| Anneke |
"If ye don't mind, I'd like t' come along when ye visit the glass maker. I'm the one who has a bit o' business with him. When we've checked on him, I'm with ya on spyin' out the cemetery - and while we're up there, we can check out that northern gate, just in case."
"The more eyes we have on all these strange goings-on, the better. Your sharp eyes would be appreciated, Kord."
"OK, glass then graves. Lead way, Kord."
Noticing that Gilbere is following them, Anneke asks him, "Gill Beer learn anything about that thing?"
| Priyya |
Assuming Priyya has shared her info with me, I'll go check out the cemetary.
If Priyya ran into you, she definitely would have told you, Paehz. Just out of curiosity - were you planning on going to the cemetery by your own awesome self or would you care to make it a group activity? It seems like Pr, A, G, and K are all headed over there after they visit the glassmaker.
| Kord mel'Vakki |
Nadya's a bit swamped this morning, but she's in as well...
Kord looks around to make sure everyone's ready.
"Well then, I guess we're off t' see the glassmaker. His home is across the bay t' the west of us."
As we walk, Perception Check for anything useful (clues, neon signs with the bad guy's signature, etc.)1d20 + 6 ⇒ (20) + 6 = 26
Gilbere
|
Noticing that Gilbere is following them, Anneke asks him, "Gill Beer learn anything about that thing?"
Looking at Anneke with a smile, "Well it's of Thassilon design, but now tha I have really taken a good look, something else occurs to me. In me studies, I had read tha symbol like this was tied to the civilization's arcane-related idealogies. Beyond this assumption, I be not too sure but, there be rumors that the "Old Light" in this town may have some ties to the Dead Thassilon civilization and that symbol.", Shrugging, "if that's true we'll have to go see fer ourselves lass."
| Tale-Spinner Eben |
So after a quick lunch, the group heads off in separate directions, Paehz (and anyone who wants to check out the cemetery with him) heads north from the Rusty Dragon towards the cemetery - which rests behind the cathedral. The other group heads out in the early afternoon warmth towards the Kaijitsu Manor.
Moving to spoilers - please respect the spoilers - and respond in them as well…
Those of you who haven't specified which way you're going (Gilbere and Nadya), please do so before you read the spoiler.
The only people present are a handful of guards, and it is obvious what they are guarding… towards the center of the cemetery is a freshly dug-up grave and an upturned headstone with the name Ezekian Tobyn engraved upon it.
Make a Survival and a Knowledge (Local) check. You can either each try independantly or one of you can make the check and the other make an Aid Another check to boost the other's roll by 2. Paehz, you get a +2 on your Knowledge (local) check for being a semi-local yourself.
Gilbere
|
Gilbere grumbles at spending any money but will do it. Although he is not afraid to walk it, as long as he does not get too dirty. In which case he will bemoan and use his prestidigitation spell.
If the group passes near the "Old Light" Gilbere will be come increasingly interested making a rough sketch or notes of the place.
| Kord mel'Vakki |
Nadya's going to be with my group - mostly since she's a bit swamped at work today, and I don't want to try to split my personality even further than it already is...
| Priyya |
| Anneke |
"...the "Old Light" in this town may have some ties to the Dead Thassilon civilization and that symbol. If that's true we'll have to go see fer ourselves lass."
Anneke clenches her teeth and snarls like someone just jammed toothpicks under her toenails. "Priyya," her eyes seem to blaze with a pale blue flame, "Gill Beer just volunteer to row us there his self..."
Intimidate 1d20 + 9 ⇒ (18) + 9 = 27
| Tale-Spinner Eben |
Kord is able to quickly secure passage across the harbor in what is basically a glorified row-boat. The half-orc, a surly fellow who greedily swipes up the silver, ushers you onto the boat and kicks away from the dock. Despite your dour host and the somewhat huffy Anneke, the ride across is very pleasant. A slight salty breeze drifts in from the east, and the rhythmic slapping of the paddles lull everyone to passive contentment as the sun warms your skin and the wood upon which you sit.
The trip across the harbor takes longer than you expected, but shorter than you'd like, and the tireless rower finally pulls you up to a dock. As you disembark, you take a look back at the town of Sandpoint. Looking at the warm, cheery sight, you'd never know the horrors the town just experienced.
It's only a ten minute walk through lightly wooded rugged-lands to the Kaijitsu Manor. It is smaller than you expected, based on the successful nature of the glass-maker's business, but what it lacks in stature and size it more than makes up for with it's well-kept appearance and heir of something exotic in it's architecture. Hints of far-Minkai's touches grace the manor, hinting at the Kaijitsu's heritage.
As you approach the front door, through a garden of sculpted shrubbery, you are struck by the quiet of the house. There is no apparent activity inside.
| Kord mel'Vakki |
"Somethin' don't feel quite right around here.
Perception check 1d20 + 6 ⇒ (20) + 6 = 26
Specifically I'm looking for any signs of life/movement from inside the manor, or very close in on the grounds: smoke from a chimney, drapes moving in a window, boards creaking on an upper floor, etc.
Gilbere
|
Perception 1d20 + 0 ⇒ (2) + 0 = 2 Still trying to keep his breakfast down, Gibere is distracted by some dirt he has found on his robes unaware of the others suspicions. "Nice luukin home" He muses.
| Tale-Spinner Eben |
| Priyya |
Sense Motive (Anneke) 1d20 + 8 ⇒ (17) + 8 = 25
On the boat, aware of Anneke's feelings about the term 'lass', Priyya taps the sickly looking Dwarf with her boot. She leans in and says, "You and I need to have a discussion later about your word choices. At times, they may get you into trouble."
Perception (Looking @ house and responding to Kord's comment) 1d20 + 8 ⇒ (14) + 8 = 22
"Yeah, this doesn't smell right to me. You might want to spread out a bit and look around. I'll see if anybody is at home."
Priyya slowly approaches the front door to give the rest of the group time to get into tactical positions. She is watching and sniffing the air (maybe for a whiff of dead body). When it looks like everyone is in a good spot, she'll knock, hand resting lightly on her scimitar - just in case.
Got a bit ninja'd here
| Tale-Spinner Eben |
After fiddling at the door for a long five minutes, Kord is forced to give up in failure. Placing his ear to the door, he hears nothing from within. Priyya checks out the windows and sees that they're not so much locked as clasped from the inside.
| Tale-Spinner Eben |
Wow... I work for five minutes and you guys go ape-s++$ in here.
While the guardsmen have done an excellent job of tromping all over the area, you can just make out the prints of a handful of goblins, and, surprisingly, those of a medium-sized male. They originate from - then retreat back to - a ladder which is laying haphazardly behind a row of bushes along the Northeast city wall, which faces out into the wilderness. It looks like it might have been kicked over as the grave-robbers exited the cemetery/town via the wall.
I need Sense Motive, Perception, and Knowledge (Local) checks from everyone. If you'd rather just Aid Another on the knowledge check, feel free.
Anything specific you're doing in the house?
| Anneke |
Perception 1d20 + 2 ⇒ (16) + 2 = 18
Know Local (untrained) 1d20 + 2 ⇒ (14) + 2 = 16 aiding Kord
Anneke looks around in awe of how fancy the place is. "Is Kai-joo-soo king?"
As for what she's doing, she's keeping an eye out for anyone/thing that might jump out at her comrades.
| Tale-Spinner Eben |
Not that it would help with my crappy roll but I noticed you had +2 on your Assist Roll. Assists for a skill you don't have aren't a flat d20?
Aid Another is just like any other skill check, except the DC is always 10, you can never take 10, and obviously the outcome is very limited. So you can apply any modifiers that usually would be there.
| Anneke |
Not that it would help with my crappy roll but I noticed you had +2 on your Assist Roll. Assists for a skill you don't have aren't a flat d20?
An untrained Knowledge check is simply an Intelligence check that can't reveal anything over a DC of 10. If you didn't apply the Int modifier then something with an Int of 3 would have the same chance of success as someone with an Int of 20.
| Priyya |
An untrained Knowledge check is simply an Intelligence check that can't reveal anything over a DC of 10. If you didn't apply the Int modifier then something with an Int of 3 would have the same chance of success as someone with an Int of 20.
Ah, that makes sense. So Priyya's untrained Knowledge assist check would have a +1. I'll update her cheat sheet with that factoid... Thanks for the player knowledge assist - I was feeling too lazy/busy to look it up. :)
| Kord mel'Vakki |
Sense motive 1d20 + 3 ⇒ (1) + 3 = 4
Perception 1d20 + 6 ⇒ (6) + 6 = 12
Knowledge local 1d20 + 6 ⇒ (6) + 6 = 12 Not sure how the assisting works, so I didn't add anything in there
Kord whispers, "He's no king, but he doesn't seem to be hurtin' fer money."
Kord is planning to move toward the master suite area, but will be looking for signs of struggle, break-ins, etc.
So much for the super rolls
Gilbere
|
Stealth 1d20 + 3 ⇒ (17) + 3 = 20
Perception 1d20 + 2 ⇒ (3) + 2 = 5
Sense Motive 1d20 + 2 ⇒ (3) + 2 = 5
Knowledge Local 1d20 + 3 ⇒ (10) + 3 = 13
Continuing more distracted now, "I mean it now lad dunna leave me out here why you have all the fun!" referring to Kord.