
Bedlam the Second |

Bedlam brushes himself off, grumbling enough to make even Grumble proud.
May be these humans be deserving their fate.....
He enters the building, crinkling his nose at the sight of the décor.
[b]Aye, we be trying to help yer good townfolk. Now if you be thinking yer family be worth more than the cures?
He eyes them disapprovingly!
diplomacy: 1d20 - 1 ⇒ (11) - 1 = 10
[ooc]why not?...lol[/occ]

Bedlam the Second |

Bedlam brushes himself off, grumbling enough to make even Grumble proud.
May be these humans be deserving their fate.....
He enters the building, crinkling his nose at the sight of the décor.
Aye, we be trying to help yer good townfolk. Now if you be thinking yer family be worth more than the cures?
He eyes them disapprovingly!
diplomacy: 1d20 - 1 ⇒ (6) - 1 = 5
well it was a dwarf attempting it...lol

GM BigBusMan |

Foreman looks at the Dwarves and shakes his head:
"..You sure are dense little guys aren't you?..let me make this perfectly clear, I don't give a goblins Behind about your families or your town, or whatever ails them..I care about one thing..making money..which i am not doing by wasting my time in here yammering with you lot!!..and just so we can get this over with and I can get back to work, let me be as blunt as possible!...Because you've been such a waste of time already..Im not telling you anything for one copper less than 10gp's mate..now either pony up the cash..or get the hell out of here before i have my men here beat you senseless and leave your tied up bodies in bags down in the troll cave.."

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With a very disgusted look on his face, Bendorf pulls a small pouch out I his belt containing 10 gp, tosses it to the foreman an says,"There ya go now let's be on with the information and be done with it."

GM BigBusMan |

"Ahhh..Excellent..thank you for your.....donation.."
The foreman nods his head at his men, and they all file out of the room except one..the foreman whispers something to the man, The man nods and races out of the office..
"Alright..now to answer your question...I don't know where anything in this vale is..I never leave the camp unless its to go into town..but the man you want to speak with is named Milon Rhoddam..I have sent for him and he will be here...shortly, feel free to look around the camp while you wait for his arrival, but stay out of the men's way..they have work to do.."

Morzul |

Throughout the entire exchange Morzul stands there, staggering, arms crossed, and glaring directly at the foreman. He makes sure he is the last to leave so he can continue his glare as long as possible.
Intimidate(Aid): 1d20 - 1 ⇒ (4) - 1 = 3
when the others leave
Intimidate: 1d20 - 1 ⇒ (12) - 1 = 11

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Bendorf decides walks out of the room, "Might as well fill me belly to compensate myself for some of me gold I just spent"
He makes his way towards the mess hall to check it out.

Bedlam the Second |

Bedlam definitely goes back outside, away from that hideous décor!
The quicker We be done here the better it be!
He sees Grumble heading to the mess hall.
Aye, some food will be something
Bedlam follows Grumble.

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Cold Eyes Takes out some trail rations and enjoys a nice quiet meal, drinks from his waterskin. While eating, he takes this time to really look around the area, for anything that might catch his eye.
Perception - Take 20 + 1 = 21

Bedlam the Second |

Bedlam suddenly becomes inspired by the scenery outside. The trees, the wind rushing through the branches, dancing with the leaves, has caused him to turn about and reenter the office.
I feel as if I am missing something...
perception: 1d20 + 10 ⇒ (7) + 10 = 17
just in case these apply...
Trapfinding
A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

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Cold Eye's goes to reach for the floor board,
Morzul, grabs that animalsss headss from the wallss... Cold Eyes realizes the entire party being dwarves maybe he should grab the higher object, actuallyssss pullsss thisss boardss up!
Cold Eyes goes to the animal head and removes it from the wall, looking behind the animal's head and inside if possible without doing any noticable damage.

Bedlam the Second |

Bedlam motions to the open desk drawer.
Looks as if we be invited to 'look' around
He expertly looks over the desk and drawer to search for any trap mechanisms.
perception: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14

Bedlam the Second |

Bedlam opens the draw--a bit more--just to get a good look inside.
Over his shoulder Bedlam says to Cold Eyes:
I can open--things--if they be needing opening.
Bedlam is still looking in the drawer.
I suggest someone be watching out fer that Foreman's return too

Bedlam the Second |

Bedlam carefully removes the case without disturbing the bell, or anything else.
He makes sure there isn't anything attached to it as he removes it'
perception: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
yes I am paranoid!

Bedlam the Second |

Bedlam looks to see if anyone is coming toward the office from a window.
perception: 1d20 + 10 ⇒ (16) + 10 = 26
He than if no one is coming attempts to open the case.
After he sees there are no traps on it's opening latch.
perception: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
disable device: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20

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Bendorf realizing that his party is not with him returns to find his fellow travelers in the foreman's office, "Hey there laddies what do we have here?
Bendorf looks around to ensure that No one is coming in to surprise the group
Perception: 1d20 + 0 ⇒ (16) + 0 = 16

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Cold Eyes picks up the small red pouch and examines it looking for traps or danger
perception: 1d20 + 1 ⇒ (6) + 1 = 7
if he perceives no danger he opens it an looks inside.

Bedlam the Second |

Bedlam grunts as the group reveals the pouches content.
He than walks over to the iron box that Cold Eyes found, presenting the key and peering intently for any devious devices that may hamper its being opened.
perception: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
Me thinks that if we play this right...hehe!

GM BigBusMan |

" The lock on the box clicks and the top pops open, you look inside the box and realize that this box must have an enchantment upon it as it is much larger inside than it appears from the outside the inside of the lid there is an inscription that reads "Torak and Lorak" ..Inside the box you find two battle axes set into a holder the battle axes cross each other, They appear to glow a faint blue color"

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Howss did a loggersss get sooo much moneyssss
Cold Eyes peers over at the box,
uhhh... anyone wantss to takesss a loook at these axessss?
Cold Eyes looks at the axes
perception: 1d20 + 1 ⇒ (15) + 1 = 16
Cold Eyes looks at the axes and uses Detect Evil. As a paladin he can cast Detect Evil at will as if studying the object/person for three rounds.

Bedlam the Second |

Bedlam slowly places the box onto the desk and backs away.
it be witched!
He then returns to the window to make sure the Boss isn't returning yet with the informant.
perception: 1d20 + 10 ⇒ (3) + 10 = 13
He be gone a long time me thinks fellas

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I needss to prove hesss used thessee for evil beforess i can takess them....but i don't controlss you, and i knowss your not evilssss
Cold eyes says as he turns a blind eye.