Jordon quips, "Might be we have enough... nice place you have here, very stylish rugs." He further compliments the temple, regardless of how comely it actually is, in an attempt to get a lower price.
Diplomacy or Bluff, both are same bonus:1d20 + 11 ⇒ (20) + 11 = 31
Seeing that the priests first words were for recompense rather than compassion, Tobar steps up to try and keep as much of their money as possible "Why dear priest why do your thoughts turn to recompense before compassion. This man was gravely injured in the defence of a maiden fair and once his soul is restored we will be fighting to free her enslaved husband from a fate worse than death! We have some small funds to proffer you for aid, but this is a noble quest and your lord above would shine down praises if you were to act upon it's assistance."
"You know what?" the priest says, wagging his finger at Jordon. "I like this guy; he's got a good eye. You can't decorate well on a minister's budget, but I do what I can. Tell you what, since you've got such a great sense of style yourself, I'll help your friend out for... oh... 640?"
Surely, you can give the great Squealy Nord a discount? We can even give you a free ticket to our next Concert. I think that can be arranged, right boys?
My computer is really laggy right now, which explains, at least to me, why my post took so long, and why it's after yours. Whether you count me or not is fine, I don't think it's particularly necessary.
Victor Klepke(Male Half-elf Unarmed Fighter 1/Bard 3)
Victor sways unsteadily, his eyes slightly out of focus.
Jordon looks to the others, then nods to the priest. "Done deal, my man." He forks over 150 of his own 200 gold pieces, and lets everyone else pay as they will.
The priest looks at the cash and jewels you handed over. "Eh, close enough. Let me see what I can do."
After some rustling around in his desk for the spell components, he cleanses Victor of the negative energy hanging on from the wights' attacks. When he's finished, he ushers all of you out the door.
"Have fun storming the ironworks," he says as he shuts the door behind you.
"Since ye signed us up to this fool enterprise we may as well take a look-see at the place." putting a finger in the air as though tasting it...
Knowledge (Local): 1d20 + 11 ⇒ (11) + 11 = 22To find out the way to the ironworks
... before pointing with confidence "That way"
"That way, eh?" Rekkstuff knew enough to keep his mouth shut while dealing with the priest. He tended to be best at breaking relationships. Not making them better. (Also it let him skip the bill, an amazing trick for most restaurants) He pulls out his axe-guitar and strums a chord. "That way it is."
He had only once questioned Tobar's sense of direction. It didn't end well.
Victor Klepke(Male Half-elf Unarmed Fighter 1/Bard 3)
"Phew, that's much better!" Victor says, straightening his jacket.
Tobar and Elendra lead the rest of the group into the industrial district of town, following the plumes of smoke and red glow of coal furnaces. It's surrounded by a chain-link fence, and the only activity seems to be in the very center. However it's so far away, all you can make out is the clank of hammers and the shout of distant voices.
This situation was perfect. It was finally time to hone the technique he had learned that one time when he had to escape from a midget and a one eyed halfling back in the old country. (NOTE: Rekkstuff is not from the old country, and this story is a lie.) "Okay, guys. I think I could pop it, if you want."
Tobar falls into the not so far from the truth disguise that he is an inebriated gnome and lost. Leaning on the fence next to the gate he coaxes another stream of golden distraction from his bladder.
Trying to be very very noticeable if possible to give a circumstance bonus to the others.
Victor Klepke(Male Half-elf Unarmed Fighter 1/Bard 3)
Dive behind bushes, then ghost sound 30ft away: the sound of footsteps running away from another part of the fence.
Stealth by Rekkstuff. You can roll Aid Another to assist him if you need/want.
1d20 + 1 ⇒ (1) + 1 = 2
Ouch. Nevermind, there's no way you can assist him out of this.
Rekkstuff tries to slink away, but his feet get caught in the chain and he tumbles to the ground, thrashing his legs as the chain rattles raucously in the night.
Two undead figures shamble up to you on the other side of the fence, their rotting faces just visible in the moonlight. They stare lethargically at Rekkstuff and Tobar, then one lazily remarks to the other, "Bloody chavs."
He turns to Tobar. "Bugger off, before we have to get rough wit' you." They shuffle off back into the shadows.
Jordon watches on, his breath held, and his face held in a disgusted manner. He evidently doesn't like the look of the guards.
Victor Klepke(Male Half-elf Unarmed Fighter 1/Bard 3)
"Alright guys, new plan" Victor whispers once the guards leave. "Since they didn't notice the lock, I'll go over to a different spot by the fence and distract the guards while you all sneak in."
He then proceeds to do just that.
Victor puts a good bit of distance between him and the fence, then circles around to a spot about 100ft from the gate where the lock was sprung (-10 to perception checks to notice anything there from here). Hiding in the bushes 20ft from the fence, Victor casts ghost sound to make noises like a loud tryst.
The bulk of the compound is empty of guards or patrols, and you move unopposed until you are almost to the central building. Deep red light shimmers within, and the air is filled with the clang of hammers on steel. Two undead like the ones at the gate stand watch at the front entrance, but look bored and inattentive.
Shadows move around behind soot-laden windows on a second floor. The building is made of brick which could be climbed with relative ease, although it would probably require some kind of distraction.