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After a moment's pause, "How interesting. Well, I am Addas. Addas Grymble. Allow me to introduce my sisters." as she calls forth two more women from the kitchen. "This is Eugenia and this is Tarsi."
Turning towards her sisters, "We have the honor of the company of new merchant lords. Will you be staying? Feel free to take your leave within the inn, obviously not including other guest's rooms. Tarsi, please go fetch a barrel of my personal stock for these esteemed guests. You might have seen it on your way in, but across he courtyard we also have a rather large stable, should you need it. Our dear simple nephew like to stay out there. His name is Rosh, if you feel the need to visit. He is a good man, but as I said, . . . simple." she says with a sad smile.
The three sisters are mostly unremarkable, though you notice that Eugnia wears a yellow scarf that appears almost identical to the one Amauhak wears.
E1 The Grey Revelation Inn's Front Gate
E2 The Courtyard
E3 Common Room
E4 Kitchen
E5 Guest Den
E6 Single Guest Rooms (Locked)
E7 Fine Guest Rooms (Locked)
E8 Inn Keeper's Rooms (Locked)
E9 Lavish Guest Room (Locked)
E10 Baths (Open)
E11 Stable Workroom
E12 Individual Stables (only C, D, E, and I have horses)
E13 Back Gate

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I have internet that i can access with my cell phone but that is all the phone is good for lol
That's cool. When I was out there, I basically used my phone as a MP3 player, no internet or service. They had some sort of chips you could buy for a few hundred dollars and then you could buy minutes, but I could never afford that, and I don't think it would have given you internet. But, I'm happy tings are getting better over there.

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sense motive: 1d20 + 1 ⇒ (8) + 1 = 9
'Well that went better than I could have expected. I have to remember to kick Grundle later.'
"Thank you for the offer. We have been travelling. I would retire to chambers." Merisiel snaps her fingers at Grundle, "You, take these bags to the rooms."
And Merisiel attempts to sweep out as haughtily and regally as she imagines every mercantile princess must believe themselves to be. Merisiel doesn't have a high regard for the mercantile class, and less for the female of the species.

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Grundle scowls at Merisiel as she curtly orders him to bellhop. He says nothing though. He simply picks up her bags—somewhat roughly—and heaves them over his back. He trundles behind her banging the luggage against the railing and the walls.

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Depending on how much money you are willing to spend on a room, they range from basic to opulent. The sister steps out for a minute and then returns with the small barrel of wine as ordered.
For the time being, it's a bit of a game of investigation. Remember, you mission here is to try to discover the location of the kidnapped dwarven dignitaries, and the Society believes that this might be a lead to one of the possible locations.

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a sign that reads "Individual Guest Rooms - 5 SP" and below it "Fine Guest Room (3) - 3 GP" and "Lavish Guest Room (2) - 5 GP".
If you plan to stay the night.

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Grundle for the most part remains silent. He follows the "merchant princess" around trying to play the part of surly muscle for hire...which doesn't take much of acting.
From time to time he scowls at a person or at the lady herself.

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Is there a common area for eating and such? If so, Raul will go order something and use Perception/Sense Motive to see if he can overhear anything.
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Merisiel will hole up in the suite, changing into sneaky-time leathers and armor. She'll try to get some sleep, under the assumption that it will be a long night.
"Grundle, perhaps we can alternate some naps before tonight? I think we'll be busy tonight, but now that I'm a 'grand dame' I can't go swanning through the place in comfortable clothes."

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Ill post an update soon.
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A few of you carouse a bit, but seem to turn up nothing. Visiting he stable, you first notice a man that is cleaning out an individual stable room, where it seems had just been occupied. Oddly, you didn't hear anyone leave. Catching the man off guard, he jumps.
Looking at you with a large, odd smile, a bit of drool falls to the ground. "Well. Hellos there, sirs." he says with a sort of goofy clumsiness. "I'm, I'm, Rosh. Nah, no Dwarves. Not here."

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Who all went to the stable with Jacen?

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Id say it depends on the circumstances.
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Daveak would have gone since he is the body guard
-Posted with Wayfinder

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"Oh yes, yer sleepyness. Take a nap. I'll be outside yer door if somethin' happens just scream prettily like a spoiled merchant brat." Grundle shows a toothy grin at this.

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"Now that's on you - getting all creative. I was happy to be the merchant's strumpet. Now look what you've done to me. I'm all... respectable." Merisiel hisses to Grundle, conscious of possible ears in the walls.

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"Heh, despitin' my best efforts, yer still not respectable." Grundle chortles. He gets more serious after a moment "Alright lass, I'll jes' be out here. If'n yer decidin' to step out for a moment...don't be fooled by me lookin' like I'm takin' a nap." he whispers.
Grundle shuts the door to the room, unslings the flails he keeps on him, puts his back to the wall on the right side of the bedroom, and slides down to a sitting position with a grunt and a sigh. He brings his knees up and tips his head down...just enough that he can still see either direction out of the corner of his eyes.
Bluff sleeping: 1d20 - 2 ⇒ (20) - 2 = 18
Perception: 1d20 + 6 ⇒ (9) + 6 = 15

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Ok, I want to jump back in and get things going. So where is everyone right now? The stable, the room, other?

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Stable
-Posted with Wayfinder

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Everyone in the stable notices that the man seems to be childishly trying to hids something in that last stable.
-Posted with Wayfinder

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Daveak: 1d20 + 2 ⇒ (11) + 2 = 13
Jacen: 1d20 + 5 ⇒ (14) + 5 = 19
Raul: 1d20 + 6 ⇒ (16) + 6 = 22
Grundle: 1d20 - 1 ⇒ (11) - 1 = 10
Merisiel: 1d20 + 9 ⇒ (9) + 9 = 18
"Nothin'. You all should go back inside and eat supp'r. You trust Rosh to tend the horses. Rosh good boy, and he take care of the horses real good."
Raul: 1d20 + 4 ⇒ (5) + 4 = 9
Jacen: 1d20 + 1 ⇒ (15) + 1 = 16

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Rosh becomes visibly nervious, ringing his hands in a sort of bizzar tic, bit does not move after you.
-Posted with Wayfinder

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Quick roleplay note - pre-gen is 'forlorn', born and raised among humans. Her elf-y-ness quotient is very low... so I've been attempting to roleplay much closer to human waif/gutter-snipe. If I'm doing it right, any 'proper elf' should find her shockingly coarse... :)
Merisiel continues in milady's role, bathing, lightly snacking on some finger-foods, filling chamber pots. As she returns to the rooms, she beckons Grundle after her.
Hissing quietly, "Let the others know, I've located a concealed bolt-hole in the baths - the smaller bath off to the side. There are drag-marks, and something concealed underneath. I think we've got at least one target for night time hijinks."

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Oh, I just meant that my understanding of the official Merisiel is that she has 0 modesty and likes making others feel a little uncomfortable. Nothing abour you, I just didnt know how much difference your Merisiel might be and didnt want to go too far.
-Posted with Wayfinder

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"Alright...but you make ready to dive out the window if needs be." Grundle whispers back.
Grundle takes a few moments to readjust the spiked chain around his body, the "sleeping" position causing some of the spikes to dig in a bit. He grabs his flails in either hand and heads down the stairs. Some drunkard attempting to persuade him to buy a drink prompts a knee to the groin.
He makes his way to the stable and hears talking. He pauses for a moment to see what he can hear.
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
He can't make anything out so he shrugs, rattling with the motion, and walks into the stable. "Hey...Merisiel found somethin' in the baths. Some kinda bolt hole...the smaller bath on the right. Lots o' scrapes and drag marks around it. Figures we should all go check it...Oh...hey there...stable boy. Didn't see yeh. Grundle finishes apprehensively.

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The Underbelly of the Beast
Merisiel gathers everyone to her room, and indicates that she has found the hidden entrance, while the other group explains the oddity of the stable, with the last horse actually being an illusion, and not truely there. after waiting another hour or so, the other guests retreat to their rooms for the night, mostly drunk and filled. One by one, to avoid to much notice, you make your way towards the baths, and closing the door, open the passage beneath the bath, leading you to a basement area.
A wooden ladder descends from above into this cluttered and dimly lit L-shaped room. Crates and bits of furniture are stacked against brick walls and oaken doors lie to the east and south. Cracking a few of the crates open, you notice a variety of clothing, both male and female, human and smaller sized, and from all sorts of cultures.
The door to the south is not locked, while the one to the east is. Both are made of sturdy oak wood.
NEW MAP!

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Merisiel murmurs, "Why do they even bother to put locks on doors? A big flag that says, 'interesting stuff here'." Merisiel proceeds to the east door, gets out her lock pick set, and sets to work.
disable device: 1d20 + 8 ⇒ (3) + 8 = 11
'well that's annoying. I'll have to pull that lock apart later and really figure it out.'

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You can Take 10
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Frustrated with lack of initial, immediate, effortless success, Merisiel settles firmly on her haunches, and begins to methodically attack the uncooperative lock.
take 10 disable device: 10 + 8 = 18

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I've updated the map, but might be a bit before I can describe it.

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This area is bare save for a rickety side table and chair set against the north wall. A set of keys lies on the table, alongside a browned, half-eaten apple, stale crust of bread, and dull paring knife. Ironbound oaken doors lie on the eastern and western walls, and a door-lined corridor stretches to the south. There are 8 black iron keys on the ring, each opening one of the doors in the room, with one key left that does not work on anything.
Can I get two Perception checks from everyone.
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