Teric Cain
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Teric looks at the skulk. "Why don't you come with us? You're as much a victim here if they are using your addictions against you. What's your name?"
While the others examine the trap door, Teric tries to convince the skulk to come with them.
Diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15
GM Sior
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"My. Name. Is. Kymeth!" he speaks very slowly before muttering to himself, "Maybe I should speak undercommon, cause you sure as the hells can't grasp simple Taldane."
"Why would I go with you lot? You gonna give me shiver instead of them?"
Teric Cain
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Ok, reading comprehension isn't Teric's strong suit...
"Kymeth, let me ask you instead. After all this," Teric points at the dead bodies, "and us searching out the rest of the building and tunnel, do you think they're still going to give you shiver?"
"If you come with us, we will try to help you with your addition. Perhaps we will find where they're storing it. Perhaps we can help heal you. But if you wish to stay here with a room full of corpses just hoping they will return to hand you shiver, then by all means you can try."
Borax Bulan
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Borax speaks to Teric in Draconic
"Teric, the most prudent course of actions is to secure the skulk for the sheriff. If worst comes to worse and we are not able to determine the true killers, we can offer the skulk up as a scapegoat."
GM Sior
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The skulk shrugs. "The dead don't bother me none. Besides, when the rest of the League finds out what you done, they'll put you down and get us the shiver. You find some? Then we'll talk."
"Yeesh, just leave the dead to rot on the surface. And people call US barbaric," he mutters loudly.
GM Sior
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They own the warehouse you're currently in. You recall what the guard told you last night.
Borax Bulan
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You recall what the guard told you last night.
You'd think so, but Borax has a really short memory..it's like one Internet page long. That plus zero ranks in Search Fu means he tends to ask the same question over and over. :)
Teric Cain
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"Last questions, Kymeth. Did you have anything to do with killing Walder, the pawnbroker? Did you do it or do you know who did?"
Sense Motive: 1d20 + 4 ⇒ (6) + 4 = 10
GM Sior
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The skulk cocks his head. "Who? Oh! That shopkeeper. Nope, we were just told to break into the shop and ransack the place."
Borax Bulan
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"Told by whom?"
Borax wondered how long Zinkyudo could be kept waiting. The Investigator had a dark thought that maybe ZInkyudo might even be driven to kill the skulk if Borax drug this on long enough.
Borax resisted the temptation to rub his hands together like a cockroach and let out an evil muahahahaha.
GM Sior
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With an exasperated look, the skulk leans closer towards Borax and points to his mouth, which very clearly state "Bor-vi-us Mon-chelllllllo. Seriously, these guys were worried about you interfering with their plans? I'm surprised you even remember what day it is, or your own names. Don't know why I'm even wastin' my breath on ya." With that, he turns on you and focuses intently on his food. "It's cause they're foreign. Gotta be," he mutters to himself.
Borax Bulan
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Borax admits to himself that he doesn't know what day it is, but he blames the Society and the lifestyle they make him lead.
Borax takes a quick peek and Zinkyudo and then returns to his victim,
"Why did Monchello want you to ransack the shop?"
GM Sior
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The skulk merely waves his hand dismissively. "Eh, I got nothin' more to say to you, you dyn sy'n cysgu gydag anifeiliaid."
Zinkyudo
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Turning to the taciturn dwarf, Zinkyudo says, "Well, Xan-Tei, what say we head down this trapdoor with any that'll join us? Borax can catch up once he's done getting to know his new friend there. "
Castiel Graveclaw
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"Tie him down as well. The guards might want to question or even punish him for breaking and entering." Castiel says quietly to Borax.
-Posted with Wayfinder
Borax Bulan
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Borax looks at Zinkyudo and then at the skulks. Borax can't help but notice Zinkyudo has not killed the skulk and Borax sighs as a sign of defeat.
"Very well, let's tie them both up, but not to each other."
Borax waves his hand at the strongest-looking-rope-tier in the group,
"Be quick about it."
Torg Ice-Breaker
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"I don't wanna touch him, he'll get his drugs on me and I'll die. Alright, I'll do it." Torg ties the last living members of the cartel. "Don't break my rope or I'll kill you. Don't even look at my rope."
GM Sior
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After no small struggle, the skulk is tied up across the room from unconscious Ferdy. The group rejoins at the trapdoor leading down into a lower level via a rope ladder.
-Posted with Wayfinder
Castiel Graveclaw
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"Betsy, stay and guard!" Castiel orders his companion.
should be able to eventually even pushing
-Posted with Wayfinder
Teric Cain
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Do we know if there's more to the warehouse on this level?
Teric peers down the trap door. He picks up nearby piece of wood and casts a light spell on it. He drops it down the opening.
Casting Light
GM Sior
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There are no other levels visible in the warehouse. Though it looks like a two-story building outside, it is all taken up by the single warehouse storage room.
Looking down into the dark, Teric casts light on a sheaf of paper lying nearby and lets it drop into a room below. D12 on the map.
Stuffed training dummies line the south wall, crude faces drawn on their heads. You swear one of them bears a striking resemblance to Borax while another wears a mock crown and seems to look like Castiel. Along the east wall are pegs mounted at eye level, some of which have a change of clothing hung on them and nicknames scrawled on the wall above. Three doors lead east, west, and north. A rope ladder hangs from the ceiling by the west door and goes up through the floor to where you currently are.
Zinkyudo
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Taking advantage of Teric's light, Zinkyudo takes a careful look around, then says, "Let's go this way." He the moves to the western door.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
GM Sior
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Zinkyudo sees nothing about the door to give him pause. Beyond it is a hallway that is completely nondescript. No, seriously, there's no description. The module goes from D10 to D12 and that's it.
Zinkyudo
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Taking a quick look over his shoulder to make sure the rest of the gang is joining him, Zinkyudo calls quietly up the ladder, "You ready, Borax? There might be someone to question this way!" He then steps through the door and to his left, inspecting the door at the southern end of the nondescript hall before opening it.
Perception: 1d20 + 8 ⇒ (4) + 8 = 12
Borax Bulan
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Borax ignores the jibe and remarks to himself,
"A thieves den, by the looks of it. Probably several traps lying about. Won't surprised if that bird-faced monk doesn't trip a few."
Castiel Graveclaw
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"just open the door. I stand ready."
-Posted with Wayfinder
Teric Cain
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"It appears the guild knows we're a threat. These simple dummies don't fight back though, so next time we meet some of them, I say we show them exactly what they're dealing with." He takes note of some of the nicknames on the wall.
Borax Bulan
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Borax examines the clothes to see if they serve some special purpose.
Perception (T10): 10 + 5 = 15
GM Sior
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Zinkyudo looks at the door and notices a small inscription saying that it leads to the Docks.
The nicknames are pretty standard fare for thugs, ruffians, and scoundrels, all incredibly enlightened such as "Stinky Pete", "One-Eye'd McGrew", and "Percy".
The clothing is mundane outerwear such as cloaks and overcoats. Something probably often used to conceal one's identity at a glance.
Borax Bulan
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Borax takes a minute to make certain the trap door isn't....trapped.
Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Perception: 1d20 + 5 ⇒ (20) + 5 = 25 <== looks like I hit it here in the 7th round...
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
GM Sior
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The trap door you went through is not trapped.
-Posted with Wayfinder
Zinkyudo
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I don't think the answer to this mystery is at the docks, I think it's here somewhere. Zinkyudo turns away from the door, moving to inspect the nearby door on the western wall, giving it a listen as well.
He then opens it and looks through.
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
GM Sior
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As Zinkyudo opens the door, he is met with a room with several cots arranged throughout, along with a small card table and chairs. These chairs, apparently, were recently evacuated by the two men who are standing ready with blades drawn.
C: 1d20 + 1 ⇒ (17) + 1 = 18
T: 1d20 + 1 ⇒ (7) + 1 = 8
To: 1d20 + 3 ⇒ (1) + 3 = 4
X: 1d20 + 4 ⇒ (8) + 4 = 12
Z: 1d20 + 4 ⇒ (12) + 4 = 16
1d20 + 6 ⇒ (9) + 6 = 15
Order:
Castiel, Zinkyudo
Rogues
Xan-Tie, Borax, Teric, Torg
Castiel and Zinkyudo are able to compose themselves to the sight before anyone else does!
Zinkyudo
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"Found somebody!" Zinkyudo says, before letting a volley of arrows fly through the doorway. He then takes a step back to let others in the door.
Flurry at purple, then 5-foot step.
Flurry with Longbow, PBS: 1d20 + 3 ⇒ (12) + 3 = 15
Longbow damage: 1d8 + 3 ⇒ (7) + 3 = 10
Flurry with Longbow, PBS: 1d20 + 3 ⇒ (6) + 3 = 9
Longbow damage: 1d8 + 3 ⇒ (7) + 3 = 10
Castiel Graveclaw
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"Go get the one on the right Betsy, I will take the left one!"
handle animal: 1d20 + 6 ⇒ (16) + 6 = 22
bite betsy on red: 1d20 + 5 ⇒ (6) + 5 = 11
dmg: 1d6 + 6 ⇒ (5) + 6 = 11
hammer attack on purple: 1d20 + 6 ⇒ (11) + 6 = 17
dmg: 1d12 + 6 ⇒ (11) + 6 = 17
GM Sior
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Zinkyudo launches an arrow at one of the men but misses with one of them! Castiel is quick to finish the act by using his large hammer on the man. (Whatever definition you want for hammer, you've got it.)
Betsy has little luck on her side with her target. Perhaps she wants to play with her food first?
The remaining man steps back from the lizard and, kissing a small bead he carries in his off-hand, tosses it at the norther side of the door. On impact, it explodes in a ten-foot cloud of a purplish haze.
Fort saves from Betsy, Castiel, Torg, and Zinkyudo.
Party up!
Borax Bulan
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Borax takes a few steps forward as he draws his whip and tries to trip the man.
Whip - Trip: 1d20 + 3 ⇒ (10) + 3 = 13
GM Sior
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What's the reach on the whip? 15'? If so, you just need to be one square forward. I know that cloud doesn't make it that clear where the lines are. Apologies for that.
Zinkyudo
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Fort: 1d20 + 4 ⇒ (3) + 4 = 7
Zinkyudo takes an unfortunately deep breath just as the cloud appears around him. He drops to the ground like the proverbial canary in a coal mine, his bow clattering to the floor by his side.
GM Sior
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YES! I got one! =P
In seriousness, give another saving throw to see how long you'll be out. Never mind, went ahead and did it for expediency.
Castiel Graveclaw
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fort cas: 1d20 + 5 ⇒ (19) + 5 = 24
fort Betsy: 1d20 + 5 ⇒ (7) + 5 = 12
Betsy goes to dreamland while Cas stays awake.
He takes the opportunity to step up ans smash.
attack: 1d20 + 6 ⇒ (15) + 6 = 21
dmg: 1d12 + 6 ⇒ (5) + 6 = 11
-Posted with Wayfinder
GM Sior
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Z: 1d20 + 4 ⇒ (7) + 4 = 11 1d4 ⇒ 1
B: 1d20 + 5 ⇒ (6) + 5 = 11 1d4 ⇒ 2
As his companions fall around him, Castiel swings at the rogue with his hammer and puts him down!
Out of combat
However, you realize that Zinkyudo and Betsy both will not be waking up any time soon. Those d4 rolls up there? Those are hours.
Do you continue on or wait for them to wake up? I will say this much: If you wait, odds are your quarry will get away. Just sayin'.
Castiel Graveclaw
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I'm ok with leaving Betsy snoring here, Zinky however, might not like it :P