Roger Da Shiney |
Roger looks down at the skulk, "Please answer my friend here, he really would like to help, but wants to know more about you and why and what you were recovering here? I know that folks sometimes get the wrong idea, when one hasn't been given permission, but often that's just a misunderstanding or an administrative error. If you could just tell us where you're from, who sent you and what you were recovering from the vaults, it would do you good."
Diplomacy 1d20 + 7 ⇒ (8) + 7 = 15 please aid as much as you can all ...
GM Redelia |
I'm stretching the rules slightly to change Nelda's roll to primary and Roger to aid.
Rogi looks up at you. "My tribe, the Nisku does favors for some humans. They give us feel-good stuff, I think they call it shiver, in return. They aren't nice to us, but we need feel-good stuff. I don't know who they are, only two of our tribe talk to the humans. We were sent here to kill all the guards. When we got here, only one guard was here, and the others came back in a group. We were scared and tried to run, and I fell in here."
Nelda Anderberry |
Nelda was torn between revulsion and pity after Rogi told her story.
Before she could think, she blurted out: "How long have the men been ordering you to kill, Rogi? And how quickly will you turn and harm us for some shiver?"
Roger Da Shiney |
"You stay there, we'll go and see the damage your fellows have made. If we find that stuff, we'll bring it to you." the gnome says, his voice not concealing the hard edge. I seen the damage that stuff can do, happiness at far to high a price. Can turn a man into a vicious fighter if they don't get it, makes enemies of your friends. Best if he was turned in, maybe then he could be weaned off the stuff. He looks at the others, waiting for their reaction.
Nelda Anderberry |
"I agree. I am sorry to keep you in this pit, but you seem to be unharmed."
Nelda shuffled back further behind Geoff, afraid Rogi's pitiful look would melt her resolve.
"We will let you up after we have completed our search and let you explain yourself to the Sheriff."
She repacked her rope and turned toward Viniana. She may be able to charm the skulk into further compliance. The draw of shiver will be stronger, though. Does Roger really think we will find that horrible drug just lying around down here?
Roger Da Shiney |
Roger has already looked for traps on this door, Perception = 26
Disable Device, if required or use to unlock 1d20 + 9 ⇒ (14) + 9 = 23
Hopefully, that's enough to get us in ...
... and opens the door peering into the room.
Perception 1d20 + 8 ⇒ (1) + 8 = 9
Roger Da Shiney |
Roger looks a mite frustrated, "Damn doors locked, it would be safe to open, but it's just not doing it for me!! Perhaps one of you could break it down. I mean if that's OK ... I mean we don't have a key do we ... unless that little pesky skulk has it." Roger kicks the door in disgust.
Geoff Sargheny |
"Well I can break the door down, I'll need a hammer or something though. My sword isn't meant for door smashing" Geoff said.
Going back to the pit, Geoff yells down, "Rogi, do you have a key for this door?"
Nelda Anderberry |
Nelda looked skeptically at Roger. Would have thought he could pick locks... well I could try... but I only have a piton not a pick...
"Do you think a piton would be heavy enough to be of use? I assume if Mrs Walder had a set of keys she would have already furnished them."
Roger Da Shiney |
"I dunno, whoever got them skulks to come over here had the key, not Mrs Walder. And it would seem whoever had the keys, wasn't well treated in the taking of them. I guess it was Mr Walder, and he ended up dead and now it seemed robbed." Roger says as he tries to think things through from speaking with their captive.
"You know, its not likely any of the strange creatures out of circus are involved, the ones the rumours are blaming ... the puzzle deepens..."
Roger stops as he thinks and talks to himself, "Now we could either carry on here, or take our captive to the sheriff and carry on to find his home. Perhaps the other skulks have the keys.....hmmm...Best we carry on here.." Roger turns to the door again, giving it a great big push, well as much as he could.
Strength check ... aid another .. 1d20 - 1 ⇒ (11) - 1 = 10
Viniana Alteresa |
Holy crap, didn't realize how long it had been since I posted in this game. Sorry guys.
"I agree Roger, we need through that door. Do you think someone can simply break it down?" Viniana inquired, "I know it might not be appreciated by the owners but sometimes it's better to ask forgiveness than permission."
Geoff Sargheny |
"Well, lets give it a try then. Nothing but my hands to break it with though."
Geoff will heave his weight into the door as best he can.
Strength Check: 1d20 + 4 ⇒ (7) + 4 = 11
When it doesn't budge he kicks the door by the lock
Strength Check: 1d20 + 4 ⇒ (12) + 4 = 16
Roger Da Shiney |
Roger vexed by the lock and the strength of the door, as his face goes red and his brows furrow, he says angrily "Let me have one last try at that lock, damn it!!!" Before he starts to make the attempt, his arms both make big circles in front of him as you see him take three....four....five deep breaths. The colour is his cheeks returns to normal and his eyes close, as though in a trance. Carefully, very carefully he lays out a bunch of tools in front of him, reverentially putting each tool in its place. Then he turns back to Geoff, Nelda and Viviana, puts his finger across his lips and whispers "Sssssh!" With that he takes great care and a lot of time fiddling with the lock, until he cocks his head to one side and smiles. "I think that was it."
Taking a 20 on Disable Device to unlock the door 20 + 8 = 28
Thanks .. :-)
GM Redelia |
Roger opens the door. As it opens, another Skulk tries to rush past you.
I'm going to use a custom rule here. I'm going to give you 1d20+your initiative bonus+your perception bonus to have a chance to interact with her on your way past.
Nelda: 1d20 + 9 ⇒ (11) + 9 = 20
Roger: 1d20 + 13 ⇒ (15) + 13 = 28
Geoff: 1d20 + 8 ⇒ (17) + 8 = 25
Viniana: 1d20 + 5 ⇒ (18) + 5 = 23
Roger, you can try to do something to the skulk as it goes past, if you want. Treat it like a surprise round in terms of what you can do.
Roger Da Shiney |
As a skulk rushes past, Roget tries to trip the creature so they can have a chance to catch this one as well. He sticks his leg out, but gets his legs tangled up and does a pirouette on the spot, not hindering the skulk in any way as he runs past.
Trip attempt CMB 1d20 - 2 ⇒ (1) - 2 = -1 does not have Improved Trip
GM Redelia |
The skulk rushes by and leaves.
Beyond the heavy steel door, this darkened chamber is lined
with shelves, including freestanding shelving in the center.
There is ample room in the vault, but labeled boxes, bags,
weapons, and armor are spread throughout.
Nelda Anderberry |
Nelda was surprised that another skulk had been trapped in the basement. Caught unaware, she wasn't even able to reach her hand out before the creature had rushed past her.
She waited in the stairway, knowing herself to be too clumsy to find any additional traps.
Roger Da Shiney |
"Woah, what was that, running away like a .. I don't know what ..." Roger says his eyes open wise with surprise. As his eyes follow back to the room, having travelled quickly in the direction of the fleeing skulk, he notices the door doesn't appear to be hun quite straight. He follows the door frame round and starts to laugh. "Clever ... enough to catch another skulk... " He points to the hinges on the door, "See that everyone, the doors will start to close in a moment or two, cleverly made little trap. Like those carnivorous fly trap plants, lure you in, then shuts the door to bar your escape, leaving you trapped inside." He laughs some more, as he asks if anyone has any pitons or metal, "We need to wedge the door open, so we can get out." he continues as his laughing subsides and he holds one of the doors back.
Nelda Anderberry |
"I have some pitons," Nelda said as she shrugged off her pack.
"How many will you need, Roger?"
She removed two pitons from her pack, kept one aside, and handed the other to Roger.
"If you feel.. maybe one will work and we may reserve the last one for the other traps. It seems Mr Walder was fond of them."
GM Redelia |
You safely wedge the door open, and need not worry about it any more.
When you carefully look around the room, you do not find anything else that seems relevant to your investigation. You do see all of the Walders' stock to sell.
What now guys? What do you do with the captured skulk?
Nelda Anderberry |
Nelda replaced the last piton in her pack, glad that they did not need to use it, and took out her silk rope.
"Geoff, I believe you still need this to raise the skulk out of the pit." She handed him the length.
"Shall we take Rogi to the sheriff for questioning? Or go straight to the skulk part of town to see which of them can remember who was handing out shiver?"
Roger Da Shiney |
"Hmmm ... some nice stuff here.. hmmm" Roger says as he looks at Mr Walder's inventory, resisting the pull to pocket a souvenir.
Shrugging his shoulders, "Did we have another door to investigate, the one on the left, as we came in?" ponders the gnome. "Then we can go to the sheriff with our friend here."
GM Redelia |
The skulk gladly climbs out of the trap. He makes a face but otherwise submits when you tie him up.
On your way out, you stop by the two rooms you missed upstairs. One is an office, with nothing of interest right now. The other is a room for the guards. It provides them a place to rest.
When you exit the building, you find the sheriff talking to Agnes Walder. The two of them move toward you when they see you exiting the building.
Roger Da Shiney |
"Moe importantly they said the keys to the building were given to them by a human. It seems they are paid in some drug, to keep them compliant and at the mercy of their master. It's very strange, we should like to know where these skulks come from, that way we might be able to find a link to Mr Walder's killer." Roger adds with a smile. "You wouldn't happen to know where they live?"
Diplomacy 1d20 + 7 ⇒ (19) + 7 = 26
GM Redelia |
Agnes Walder is clearly grateful to you for the information you found about her husband's death. She offers Nelda (as party representative) a pouch containing coins, or offers merchandise from the store of the same value, if you'd prefer. You have 520 gp to spend on equipment, if you want. You may assume that any masterwork or basic mundane equipment is available.
The sheriff seems disturbed at the mention of shiver. After thinking a moment, she steps closer to you. She obviously is trying not to be overheard. "What you have found out is quite interesting. However, the circus is known for collecting freaks and other unusual individuals, so I'm not convinced that the circus is not still responsible."
Knowledge(local) rolls may give you more info to use here. Bluff or diplomacy rolls are also OK.
GM Redelia |
The sheriff looks thoughtful at Roger's comments and question. "You know, skulks don't live well in communities, so it's unlikely they would be part of the circus. I know we have some who are pests to the town, but I don't know exactly where they live. It's starting to sound like someone may be trying to frame the circus. I don't expect this evidence will convince most of the townsfolk, though. You'll have to dig up something more convincing to do that."
I'm going to wait a few days for you to have a chance to finish any interaction with the sheriff or Agnes. If no one has anything else to say, I will move things forward to the next bit of the story.
GM Redelia |
The sheriff shrugs. "OK, you. Can you take us to your tribe so we can find out what happened?" the sheriff asks roughly.
This looks to me like an interesting way to look at things. I have to tell you that it's going 'off the rails' as far as the written adventure is concerned, but I can adapt and make it work. If you guys are OK with it, we can move forward going to the skulk home. You will still be able to find out what happened and the climax of the adventure can go as written. What do you think?