DM Fflash's Shackled City Campaign

Game Master DM Fflash

Chapter 10: Thirteen Cages

Roll 20 Link

Slayer Totals


251 to 300 of 9,101 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

Exploring The Inn

I would like to explore all of the inn that I can, but I am specifically looking for signs of foul play. Broken furniture, blood, a bludgeoning device with blood on it etc. I will try to go up the stairs behind the bar, and really explore all the areas will still haven't been able to get too, I will ask Dalamus to come with in case we run into any locked doors.

I am also going to try and approach Pad

10 Traveler's Entrance: Perception - 1d20 + 4 ⇒ (1) + 4 = 5
11 Bedroom: Perception - 1d20 + 4 ⇒ (1) + 4 = 5
13 Storeroom: Perception - 1d20 + 4 ⇒ (9) + 4 = 13
14 Records Room/Library: Perception - 1d20 + 4 ⇒ (13) + 4 = 17
16 Employee Lounge: Perception - 1d20 + 4 ⇒ (15) + 4 = 19
18 Employee Rooms: Perception - 1d20 + 4 ⇒ (20) + 4 = 24
20 Gardening Supplies: Perception - 1d20 + 4 ⇒ (10) + 4 = 14

More Perception for other rooms -

Perception - 1d20 + 4 ⇒ (11) + 4 = 15
Perception - 1d20 + 4 ⇒ (4) + 4 = 8
Perception - 1d20 + 4 ⇒ (17) + 4 = 21
Perception - 1d20 + 4 ⇒ (16) + 4 = 20
Perception - 1d20 + 4 ⇒ (6) + 4 = 10


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

Exploring The Inn

Can I use Sleight of Hand to relieve Tork of the keys to the Inn?


Are you wanting to explore now or after the inn dies down?

you can attempt a sleight of hand check. The ring of keys is hanging from his belt. There are about 30 keys on it.

I assume that anyone who wants to be at any event can be there. Epik is assumed to be at the discussion with the drunk, and if anyone wants to go with him on the cursory search, they can pipe in. I'll get those perception rolls addressed. You can continue the search from that point if you want to go through locked doors. Just let me know when. Either now when the inn is busy or at some point later. It's around 1100 at night.


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6
Malcolm Reigns wrote:


"Namoris, any reason why you are so uneasy? Can you pinpoint the source of your feelings?"

After I come back in from the stables, I'll see what I can do to figure out what's bothering me. You think it'd be a sense motive check, perception check?

1d20 + 3 ⇒ (6) + 3 = 9
1d20 + 7 ⇒ (10) + 7 = 17


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Room 27

Epik will check the locks on all the windows and will carefully look over everything to make sure nothing is amiss. He will also detect evil.

Perception roll = 1d20 ⇒ 1

He then returns to the common room.

Common Room

"Concur with your plan Malcolm. I walked through the inn's shrine and our room and didn't see anything out of place, but you all should take a closer look."

Epik shares with the group his conversation with Tork.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

i will give my beer to the drunk and follow malcolm out.

if we give the wounded horse a healing potion after we take the nail out will that save it from being put down?

10 Traveler's Entrance: Perception - 1d20 + 9 ⇒ (5) + 9 = 14
11 Bedroom: Perception - 1d20 + 9 ⇒ (13) + 9 = 22
13 Storeroom: Perception - 1d20 + 9 ⇒ (9) + 9 = 18
14 Records Room/Library: Perception - 1d20 + 9 ⇒ (5) + 9 = 14
16 Employee Lounge: Perception - 1d20 + 9 ⇒ (15) + 9 = 24
18 Employee Rooms: Perception - 1d20 + 9 ⇒ (6) + 9 = 15
20 Gardening Supplies: Perception - 1d20 + 9 ⇒ (3) + 9 = 12

other rooms

Perception - 1d20 + 9 ⇒ (6) + 9 = 15
Perception - 1d20 + 9 ⇒ (7) + 9 = 16
Perception - 1d20 + 9 ⇒ (12) + 9 = 21
Perception - 1d20 + 9 ⇒ (15) + 9 = 24
Perception - 1d20 + 9 ⇒ (13) + 9 = 22

let catch up with Epik.


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

Exploring The Inn

While exploring, are any of the other rooms for guests so perfectly clean? this Inn doesn't strike me as a 'We keep our rooms super clean' type of place. If that isn't the case, I will point out to the party how our room, the room the priest stayed in is freshly clean, and super clean at that.

How many people were with traveling the priest? Was it by chance 3? Did they have horses?

I would like to try and track from the location of the body, can I find any drag marks?

Survival - 1d20 + 7 ⇒ (4) + 7 = 11

Perception - 1d20 + 6 ⇒ (5) + 6 = 11

Common Room Tork

I will wait for your response on what do I think he is lying about before I pursue that line of questions again

"So, what ever happened to Armand? I was here several months ago and he seemed quite happy, any idea why he decided to sell? And why didn't he bring Pad with him, they seemed very close?"

Bluff - 1d20 + 6 ⇒ (3) + 6 = 9

Sense Motive - 1d20 + 8 ⇒ (6) + 8 = 14

Sleight of Hand - 1d20 + 9 ⇒ (15) + 9 = 24


Common Room - Tork

Malcolm can't tell exactly what makes him think Tork is dodging something (that last statement you felt he was telling the truth) it's just a hunch, versus a detect lie spell

Malcolm Bluff attempt success! vs Sense Motive 1d20 ⇒ 5

Tork has had enough of Malcolm's questioning and retorts "I don't know why he sold it, just glad he did until you showed up and started pestering me. Get your drink and take your room, and leave me alone, I have other customers."

Nemoris:
It's definitely something in the common room, but it's just outside your grasp of determining what. It makes you feel like a ghost is touching your soul.

Sleight of Hand vs DC20 to palm: success!
Tork's perception to notice: 1d20 + 9 ⇒ (16) + 9 = 25
: The half-orc reaches under the bar and lays his hand on a giant falchion, and growls menacingly, "Give that back, and then get away from my bar! I'll give you this one chance, drunkard, but come any closer and I'll take your head off!" His eyes are thick with barely contained rage ... perhaps even blood lust. The rest of the common room goes silent and watches awaiting Malcolm's reaction.

Exploring the inn
The first room not listed is the Chapel: rolls are 15 & 15 for Malcolm and Magma

Of all the other rooms listed, you only find particularly coarse and matted hair in the western employee room, but it's in the bed. You don't believe it's human hair, must be animal of some sort and it is the source of the scent.

The other rooms to the inn are locked except for the second room that Tork gave you a key to. The second room, while equally as furnished is clean but not perfectly, and has a vague scent of beer and mildew.

No one sees Pad on this initial walkthrough. If there's nothing else, I'll add a late night walkthrough later if you wish to break into things (need Dalamus input) or try other stairs (like the ones behind the bar).

The Stables
The horse will need a remove disease.


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Common Room

Epik will ask the drunk about the two patrons that radiate evil, "What do you know about those two?"


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

After hearing tork's angry reply i place my hand on my hand on greataxe ready for battle.


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

Sleight of Hand to pull my pistol unnoticed - 1d20 + 9 ⇒ (9) + 9 = 18

Initiative (If Needed) - 1d20 + 6 ⇒ (9) + 6 = 15

Whoever looks like the most badass person in the room (besides us) I will point at during my speech

"My apologies Tork, Slightly slurring, I thought I needed to get my room key from you, I see now I was mistaken. I don't care what that guy says about you pointing at the tough guy, you seem like a nice guy to me! Thank you for your hospitality." I will give him the 5 gold pieces now

Bluff - 1d20 + 6 ⇒ (20) + 6 = 26


Common Room - Drunk

The man squints over at the individuals that Epik points out and says, "Dunno them ... jusht came here tonight. *hiccup* Quiet typesh, keep to themshelves."

Common Room - Tork
Tork's demeanor relaxes as he obviously buys the drunken patron bit, as does everyone else in the room. Music instantly picks up (ala Star Wars cantina :)). Once Malcolm returns the keys, he takes one off and gives it to him and and then grumbles to himself, puts down his weapon and goes back to fixing drinks.

I want your dice roller ... wow


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

Exploring The Inn

I will start asking around about Pad, staff mainly, females only, to try and track him down. I feel like he is our best chance of figuring this out and I am worried for his safety. If I feel like they are good people, I will ask about Armand and Tork and how that all went down.

Sense Motives As Needed - 1d20 + 8 ⇒ (6) + 8 = 14
1d20 + 8 ⇒ (14) + 8 = 22
1d20 + 8 ⇒ (5) + 8 = 13
1d20 + 8 ⇒ (10) + 8 = 18
1d20 + 8 ⇒ (4) + 8 = 12

Room 27

Perecption - 1d20 + 6 ⇒ (15) + 6 = 21

Anything standing out? I know this room is far more clean then the other room. Why?

Common Room

Epik did you point out the 2 evil patrons to us?


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

Exploring The Inn

Have we been able to get upstairs yet? Is there a downstairs? A basement or anything at all?

Just how big is Tork, you mentioned before he's fairly large. How did the animals react to his outburst?


Exploring The Inn

The barmaids mention that they've seen Pad around but don't make any move to go find him. Mainly because they're busy serving drinks and beginning to close up and not really interested in striking up a conversation. (Sense Motive success)

Tork is about 6'6", well over 250lbs, broad across the chest with long arms and big hands. Slightly bandy legged, he has the air and look of a retired fighting man.

Map of the upstairs posted here; awaiting Dalamus inputs and for the bar to close to explore other areas. There are stairs up, behind the bar, but you don't see any stairs down in the areas you've been.

Int Check DC: 10 AND Survival DC: 10 (must make both):
Given that some things were served cold, you assume there is a cellar of some sort in this jungle climate.

Room 27

Malcolm hunts through the room looking for something of value. The floors have been recently scrubbed and there isn't dirt to be found, however in one small splintered piece of wood that's been layed back flat by the scrubbing, he finds a small 1/4 inch square wide piece of something organic and with a faint residue of reddish-brown flakes attached to it.

Heal DC: 18:
You identify it as a piece of tongue crusted in blood


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

Exploring The Inn

What time is it? How many people are still in the common room? Safe to assume they are all staying the night by now?

Int Check - 1d20 + 2 ⇒ (19) + 2 = 21

Survival Check - 1d20 + 7 ⇒ (12) + 7 = 19 - I bet they must have a basement of some sort, no other way short of magic to keep things cold in a jungle. I wonder where though...

I will look for the basement

Heal Check - 1d20 + 6 ⇒ (19) + 6 = 25 - Malcolm thinks... Is this a human tongue...good god... I will inform the party about this.

I will also head towards the kitchen now and talk to the cook about Pad.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

int check
1d20 + 2 ⇒ (9) + 2 = 11

Survival
1d20 + 7 ⇒ (3) + 7 = 10

Heal check
1d20 + 3 ⇒ (16) + 3 = 19


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

I am following Malcolm around, i will check to see if people are following us. as i walk by the patrons of the bar do i notice anything?

Perception
1d20 + 9 ⇒ (4) + 9 = 13


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Common Room

Epik points out the evil patrons to the group.

"Let's retire to our rooms and return after the bar has been closed for a closer look. I don't think we're going to learn too much more from the patrons and staff."


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

good idea let see if they have a large enough room for all of us. that way we can have watches.


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

Common Room

I agree Epik, I don't think there is anything more to be found tonight, let us wait until the Inn settles down and see what we can find.


Copy the plan to search at night. Give me a basic plan of attack ... going through locked doors with Dalamus help. Any that you're going to avoid (guest rooms?). Stealth/no stealth? Armed/Armored? I'll flex time it unless there is a reason not to and then we'll just focus on that item until its resolved ... I'll identify that as flex time over/paused somewhere. I assume that Dalamus is OK with everything given he's posted in the Discussion group, but he has until this evening to throw up a gameploay post. And don't forget about Nowzai! :)


Magma Iron Clan wrote:

good idea let see if they have a large enough room for all of us. that way we can have watches.

Missed this earlier. You can get one more room, the others are full. That gives the party three rooms (and three beds) total. There are a couple of open beds in the common room if you wish.


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

I would like to ask the staff who cleaned room 27, I will imply that it's one of the cleanest rooms I have ever stayed in and I would like to tip them

Also I am still actively looking for Pad. I will ask the staff where his room is as I wanted to also tip him for assisting me earlier.


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

You missed some other things too....

Malcolm Reigns wrote:

Exploring The Inn

Exploring The Inn

I would like to explore all of the inn that I can, but I am specifically looking for signs of foul play. Broken furniture, blood, a bludgeoning device with blood on it etc. I will try to go up the stairs behind the bar and really explore all the areas will still haven't been able to get too, I will ask Dalamus to come with in case we run into any locked doors.

How many people were with traveling the priest? Was it by chance 3? Did they have horses?

I would like to try and track from the location of the body, can I find any drag marks?

Survival - d20+7

Perception - d20+6

Exploring The Inn

What time is it? How many people are still in the common room? Safe to assume they are all staying the night by now?

Int Check - 1d20 + 2 ⇒ (19) + 2 = 21

Survival Check - 1d20 + 7 ⇒ (12) + 7 = 19 - I bet they must have a basement of some sort, no other way short of magic to keep things cold in a jungle. I wonder where though...

I will look for the basement


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

Int: 1d20 + 2 ⇒ (5) + 2 = 7
Survival: 1d20 + 10 ⇒ (12) + 10 = 22

Heal: 1d20 + 3 ⇒ (17) + 3 = 20


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:
DM Fflash wrote:
Copy the plan to search at night. Give me a basic plan of attack ... going through locked doors with Dalamus help. Any that you're going to avoid (guest rooms?). Stealth/no stealth? Armed/Armored? I'll flex time it unless there is a reason not to and then we'll just focus on that item until its resolved ... I'll identify that as flex time over/paused somewhere. I assume that Dalamus is OK with everything given he's posted in the Discussion group, but he has until this evening to throw up a gameploay post. And don't forget about Nowzai! :)

"Do we have a specific reason to unlawfully enter into any of these locked rooms? If not, I suggest we just walk around and make sure nothing nefarious is going on after hours. We should walk through both the inn common areas and the outside grounds."


Malcolm Reigns wrote:
You missed some other things too....

1) I will try to go up the stairs behind the bar

I assumed you were doing this once everyone had retired since you suggested so to the party and they agreed. If you attempt during the day, Tork tells you that's the VIP room entrance and refers you to the other stairs for your room. If you persist, let me know

2) How many people were traveling with the priest? Was it by chance 3? Did they have horses?

This was asked in OOC so I assumed it was for the party. I've told you what you know. If you're asking Tork, he's done talking to you about horses and priests and pretty much anything else after the theft incident. If you're asking the barmaids, the only other visible staff, they don't recall how many people were with the priest and don't track the stables.

3) I would like to try and track from the location of the body, can I find any drag marks?

Missed this one, but you've already made the rolls there. Nothing new. Only tracks are the ones the dinosaurs made, other than a ton of tracks to and from the pile to the kitchen backdoor (the one Pad entered the inn after your discussion).

4) What time is it? How many people are still in the common room? Safe to assume they are all staying the night by now?

It's still 1030 unless we fast forward ... same number of folks on the map. I can't comment on what you should assume what you wish.

5) I will look for the basement

See note about exploring earlier ... assumed this would be done later. If not, you need to tell me where you're going to go to find the basement during the time folks are up and about. Reference the map.

6) I would like to ask the staff who cleaned room 27, I will imply that it's one of the cleanest rooms I have ever stayed in and I would like to tip them. Also I am still actively looking for Pad. I will ask the staff where his room is as I wanted to also tip him for assisting me earlier

The barmaids tell you that Pad cleans the rooms in the mornings after people check out. They don't allow patrons to go to employee's rooms, and they suggest you attempt to catch him in the morning since he busses after breakfast or if you're a late riser, you can catch him cleaning rooms.


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

I am good with waiting till the night to do all of those things. I just didn't see any answers from you so I wanted to make sure.


BTW, all, Epik has a question on the table. Can't proceed as a party until it's addressed


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

We are looking for the priest correct? I think it's safe to assume something nefarious happened to him and I believe it's safe to say that if he is being held anywhere it will be behind a locked door of some sort.

I am not saying break into a guests room and rob and murder them, but I think the only way we will find any clues of value and to save cauldron is to look everywhere we can here in the Inn.

Do you disagree with that Epik?


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:
Malcolm Reigns wrote:

We are looking for the priest correct? I think it's safe to assume something nefarious happened to him and I believe it's safe to say that if he is being held anywhere it will be behind a locked door of some sort.

I am not saying break into a guests room and rob and murder them, but I think the only way we will find any clues of value and to save cauldron is to look everywhere we can here in the Inn.

Do you disagree with that Epik?

"You may be correct, but we have no evidence to support your assertions. We will have to go through each locked room, and still may not find anything. Each room we enter increases our risk of being caught. Let's just take a second look around tonight before we do anything."


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

At the very least we know that someone was murdered here, most likely the previous owner, don't you feel that from time to time it's ok to bend the law when the end result is that a murderer is punished?

Or would you rather confront Tork now with the evidence we have?

The body, the piece of the tongue and the room cleaning.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

There is something not right about Tork. we should confront him. The Long we take here the harder it will be to raise Elder Nowzai.


Exploring at Night

While you all are still working out the locked door business, I've put together all the exploration that doesn't require going through a locked door or into a guest room.
.
.

Ground Floor

  • 8 - Restrooms for the bar, marked with appropriate gender signs. Doors are lockable from the inside
  • 18 - Employee Rooms - Coming down the hall, the party turns the corner just in time to see the bard and singer enter the eastern room and the 2 barmaids enter the western room. They don't notice you.
  • 22 - Banquet Hall: nothing of significant interest here
  • 23 - Storeroom: cleaning supplies are in here
  • 24 - Preparation Room - This is where food is prepared before its taken out into the Banquet Hall; the door to the kitchen is locked
  • 25 - Meeting Room - a table and chairs are set here. The door to the kitchen is locked. The door to the northwest has been shattered into pieces and then renailed together haphazardly. A large iron hasp with a crude padlock attached to it has recently been installed.

Courtyard
This central courtyard looks pristine and peaceful in this roadhouse. Trees and flowerbeds accent the area, and a white gravel path winds past a pair of marble fountains that bear intricate carvings of monkeys taunting all manner of strange monsters. A marble bridge, 10 feet off the ground, connects a door in the southern wall to a landing in the northern wall.

Staring placidly at the party from various locations in the Courtyard are 5 massive hill baboons.

Nemoris:
You recognize one as the baboon that was in the cage on the bar. At this moment, you also note that the edgy feeling you had earlier has gone but you're not sure when.

Upstairs
Taking the stairs behind the bar, they end in a locked door on the north side. It seems likely they connect to the courtyard bridge above.

Additionally, I've noted the location of the floproom. All the other doors in that hall are guest rooms with the exception of the locked door across from the Bath (not annotated as locked on the map, sorry)

Awaiting the outcome of the locked door discussion and maybe some input from Magma, Dalamus, or Nemoris on exploring before I proceed further. Feel free to comment on the ones above, though

Ground floor map
Upstairs map


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

Is the basement door maybe outside? Like a cellar? I can't see anything on the map that would lead downward. Maybe in the stables?


You look all around the stables and outside of the building and do not find stairs down anywhere.


The stairs by the banquet hall also lead up to a locked door. I don't believe I put that in the notes anywhere. Sorry.


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:
Magma Iron Clan wrote:

There is something not right about Tork. we should confront him. The Long we take here the harder it will be to raise Elder Nowzai.

"I agree, let's confront Tork and see if he confesses."


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

I think we should wait until most of the guests have left or retired for the night, what are your thoughts?


Malcolm Reigns wrote:
I think we should wait until most of the guests have left or retired for the night, what are your thoughts?

fyi, at this point, everyone has retired for the night ... I assumed you guys were already waiting based on previous discussion. Other than the 4 employees you watched go into their rooms, there is no one else up around the inn.


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

Where is Tork?


Not anywhere that you can see.


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

I didn't know Epik was going to have issues with opening locked doors, that might have changed what we were going to do.

Well Epik, it's appears Tork is no where to be seen, what would you like to do now?


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

I would suggest we start by going through what we can on the bottom floor, I think the kitchen where we saw Pad enter might be unlocked. Should we start there?


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:
Malcolm Reigns wrote:
I would suggest we start by going through what we can on the bottom floor, I think the kitchen where we saw Pad enter might be unlocked. Should we start there?

"Sounds good Malcolm. Lets get started."

Epik will be as quiet as possible, but will keep his armor on and weapon ready. He stands guard and allows Dalamus to take the lead.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

Magma will bring rear, weapon at the ready. he will also be as quiet as he can. i will spend a few minutes trying to muffle the armor.

Move Silently
1d20 + 1 ⇒ (6) + 1 = 7
1d20 + 1 ⇒ (16) + 1 = 17
1d20 + 1 ⇒ (5) + 1 = 6
1d20 + 1 ⇒ (15) + 1 = 16
1d20 + 1 ⇒ (6) + 1 = 7
1d20 + 1 ⇒ (15) + 1 = 16

ooc i have lost my character sheet so i am not sure if my skill check modifier is right. and the dnd sheet sites seems to be down.


I'll need 1 move silently roll from everyone, adjusted for armor unless you specifically say you're taking it off

Without any further input, I'll assume a thorough search (Take 20) of the internal and external doors to the kitchen (all 4 of which are locked ... you're not sure about the one that leads to the bridge)


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN
DM Fflash wrote:

I'll need 1 move silently roll from everyone, adjusted for armor unless you specifically say you're taking it off

Without any further input, I'll assume a thorough search (Take 20) of the internal and external doors to the kitchen (all 4 of which are locked ... you're not sure about the one that leads to the bridge)

Okay

Move Silently
1d20 + 0 ⇒ (14) + 0 = 14

ooc found my character sheet


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

Epik, how are you feeling about Dalamus opening the kitchen up for us? I would like to see if Pad is in the kitchen still and talk to him when no one else is around.

Stealth 1d20 + 4 ⇒ (8) + 4 = 12

251 to 300 of 9,101 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Fflash's Shackled City Campaign All Messageboards

Want to post a reply? Sign in.