the truth of Tiger's words. "And how exactly did you come by this job? Have you worked for Mr. Gribb before?"


M Tiefling (Daemon Spawn) Magus 2
Vitals:
HP 10/18 | AC 14 (14); T 12; FF 12 | Saves: F 4; R 2; W 1 | Init 2 | Skills: Per 0 Darkvision 60 ft; SM -2 | CMD 16; CMB 4

I'll give it a go then, though Arden is not the type to start a conversation.

A pale man with long silver hair looks at the sheriff and Tiger before lowering the hood of his ragged grey cloak. He sniffs around with his strangely snakelike nose. His deep red eyes change to yellow color as he begins to talk.

Sense Motive: 1d20 - 2 ⇒ (18) - 2 = 16

"Mr. Gribb came to me at a bar I frequented in Maheto. He was looking for a group of capable guards to escort his caravan. When I inquired him of the cargo, he would not tell me." Arden looked at the cart with eyes that flashed red. "As I was desperate for money, I took the job and found others who were wishing to travel." Arden turned back to the sheriff with light green eyes. "This was when I first met Mr. Gribb, and have had no other jobs with him."


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Well, the sheriff is addressing his questions to all of you, so you're not really starting the conversation.

While the sheriff remains impassive, one of his guards flinches slightly when Arden lowers his hood. The other makes a small hand gesture when he thinks no one is looking.

Sheriff Roberts nods slightly when Arden mentions Maheto, steadily meeting the strange man's gaze and seeming not to notice the oddly shifting eye color. When Arden's done, he says, "And your name is...?"

Assuming you give him a name.
Sheriff Roberts glances briefly over his shoulder at one of his guards. He then frowns at the man and snaps his fingers to get his attention, making a scribbling gesture in the air. The guard looks confused for a moment before understanding dawns on his face. He rummages noisily through some packs before pulling out some paper and a quill and quickly starting to take notes.

Roberts then turns his attention back to the group. "And you mean to tell me that for all the weeks you were in his company you had no idea at all what you were guarding? Mr. Gribb never made any reference or off-hand remarks to associates? Nobody got curious and took a peek?"

The crates were nailed pretty tightly shut. If your character's the curious type, at best you would have been able to catch a slight glimpse at the contents, probably seeing the packing material and maybe something metallic in it.


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

"Two weeks, iss not so many. And we are prrofessionals."


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Sheriff Roberts looks the group up and down, clearly trying to judge just how "professional" you all are. "Two weeks with not much else to do but travel all day; there aren't exactly a lot of attractions Between here and Maheto."

After a few more minutes of questioning (during which the characters who haven't spoken up undoubtedly give similar responses), the sheriff nods his head, seeming satisfied. "Very well, it appears you all knew nothing of Mr. Gribbs' smuggling. You are all free to go. Just keep your noses clean while you remain here in Belhaim." He then snaps his fingers and waves to a few guards, who start reloading the goods the party had been unloading in preparation for taking them off. He then briskly walks off in the same direction Mr. Gribbs was taken in.

Perception DC10:
You notice that only a couple of the half dozen guards are currently helping to reload the cart. The rest seem tense and appear to be watching you, hands on the hilts of their swords. While they don't appear to be making any threatening movements, they do appear ready to spring into action.

If you wish to respond to the reloading of the cart and/or subsequent leading it away, you may do so. Time in PBP games tends to fluctuate somewhat as it's often hard to tell what people will want to respond to or not.

As the guards are finishing loading the goods, a middle-aged woman comes out of The Wise Piper, drying a mug on her apron. She tsks softly and shakes her head. "Bad business, that." She then seems to notice the group of you standing around.

"Oh my! I didn't see y'all standin' there!" She moves closer, peering curiously at all of you and smiling warmly. "Why, I don't recall seeing any of you 'round here abouts before. You new in town?" The question seems rhetorical as she continues talking without waiting for a response. "Mah name's Talia. Talia Orem. And I'm the owner of this here fine establishment." She gestures towards the inn behind her that she came out of. "What brings y'all ta our lil' ol' neck of the woods?"

Just a note, due to the composition of this town, unless I say otherwise, you can probably assume everybody you see/is mentioned is human.


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

Unless the woman is unusually attractive for her age, Tiger might just ignore her entirely and stand around with the others.


M Human Musket Master 2 {HP:13/24, AC:18, touch:16, FF:12, fort:5, ref:8, will:3, init:7, perception:7, sensemotive:2, grit:2/2}

Sense Motive: 1d20 + 2 ⇒ (12) + 2 = 14
Perception: 1d20 + 6 ⇒ (15) + 6 = 21

A man in rough brown leather armor steps forward, smelling of gunpowder. He is wearing several bandoliers that hold various shells and holds a battered musket against his shoulder.

"Well met Talia, we're just humbled caravan guards passing through. You wouldn't happen to know who that young man is that got pulled from your inn, and why the sheriff arrested those two? We don't want any trouble but we can't get paid if our employer is in prison."


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Is your character's name actually "Sharpe"?

"Well now, I don't mean ta be a Miss Dorcas, but that was young master Williams. Bit of a scamp, he is. Always talking 'bout these 'get rich quick' schemes of his. Seems his most recent plan must've taken him wrong side of the law. No doubt Sheriff Roberts'll straighten him out. Don't know what'll happen ta th'other fella though. Since he's not from around here abouts, t'wouldn't surprise me if he taken South ta be dealt with."

She looks the group of you over, taking in your well-traveled appearance. "Iff'n you're waitin' for him ta pay you, well, I imagine you might be waitin' some time. Say, why don't you come in and have a bite ta eat? You can stay a couple of nights free of charge while you figure out what you want ta be doing next; wouldn't want your first impression of us ta be that we're an unfriendly sort."

It's currently the early afternoon. Since you were so close to town, Silas probably would have pressured you to wait to eat until after unloading everything, but whether or not you listened to him is up to you.


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

A free meal? This changes everything. Tiger steps forward and bows.

"Thank you, fine madam. This iss a great kindness you do for us."


M Human Musket Master 2 {HP:13/24, AC:18, touch:16, FF:12, fort:5, ref:8, will:3, init:7, perception:7, sensemotive:2, grit:2/2}

Yes, my character's name is Sharpe.

"Thank you, a meal would be most welcome."

Can I sense motive on the sheriff to see if he is trustworthy?

Sense Motive: 1d20 + 2 ⇒ (14) + 2 = 16


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Ok, the #762 threw me off.

DM:
1d6 ⇒ 6
6d53 ⇒ (10, 31, 24, 15, 29, 26) = 135

Sharpe:
The only thing you can really tell is that he seems dedicated to his job. He wasn't friendly towards you, but he was formally polite. Also, he left while his men were loading goods back onto the cart.

Talia nods, seeming pleased, and ushers you all inside The Wise Piper. She seats you all at a table together and goes off, presumably to get your meal.

The Wise Piper seems to be a decent place. It's nothing fancy, but it's clean and comfortable. The inside is pleasantly cool after being out in the sun for so long. It's late enough that you've avoided the lunch rush, but early enough that the local drunks haven't come out yet.

Despite this, the place isn't quite empty; there are a few other customers scattered about the room. There's a middle-aged woman sitting with two young men next to a window. They seem to be discussing something. Near the door is an older woman, who seems to be rushing through the second half of her meal and keeps glancing at a time piece. Finally, there are two young women sitting and chatting happily with each other as they sip some beverage.

It's not too long before Talia returns with your meal. She's brought you some kind of breaded meat and mashed potatoes, smothered in gravy, some corn on the cob, biscuits that look to have come right out of the oven with a tray of butter sitting nearby, and a light salad with what appears to be iced tea to wash it all down with. For desert there's a steaming plate of apple pie. It all looks, and smells, delicious.

Now might be a good time to become better acquainted with each other. Either in character as you introduce yourselves or out of character as you describe how you've likely been acting theses past few weeks of travel together. At the very least, you all know each other by name, but whether or not you know more is up to you and how chatty you were over the past several weeks.


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

Huh, guess this tavern is also a good place to gather information. Tiger Sherman will take the time to pretend to doze off and use his daily Detect Thoughts ability.

(DC 14, or else detect surface thoughts. It's probably not worth figuring out what everyone in the tavern's thinking, but if there are any particular plot points or details this would reveal, maybe it'll mean something.)


M Tiefling (Daemon Spawn) Magus 2
Vitals:
HP 10/18 | AC 14 (14); T 12; FF 12 | Saves: F 4; R 2; W 1 | Init 2 | Skills: Per 0 Darkvision 60 ft; SM -2 | CMD 16; CMB 4

Arden walks over to the woman rushing through her meal and sits down near her. He asks her, "What is the rush, mam? Are you late for an appointment?"

Arden is a relatively quiet person, but extremely clever. Despite this, he tends to misread people. During the nights at the campfire, Arden sits with the other crew members and seldom but precisely speaks. He brings up subjects on the many races quite often and happens to know many of their languages. He keeps a few books in close company, and takes notes in them periodically.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
Carpenter: 1d20 + 3 ⇒ (14) + 3 = 17
Carpenter: 1d20 + 3 ⇒ (11) + 3 = 14
Carpenter: 1d20 + 3 ⇒ (20) + 3 = 23

Priest: 1d20 + 9 ⇒ (11) + 9 = 20

Soap: 1d20 + 3 ⇒ (13) + 3 = 16
Soap: 1d20 + 3 ⇒ (9) + 3 = 12

1d12 ⇒ 5

Tiger:
The only thing you're able to pick up is from one of the two chatty women. She seems to be thinking about someone named "Bassy." She seems confused about how she could look so young when she's apparently fairly old. There's a distinct tinge of jealousy in there.

Arden or Perception DC8:
As Arden approaches the woman, he notices that she looks rather tired. When he speaks the woman pauses eating to look up, pursing her lips. She swallows her current mouthful before answering, "Yes, yes, unfortunately. There's always one thing or another that needs to be done to serve Abadar." She sighs heavily. "You'd think I'd have some more free time in such a small town. But no, there's always some argument to mediate. Especially between those of different faiths. Frankly, I 'm shocked so many Shelynites come to us despite us being 'greedy traditionalists who have forgotten how to enjoy life.' Although sadly, I'm afraid that last part is at least true of me." She then continues to hurriedly try to finish her meal.

Only attempt the following checks if you read Arden's spoiler. These are two separate checks. Also, knowledge checks with a DC <= 10 can be made untrained.

Knowledge (Religion) DC 10:
Abadar is a lawful neutral god of earth, law, nobility, protetion, and travel. He is often worshiped by judges, merchants, lawyers, and aristocrats.

Knowledge (Religion) DC 10:
Shelyn is a neutral good goddess of air, charm, good, luck, and protection. She is often worshiped by artists, poets, and lovers.


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Religion (untrained): 1d20 + 1 ⇒ (5) + 1 = 6
Religion (untrained): 1d20 + 1 ⇒ (2) + 1 = 3

Nopenopenope.

Meanwhile, Tiger is a chatty and charming fellow, with a lot of odd foreign quirks. If he's camped out around a fire, he'll probably be roasting some small animal he caught an hour ago on the end of his spear. He's pretty quick, extremely fearless (or at least he brags as such), and is surprisingly good at knowing what others are seeing.

He's shared very little about his past, other than that he's glad to be out of Qadira. He also has a tail.


M Tiefling (Daemon Spawn) Magus 2
Vitals:
HP 10/18 | AC 14 (14); T 12; FF 12 | Saves: F 4; R 2; W 1 | Init 2 | Skills: Per 0 Darkvision 60 ft; SM -2 | CMD 16; CMB 4

Religion: 1d20 + 5 ⇒ (16) + 5 = 21
Religion: 1d20 + 5 ⇒ (10) + 5 = 15

"What sort of arguments arise between them?" Arden says looking at the woman.

I also have a tail, but it's hidden under my cloak most of the time.


M Human Musket Master 2 {HP:13/24, AC:18, touch:16, FF:12, fort:5, ref:8, will:3, init:7, perception:7, sensemotive:2, grit:2/2}

Perception: 1d20 + 6 ⇒ (17) + 6 = 23

Knowledge (Religion): 1d20 ⇒ 17

Knowledge (Religion): 1d20 ⇒ 15

"As travelers who appreciate the uses of all the gods, we appreciate your hard work in mediating between those of different faiths. Perhaps we could be of assistance in mediating these conflicts?"

Sharpe used to be a soldier in a local lord's army, being one of the first to build his own firearm. He has a keen eye and is good at making very precise movements which makes him a good shot, but he is not very charismatic.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Ok, I guess I didn't make this clear. The perception check was to overhear Arden and the woman's conversation from the table where you were seated. So I'm going to assume that upon overhearing the conversation, Sharpe then got up and walked over to Arden and the woman before talking. Otherwise, he's talking to thin air.

Another DC8 perception check or if you go over to join the conversation:
The woman frowns. "Oh, petty, small things. 'His cows keep getting into my fields,' 'His ugly architecture is ruining my painting,' 'Her dogs attacked my livestock,' property disputes, all manner of things."

She shakes her head at Sharpe. "That's very kind of you, but unless you've been trained in the ways of law-" Her expression suggests that she finds this doubtful. "I think we'll-". She's interrupted mid-sentence.

Just then, the walls of the inn rattle as though shaken by thunder. However, looking outside, there doesn't appear to be a single cloud to mar the sunny day.

Perception (DC 15):
The sound is actually more akin to that of a massive landslide rather than thunder.

There's a brief moment of silence before whispers of "What was that?" and "Could it be an earthquake?" start to be murmured.


M Half-Elf Hospitaler 2 (HP 20/26; AC17-T10-FF17)

Florace strides in looking very upset. He is garbed in a brilliant white raiment, with a golden trillium painted on his breastplate. The same flower forms the crossguard of his bastard sword. He is just about to speak when he stumbles as the walls shake. His hands go at once to his sword, though he doesn't draw it.

He clenches his jaw. "This must be wicked sorcery. Sharpe, Arden, Tiger, to me!"

Perception: 2 = 2 don't have my character sheet but it's definitely still a fail


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

Perception: 1d20 + 5 ⇒ (13) + 5 = 18

Tiger frowns. "This iss no normal thunder, Mister Sir Florace. An earthquake we would've felt. Maybe sorcery, yes." And, looking at Florace's hand on his sword, "But everybody in here seemss safe though."


M Tiefling (Daemon Spawn) Magus 2
Vitals:
HP 10/18 | AC 14 (14); T 12; FF 12 | Saves: F 4; R 2; W 1 | Init 2 | Skills: Per 0 Darkvision 60 ft; SM -2 | CMD 16; CMB 4

Perception: 1d20 - 2 ⇒ (17) - 2 = 15

"It sounds more like a land slide to me. Has it rained much recently?" Arden asks the woman. He stands up and turns toward Sir Florace.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

She shakes her head. "Not especially. If you'll excuse me, I should go make sure nothing has gone amiss at the temple." With that she hurries off.

A short while later, another man bursts into the tavern. Out of breath, he manages to gasp out, "The Witch Tower....it's fallen."

There's a collective gasp from the local in the room, all of whom immediately rush outside.

If you choose to follow:
You see a plume of smoke rising out of the Northeast. You overhear people starting to whisper around you.

"Did Hunclay finally talk Devy into demolishing it?"
"Naw, can't be. She'd never give in to that. Not with what happened."
"He's creepy anyway. Who knows what he does all locked away in his mansion."
"I wonder if anyone was hurt."


M Human Musket Master 2 {HP:13/24, AC:18, touch:16, FF:12, fort:5, ref:8, will:3, init:7, perception:7, sensemotive:2, grit:2/2}

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Sharpe runs outside and sees the plume of smoke. "What happened? What is this Witch Tower? We should go there and make sure no one is hurt!"


M Tiefling (Daemon Spawn) Magus 2
Vitals:
HP 10/18 | AC 14 (14); T 12; FF 12 | Saves: F 4; R 2; W 1 | Init 2 | Skills: Per 0 Darkvision 60 ft; SM -2 | CMD 16; CMB 4

Arden runs outside and heads to the source of the smoke. On the way, he asks a few of the onlookers, "Where can I find Hunclay's Mansion?"


M Half-Elf Hospitaler 2 (HP 20/26; AC17-T10-FF17)

Florace goes outside with the others. Sharpe has the right of it. It doesn't sound as if this Hunclay is going anywhere. We should go to the tower first.

He heads toward the remains of the tower.


M Tiefling (Daemon Spawn) Magus 2
Vitals:
HP 10/18 | AC 14 (14); T 12; FF 12 | Saves: F 4; R 2; W 1 | Init 2 | Skills: Per 0 Darkvision 60 ft; SM -2 | CMD 16; CMB 4

Arden, still making his way to the tower, continues to ask onlookers the whereabouts of Hunclay's mansion.

Once we see the tower and help those there then we may want to head to Hunclay since he may know something about this. Knowing about the proximity of the mansion to the tower may be useful when investigating.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

When you ask for directions to the mansion, they're pretty similar to the directions you're given to the tower as the two are right next to each other. They're in the top right corner of the Belhaim map.

When you reach the site of the collapsed tower, you see two locals puttering about aimlessly. One wanders about scratching her head, and the other stands with hands on his hips, chewing on a stalk of grass. Both are wearing the same uniform the Sheriff and his men were wearing earlier, but you don't recognize either of them. There are a few more guards about keeping the crowd of gawkers from getting too close to the ruins.

Someone from the crowd yells, "Maybe old Hunclay knows what happened! His house is right on that hill after all!" The man in uniform pauses and seems to talk this over with the others. There seems to be some disagreement about who will go to check it out, until finally, an older woman from the crowd shakes her head in exasperation and heads up the hill towards the house. The man with the stalk of grass quickly jogs to catch up with her and then continues towards the building.

Shortly after they've left, another woman shows up with a young man who looks to be her son. Upon seeing her, some of the sheriff's men jog over and start talking to her. After a moment, she looks over the men with a slight frown, taking in their slightly lost appearance. She turns and slowly scans the crowd. Her gaze finally setting on the group of you.

"You all, over there." She approaches you, the crowd respectfully stepping aside. "I have not seen you in town before. I am Lady Origena Devy, baroness of Belhaim. Who are you? Are you, perhaps, adventurers?"


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

Alas, if only I hadn't cast detect thoughts already, I could quickly scan the rubble for survivors.


M Half-Elf Hospitaler 2 (HP 20/26; AC17-T10-FF17)

We are, my lady. My pardon, but I must ask: do you know if anyone was inside that tower when it came down?

We ought to introduce ourselves to the noblewoman, but I have more pressing concerns, hence my apology.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

"That's part of what was strange; it seems that a couple of kobold bodies were found in the debris. Why they were here, I have no idea. We don't really see than many in this area. I don't think any villagers were in the tower, but we can't be sure."

The man and woman who set off to the mansion then return and whispers in the baroness' ear. She frowns and then addresses you again, pointing to the man and woman in uniform that you saw poking about the rubble earlier. "Mulle and Hodd here can't handle this without the Sheriff to hold their hands, and I want to know what happened here. You seem to be a capable bunch. If you go in there and look through the rubble—find out what happened and why there are kobolds in my town—I'll pay the lot of you 625 gold pieces. While you're looking around in the ruins, keep an eye out for any signs of our local eccentric, Hunclay. It seems somewhat suspicious to me that he’s not answering his door. Let me know what you find."

Sense Motive (DC 15):
You're not sure why exactly, but there seems to be a note of strain in Lady Devy's voice.

If you choose to accept her offer, remember that I want a general marching order. You can talk about what that order is in the discussion section.


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

Sense Motive: 1d20 + 1 ⇒ (7) + 1 = 8 Nope!

Tiger will attempt a huddle with the rest of the party. "Six hundred gold, to look through a few ruined rooms? Quite a bit of money, and more I think than Mister Silas even offered."


M Tiefling (Daemon Spawn) Magus 2
Vitals:
HP 10/18 | AC 14 (14); T 12; FF 12 | Saves: F 4; R 2; W 1 | Init 2 | Skills: Per 0 Darkvision 60 ft; SM -2 | CMD 16; CMB 4

Sense Motive: 1d20 - 2 ⇒ (10) - 2 = 8 Sees nothing wrong with this.

"What he means to say is that we'll take the offer."


M Half-Elf Hospitaler 2 (HP 20/26; AC17-T10-FF17)

Sense Motive: 1d20 - 1 ⇒ (2) - 1 = 1

Sir Florace formally introduces the party to the lady and graciously accepts her obviously unsuspicious proposal.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Lady Devy nods at your acceptance and leaves you to get to work.

When you look at the tower, you can see that only fragments of the first and second floors still stand. It's little more than an enormous heap of cracked stone and splintered wood lying in a mound here, tumbled partially down the hill to the southeast. The mound of rubble forms a natural ramp that leads up to the now-exposed second floor of the tower above.

Engineering (DC 15):
When you examine the rubble, you notice two things. First, the bulk of the tower seems to have crumbled into a sinkhole (although from this vantage point it's impossible to tell how much of the basement survived). Second, the rubble is unstable and could shift if not traversed carefully.


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

Well, this certainly seems architecturally safe.


M Human Musket Master 2 {HP:13/24, AC:18, touch:16, FF:12, fort:5, ref:8, will:3, init:7, perception:7, sensemotive:2, grit:2/2}

Sense Motive: 1d20 + 2 ⇒ (13) + 2 = 15

Engineering: 1d20 + 4 ⇒ (8) + 4 = 12

"Lady Devy's voice seemed a bit strained, I wonder why. The tower seems safe and won't collapse."


M Half-Elf Hospitaler 2 (HP 20/26; AC17-T10-FF17)

Gives Sharpe a flat look.

I'm pretty sure we don't need to pass a trained skill check to be wary of the structural stability of the remnants of a building that just collapsed into rubble.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

In case it's unclear, I'm waiting for somebody to actually do something. If you're all waiting for Arden to act, that's fine. I just want to make sure people aren't waiting for me to post more.


M Human Musket Master 2 {HP:13/24, AC:18, touch:16, FF:12, fort:5, ref:8, will:3, init:7, perception:7, sensemotive:2, grit:2/2}

Sharpe cautiously climbs the mound of rubble and examines the second floor.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Sharp's Climb: 1d20 + 0 ⇒ (18) + 0 = 18 DC 8

Sharpe skillfully clambers up the ramp without dislodging even a single stone.

Sharpe or anybody else who manages to climb up:
Open to the sky above, this exposed upper floor contains only some smashed furniture and a sprinkling of rubble. A trap door is set in the floor against the northwest wall, but a stout timber has fallen across it.


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

Climb: 1d20 + 2 ⇒ (9) + 2 = 11

Not sure if that's enough to make it, or I can take 10/20 here, but it seems like entering from the top might be safer?


M Half-Elf Hospitaler 2 (HP 20/26; AC17-T10-FF17)

Climb: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7
Assuming I'm not seriously injured I try again:
Climb: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Tiger joins Sharpe up on the second floor. After a bit of stumbling, so does Sir Florace. See above spoiler for description.


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

"Gentlemen, a hand with this beam, perrhaps?" I don't see why we shouldn't just take 20 and aid another here


M Half-Elf Hospitaler 2 (HP 20/26; AC17-T10-FF17)

Certainly. Florace tries to move it out of the way.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

With a few grunts, you're able to move the heavy beam out of your way. As you toss it aside, a cloud of stone dust is scattered into the air, making it difficult to breath for a few seconds.

If you open the trap door:
The tower’s large ground floor has mostly collapsed under the rubble, but along the western portion of the room a section remains clear of debris. It looks like the door to the outside has been blocked by a large amount of fallen rubble. An iron trap door set in the floor is directly below a companion door in the ceiling above. Shattered wooden furniture lies scattered around the corpses of two small, green-scaled creatures. The only source of light in this room comes from the trapdoor above.

The room is dimly lit. If you have at least low-light vision, you can still see pretty clearly though.

Map Please try not to accidentally move things.


M Human Musket Master 2 {HP:13/24, AC:18, touch:16, FF:12, fort:5, ref:8, will:3, init:7, perception:7, sensemotive:2, grit:2/2}

"What do your tiefling eyes see?"


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

Knowledge (local): 1d20 + 6 ⇒ (17) + 6 = 23 (to identify the things—that seems like a pretty high check)

"Corpses. Small, scaly thingss. Kobolds, I believe. From underground, perhaps. Also, this iss a room, with closed doors."

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