
Alcibades |

I begin searching / repairing the next day. I do not wait three days until other people 'heal up'. The order doesn't matter to me so i will do it as listed:
the side crypt underground, which you know contains wolf skeletons.
The boarded up building which appears to be a carpenters shope
The shoemakers house.
A wood carvers shop
The Taylor's house which you burned
I will also take a look in some of the crypts.
I will gather information on where the former owner of the alchemist shop lives and what happened.
Diplom / Gather info 3d6 + 12 ⇒ (6, 5, 4) + 12 = 27

Alcibades |

More on how i was thinking about making our local militia / neighborhood watch...
so it was sorta like lets make a group that doesn't really do stuff "in the city" but protects the people outside the city.
"of the people by the people for the people."
Make a relationship with the guards handing high profile guys to the town guard and giving them the credit at least as far as their superiors are concerned...sorta like we have been
I present this to Aarael and the rest of the group to see what they think..
Aaron already has a merc type thing going on maybe he can suggest how to do it while keeping in a good stead. Also their seems to be legal ways to hire regular 'citizens' as protection... like we were for arluna... if there is paper work or such to make everything on the up and up and to make everyone happy i will look into it.
Knowledge local 3d6 + 12 ⇒ (2, 1, 5) + 12 = 20
Gather info 3d6 + 12 ⇒ (2, 6, 6) + 12 = 26

DavidTheGnome |

(To my riding dog): "I shall name you Yoshi."
Anyhow, I want to plan out how to best make use of, and set up defenses for, our new headquarters. But having missed a session I don't have a good feel for what's in this place, or even how big it is. A map would be helpful, but it's probably hard to put into a forum post. So barring that, can we get a text description of the rooms?
(To Aarael, and anyone else interested): "We should establish security for our new safehouse in case any more Tieflings come this way. Things like guard rotations, passwords for entry, alarm bells for intruders, etc. Aside from you and my companions, who else does the resistance have that can help secure the facility while we get ourselves established?"

XperimentalDM |

I begin searching / repairing the next day. I do not wait three days until other people 'heal up'. The order doesn't matter to me so i will do it as listed:
the side crypt underground, which you know contains wolf skeletons.
The boarded up building which appears to be a carpenters shope
The shoemakers house.
A wood carvers shop
The Taylor's house which you burnedI will also take a look in some of the crypts.
I will gather information on where the former owner of the alchemist shop lives and what happened.
Diplom / Gather info 3d6 + 12
Ok assuming Aya, and David are with you while exploring the crypt, you take out the remaining 3 wolf skeletons without damage and Aya uses a channel energy.
NExt you check out the carpenter's shop. A round or two with the crowbar has it opened for you.
The building is about 15 by 15 with a smaller upper level. On the ground floor is a small, heavily gouged, overturned table and a wooden door Tiny nails, a finishing hammer, and some unfinished chairs sit in a corner.
Perception and initiative.

XperimentalDM |

I will gather information on where the former owner of the alchemist shop lives and what happened.Diplom / Gather info 3d6 + 12
You spend some time asking around and find out his shop has been closed for two or three days. Sounds like something happened shortly after your group spoke with him.

Alcibades |

Does that mean no one knows where he is? If i was unclear my goal was to seek him out... and find out why he closed... if the information isn't available i don't mind giving up ... i just want to make my intention clear.
Alcibades wrote:You spend some time asking around and find out his shop has been closed for two or three days. Sounds like something happened shortly after your group spoke with him.
I will gather information on where the former owner of the alchemist shop lives and what happened.Diplom / Gather info 3d6 + 12

Alcibades |

Does that mean no one knows where he is? If i was unclear my goal was to seek him out... and find out why he closed... if the information isn't available i don't mind giving up ... i just want to make my intention clear.
Alcibades wrote:You spend some time asking around and find out his shop has been closed for two or three days. Sounds like something happened shortly after your group spoke with him.
I will gather information on where the former owner of the alchemist shop lives and what happened.Diplom / Gather info 3d6 + 12

XperimentalDM |

Does that mean no one knows where he is? If i was unclear my goal was to seek him out... and find out why he closed... if the information isn't available i don't mind giving up ... i just want to make my intention clear.
XperimentalDM wrote:Alcibades wrote:You spend some time asking around and find out his shop has been closed for two or three days. Sounds like something happened shortly after your group spoke with him.
I will gather information on where the former owner of the alchemist shop lives and what happened.Diplom / Gather info 3d6 + 12
Correct. No one seems to know where he is or why he closed his shop.

Alcibades |

From last time here is the totals i got for sale of goods. Including who got what and how much money they got. If any one has questions or got something they didn't want let me know.
Alcibades: Dark Wood Spear, Jeweled Sword, 611 GP
Arron: Darkwood Large Shield, 739 GP
Aya: +1 Breast Plate, MW Glaive, 113 GP
Dakaar: 2 Fuse Grenades 1, Liquid Ice 1, Alchemical grease 1, 4 Flash Powders, 4 Smoke pellets, 100 gp in alchemical reagents, 100 gp in alchemical reagents, 497 GP
David: 1 Liquid Ice, 1 Alchemist Fire, 4 Alchemical Grease, 100 gp in reagents, 668 GP
Of note this is presuming we sold the +1 Morningstar.
Party Assests: 10 light cross bows, 10 studded leather, 6 light maces.
I guessed the alchemical stuff everything else is very accurate.

Alcibades |

NExt you check out the carpenter's shop. A round or two with the crowbar has it opened for you.
The building is about 15 by 15 with a smaller upper level. On the ground floor is a small, heavily gouged, overturned table and a wooden door Tiny nails, a finishing hammer, and some unfinished chairs sit in a corner.
Perception and initiative.
Perception: 3d6 + 5 ⇒ (6, 1, 4) + 5 = 16
Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Knowledge (most applicable) to id what it is: 3d6 + 11 ⇒ (3, 3, 4) + 11 = 21

Alcibades |

I gather information on what may have become of the alchemist... I also ask Arron to look around the area of the shop to see if he notices any clues..
Gather info: 3d6 + 12 ⇒ (3, 6, 5) + 12 = 26
I also gather info to see if the alchemist has any friends/family in the area: 3d6 + 12 ⇒ (5, 6, 2) + 12 = 25
did anyone see him move out? 3d6 + 12 ⇒ (1, 2, 5) + 12 = 20

Alcibades |

Team Alcibades Aya and David
Kill giant rot grub... with alcibades getting beat up and the other two using ranged attack with Aya's skill showing major improvement.
How much is the emerald chip worth?
I specifically look for more emerald. perception 3d6 + 5 ⇒ (5, 2, 6) + 5 = 18
Do we get an EXP for killing the beast?
Do i find anything when i got the grub?

XperimentalDM |

I gather information on what may have become of the alchemist... I also ask Arron to look around the area of the shop to see if he notices any clues..
Gather info: 3d6 + 12
I also gather info to see if the alchemist has any friends/family in the area: 3d6 + 12
did anyone see him move out? 3d6 + 12
He lived alone in a few rooms above the shop. None of his neighbors know where you could find his family.No one saw him move out. One day the shop just didn't open.
A few people mention he seemed to have a bit of extra money lately. One person mentions he thinks he heard the alchemist arguing with someone, though the person had been at the puub for several hours.
XperimentalDM |

Team Alcibades Aya and David
Kill giant rot grub... with alcibades getting beat up and the other two using ranged attack with Aya's skill showing major improvement.
How much is the emerald chip worth?
I specifically look for more emerald. perception 3d6 + 5
Do we get an EXP for killing the beast?
Do i find anything when i got the grub?
You find no other emeralds in the building. Nothing of interest is near the grubs corpse. You will get exp eventually.

Alcibades |

Ok things that may be in progress for Alcibades... some are new and some are on going from previous post here is a summary...
I don't know if i got around to other post that i made but i wanted to see if i could strike the 60 sell 90 buy deal with the other shop owners. I posted diplomacy rolls before.
What did my knowledge check and asking Arael about setting up and training a town watch in the run down portion of the city? I will also ask Kaiden (sp?) how she thinks it will go over.
As you know i am continuing to expolore the remaining rooms.
I am going to try to get dakaar to come to the alchemist shop with me. I would like to go in and look around. (with dakaar picking the lock or prying the door open as needed.) I will tell the others what i am doing encase they want to come.

XperimentalDM |

appraise emerald chip: 3d6 + 5
You think it is probably worth about 250 gp.
Next up is the shoemakers house. The door is locked. from the exterior it is two stories tall. A small sign hangs above the door depicting a boot with a needle and thread.

XperimentalDM |

Several days after the events surrounding the bastards of Erebus have come to a close (i.e. after Alchibades had explored the base, the group has made arrangements and the group has contacted the shop keepers they aided) You awake in the middle of the night for no reason. You sit up in bed wondering why you have woken at this odd hour, when you notice your window opened and a soft breeze making the window dressings writhe in the wind.

Alcibades |

Alcibades wrote:appraise emerald chip: 3d6 + 5You think it is probably worth about 250 gp.
Next up is the shoemakers house. The door is locked. from the exterior it is two stories tall. A small sign hangs above the door depicting a boot with a needle and thread.
Assuming this is at the old Tiefling camp (i don't remember if their was a shoemake we were trying to make a deal with)...I will try to get dakaar to pick the lock... if dakaar isn't around to pick the look or scale the wall to let us in from the other side (assuming their is a roof entrance) i will use my crowbar to try to pry may way in.
Crowbar..
Aya3d6 + 2 ⇒ (5, 4, 6) + 2 = 17
Alcibades Synergy3d6 + 1 ⇒ (4, 2, 6) + 1 = 13

XperimentalDM |

XperimentalDM wrote:Alcibades wrote:appraise emerald chip: 3d6 + 5You think it is probably worth about 250 gp.
Next up is the shoemakers house. The door is locked. from the exterior it is two stories tall. A small sign hangs above the door depicting a boot with a needle and thread.
Assuming this is at the old Tiefling camp (i don't remember if their was a shoemake we were trying to make a deal with)...I will try to get dakaar to pick the lock... if dakaar isn't around to pick the look or scale the wall to let us in from the other side (assuming their is a roof entrance) i will use my crowbar to try to pry may way in.
Crowbar..
Aya3d6 + 2
Alcibades Synergy3d6 + 1
This is at the old camp. No hole in the roof this time. Need disable device from Dakaar

Dakaar |

Alcibades wrote:This is at the old camp. No hole in the roof this time. Need disable device from DakaarXperimentalDM wrote:Alcibades wrote:appraise emerald chip: 3d6 + 5You think it is probably worth about 250 gp.
Next up is the shoemakers house. The door is locked. from the exterior it is two stories tall. A small sign hangs above the door depicting a boot with a needle and thread.
Assuming this is at the old Tiefling camp (i don't remember if their was a shoemake we were trying to make a deal with)...I will try to get dakaar to pick the lock... if dakaar isn't around to pick the look or scale the wall to let us in from the other side (assuming their is a roof entrance) i will use my crowbar to try to pry may way in.
Crowbar..
Aya3d6 + 2
Alcibades Synergy3d6 + 1
(Didnt have time to read everything yet, but heres the disable roll :P)
(MW is +2 right?)
3d6 + 6 + 2 ⇒ (1, 1, 6) + 6 + 2 = 16
2nd attempt before giving up if that failed:
3d6 + 6 + 2 ⇒ (5, 4, 2) + 6 + 2 = 19

XperimentalDM |

3d6 + 5 perception
An upright table stands in the middle of the lower floor. another table lies unturned on the floor. The building shows signs of recent habitation, but a coating of dust in the corner would seem to indicate that whoever was here moved in recently. The second floor has a few beds that look recently used. Other then that you find nothing of particular interest.
If there is nothing else you can move on to the scorched building that Dakaar burned during the first night.
The door to the burned tailor's shop is unlocked, but it is stuck tight.

Alcibades |

i make sure to do a good check of both floors
3d6 + 5 ⇒ (1, 2, 4) + 5 = 12 perception
I'll let dakaar climb in ... if matt doesn't answer or if i have any luck i will try to crowbar the door
try 1
3d6 + 1 ⇒ (4, 6, 2) + 1 = 13 strength
try 2
3d6 + 1 ⇒ (1, 4, 2) + 1 = 8 strength
try 3
3d6 + 1 ⇒ (4, 6, 4) + 1 = 15 strength
before getting / waiting for help

Dakaar |

Dakkar has the shoe maker's door open. Perception from anyone going in.
Perception 3d6 + 8 ⇒ (3, 1, 3) + 8 = 15
I'll try to climb into the tailor's shop 2nd floor.
Climb 3d6 + 4 ⇒ (6, 2, 3) + 4 = 15
And will look around (slow search) before proceeding to unlock
Perception 3d6 + 8 ⇒ (4, 1, 5) + 8 = 18

XperimentalDM |

XperimentalDM wrote:Dakkar has the shoe maker's door open. Perception from anyone going in.Perception 3d6+8
I'll try to climb into the tailor's shop 2nd floor.
Climb 3d6+4
And will look around (slow search) before proceeding to unlock
Perception 3d6+8
Alcibades and Dakaar find nothing else of note in the shoe makers shop. Dakaar, before you begin climbing you notice the window you came crashing out of a few nights ago is roughly boarded over. With the aid of the crowbar, Alcibades is able to get the door opened on the third try. Perception.

XperimentalDM |

Perception: 3d6 + 5
You hear something inside. From the sound there are more than 2 of them. Initiative.