Alwyn Agnarrson |
OK. Dravite receives a Magic weapon - his weapon is now a Ogre hook +1 for the next two hours.
"Go with Gorum, Dravite. Additionally, I've got a coupla other tricks up my sleeve. However, thanks to this", he pats his new wand, "I should be able to keep you in decent health through any fight." Alwyn leans closer to Dravite and lowers his voice to a conspiratorial whisper. "I'll be sooo disappointed if there's nothing amiss here. Having said that, something tells me that bad things are afoot. Be alert."
He straightens up. "Let's go, gang. Time to save the lovely Ameiko."
Elisile Starbrow |
Whilst the others (presumably) head around the building to the service entry, Elisile scans the area for one of the afore mentioned objects, or something else she can block or jam the door with.
Search: 20+9 = 29.
Whether or not she finds something, she will then gently try the handle to see if the door is locked (if Larken or someone else has not already done so). She trusts in her spell to allow her to be able to catch up with her companions when she is done.
Aubrey the Demented/Malformed |
The doors are locked, and can be unlocked from the outside. Larken probably has climbed this building - it looks fun. There aren't any easy vantage points to view both entrances. The exterior doors are double doors - there don't seem to be too many objects handily lying around to block then.
Some passers-by give the party a curious look and begin to gather and wach as the party deliberates.
So - going in? Knocking, kicking or picking?
Elisile Starbrow |
That’ll teach me to roll a 20 outside of combat…
If the doors appear to open outwards, Elisile will attempt to jam them closed by driving her two daggers deeply into the frame above the doors, therefore preventing them from easily opening. If the doors open inwards, this tactic will be unlikely to work, so she shrugs and runs to join her companions at the rear door, ignoring the gathering crowd.
Agreed – I’d say pick, knock, kick in that order (assuming the earlier efforts don’t prove fruitful.
Vethran Tallomane |
Vethran sighs as he watches the deliberation. Noticing the gathering spectators, he looks at his cousin and tilts his head in the direction of the crowd. "Care to work your wiles, cousin? I don't think this needs to be a public affair."
Finally, when a course of action is reached, Vethran rolls up the sleeve of his robe, revealing the intricate dragon tattoo once more and waits to see what happens.
Aubrey the Demented/Malformed |
If the doors appear to open outwards, Elisile will attempt to jam them closed by driving her two daggers deeply into the frame above the doors, therefore preventing them from easily opening.
That'll work.
One of the gathering crowd, a bovine looking man in a dirty smock who idly scratches his crotch, says, "'Ere, you're one of those 'eerows. What'cha doin' to tha' Glassworks?"
Aubrey the Demented/Malformed |
Elisile arrives back just as Larken easily opens the lock on the Glassworks (security obviously not being a priority in the normally safe enclave of Sandpoint). One of the watchers mutters, "'Ere, that don't look right. What they up to?"
The door opens to reveal a storeroom, with a wheelbarrow up against the wall and bottles on shelves. A safe on the floor hangs open, its contents removed. There are four exits - stairs down to the east, a set of double doors to the north through which the sound of the furnace is quite loud, and two single doors, one above the other on the west wall.
Listen checks, please, DC 12:
Illes Elandru |
Illes shrugs when Vethran asks him to handle the crowd, "Nothing to worry about here... we just thought we'd steal a few buckets of molten glass to customize our rooms back at the tavern." The bard smiles broadly to ensure they know he is joking and further explains, "No really- With the sheriff's good men out of town I'm sure you've heard he's asked us to look after things until they get back. Word is," he gives them a conspiratorial look, "one of the workers lost his mind maybe possessed. Took a hostage and he's making all kinds of demands in there. Desna help us no blood gets spilled."
Bluff: 12 (4+8)
So I can lie with some skill(when the dice cooperate), but I suck at telling the truth : ) I'll have to get some Diplomacy ranks at some point.
Aubrey the Demented/Malformed |
Illes shrugs when Vethran asks him to handle the crowd, "Nothing to worry about here... we just thought we'd steal a few buckets of molten glass to customize our rooms back at the tavern." The bard smiles broadly to ensure they know he is joking and further explains, "No really- With the sheriff's good men out of town I'm sure you've heard he's asked us to look after things until they get back. Word is," he gives them a conspiratorial look, "one of the workers lost his mind maybe possessed. Took a hostage and he's making all kinds of demands in there. Desna help us no blood gets spilled."
A voice from the back says, "Sounds like crap to me," but no one makes any hostile moves. After Dravite's interjection, passers-by begin to gravitate closer.
Lo'j |
"Citezens of Sandpoint, have faith in the appointed gaurdians of your town, and away with you now so that we may do our jobs. We nay can tell you the truth of the matter, but know this, at least one and maybe more of Sandpoint's people is in danger inside, and our goal is to save them."
Diplomacy: 12+17=29
Much more quietly, "wait. Did you hear that? Sounds like more of our little friends, having a bit of fun breaking the glass."
Aubrey the Demented/Malformed |
Dravite and Hudak, as is their nature, storm through the storeroom and kick in the double doors. Before them is the main work area of the glassworks. The furnace rumbles away and the room is hot, with pipe work and a series of lesser furnaces running along one wall. Stone tables for working the raw glass are set at intervals down this long, thin room.
However, all is not as it should be. The floor is coated with a slick of blood, and dismembered body parts from a fairly large number of people and cover the floor and tables. Worse, in a central alcove sits the grisly body of a man of late middle years, propped up on a chair and covered by layers of solidified rippling glass, the skin underneath seared by the heat. Eight goblins pause at what they are doing and look at the intruders like naughty children caught in the act, holding crucibles of molten glass which the pour over the severed limbs, heads and torsos lying on the floor, or smashing display items. There is the briefest of pauses, and then they shriek Goblin battlecries.
Roll initiative.
Dravite Schorl |
Initiative=20.
Dernit, Hudak, They jus' be gobbos! No need ta be crappin' youself over dem!
Aubrey the Demented/Malformed |
Ok, let’s describe the room. It is long and narrow (long axis is north/south), 25’ wide and 125’ long, with three alcoves that project out a further 10’ on the east side. There are three long marble tables, which must be jumped or climbed over or on in order to move through those squares. There are three doors – one in the south wall through which you are entering, one in the north wall and one at the far north end of the east wall. Windows, covered by curtains, are set in the east wall. There is a big iron door in the west wall which clearly leads into the furnace, and a series of small hatches down the west wall leader to other, cooler furnaces for working the glass at different temperatures. There is also the glass-encased corpse, which sites in the middle alcove.
So, converting that into coordinates (with letters running west-east across the top and numbers running north-south along the side) the main room runs from A to E west-east and 1 to 25 north-south. The alcoves project a further 10’ to the east at F to G. These alcoves are positioned at F-G/4-7 (10’ deep and 20’ long), F-G/11-15 (10’deep and 25’ long) and F-G/19-22 (10’ deep and 20’ long).
The windows are in the east wall, at E2, G5, E9, G13, E17, G21 and E24. The doors are in the north side of A1, the east side of E1 and C25. The large furnace door is at A22, with the smaller hatches at A17, A11 and A5. The tables occupy C3 to C6, C11 to C15 and D19 to D22. The glass corpse is at F13.
The goblins are at D4, B7, B10, B11, D15, C19, E20 and C22.
You start at “C26” and move from that point. It doesn’t matter if you all start at the same point provided you end your turns in your own spaces.
Illes Elandru |
Elisile Starbrow |
Illes Elandru wrote:Nice map, btw.I'm no map making wizard, but everybody likes a map. So here's an ms paint up.
Yes, thanks for the map man, most helpful! And much nicer than my usual hastily sketched grids on post it notes…
Dravite Schorl |
Dravite steps to B23 and attacks the gobbo in C22 -1d20+7=19 to hit, 1d12+5=17 damage!
Guess I be needin' ta pick up de slack agin, eh Hudak?! FEEL THE HATRED OF ME HOOK, GOBBO-SCUM!