
Sentis Spinis |

The young half elf looked at Doc's contraption with wide eyed wonder and hesitated to take the dwarf up on his offer of 'Pull levers an' push buttons'.
Edited - ready to move forward DM VoV

DM - Voice of the Voiceless |

One evening after a few days of R&R Blaze receives a message from Holmburg to come and see him in the morning. An uneventful night passes and the squad heads out towards the inn which he rents a room above. Kalabuto is quiet and clear this time of the morning and you make good time and are soon drawing up to the inn.
When you step within the tap room the barkeep greets you tiredly. With a smile he bids you "Morning mates, the scholar was right excited yesterday... even bought some hard liquor for the first time since he's been here. You to see him?"

DM - Voice of the Voiceless |

All bar Sentis move within and any talk of broken glass offered to the barkeep is met with a puzzled expression "You sure - we haven't heard nothing" and when you ascend to Holmburg's room it certainly appears normal from the outside. The door shows no sign of being forced, and you cannot hear anything within the room.

DM - Voice of the Voiceless |

As the door is drawn open, you find the room's interior is similarly cluttered with papers and books and artefacts and leftover food - much the same as it normally is... but there is a distinct lack of Holmburg. The broken window has spread cheap glass over the room's floor that crunches beneath your feet as you walk.
A clear space has been made in the room's center and a solitary chair placed within it.
Apart from the entry chamber there is a bedroom to the back. The bed covers are drawn back and mussed indicating that someone had slept there last night. Checking the sidetable by the bed you find Holmburg's eye-glasses and purse.

Drannigan "Doc" Piper |

Doc raises an eyebrow at the scene. Once it becomes clear the Holmburg isn't in the room, he raises a stubby hand. "Hold up, Wolves. Don't mess nothin' up. Let's jus' look around a sec, see what the room tells us."
Doc is playing amateur detective. He's not the most observant, but he knows what questions to ask.
"Dark, if ye still got that Keen Sense potion ah made fer ye, drink it. Ah need ye t' look fer footprints an' anythin' else that's outta place. Ah wanna know how many folks were here, an' 'bout how big they were."
"Grusk, Kaavel, go back outside an' scurry up onta th' roof. Look fer anything that don't look right, shingles knocked loose, gutters pulled down, that sort o' thing, an' look fer the route they might have taken t' get up an' down. Ye might find rope marks on the ledges. They had t' git him down somehow. n' see if there's any roofs close enough t' move across."
"Sentis, c'n you an' Baran see if ye c'n git a scent offa anythin'?"
Doc's going to see if he can extrapolate anything from the obvious stuff, like which direction the window shattered in, and if the chair had ropes tied to it.

Darkbiter |

Dark also has scent.
"Still have it here somewhere, suppose now is as good a time as any." Dark will quickly drink the potion as he starts to examine the room not only with his eyes, but all of his senses.
Perception 1d20 + 11 + 2 + 2 ⇒ (10) + 11 + 2 + 2 = 25(favored enemy: human, and keen senses)
Survival 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12(favored enemy: human)

DM - Voice of the Voiceless |

The window was definitely broken inwards, judging by the spread of glass. The key to the front door also remained within the lock on the door's interior.
Although Blaze doesn't detect any magic, the fact that the broken glass was not heard leads him to suspect the use of some kind of dampening spell to muffle sounds.
Dark's nose picks up a well ingrained scent of Holmburg, but also a couple of fleeting traces of other notes. A hint of flayleaf - an addictive drug - and also a delicate scent he finds difficult to place. It is wispy and enticing, perhaps a perfume of some kind? There are no overt tracks within the room apart from those that could be connected to Holmburg, but Dark does see some smudging that suggests cloth wrapped feet in a few points around the room.
Kaavel's inspection of the roof shows some dislodged shingles leading from the room to the far corner of the building... almost as though a body was being dragged. The building's corner drops into a cul-de-sac which is unable to be seen from the street, though Kaavel can't see any signs of wear on the gutters or points where grapples were set.
Lastly you scan over the books and papers and though you find most of them present... though the book from the place where Thronebound was interred is missing.

Drannigan "Doc" Piper |

"A magic check, Boss. An' run interference for us if someone downstairs gets nosy." Doc says to Blaze just before he starts carefully moving around the room.
Int check: 1d20 ⇒ 16
Appraise: 1d20 + 10 ⇒ (9) + 10 = 19
A bit later after getting reports from everyone, Doc nods. "Looks pretty straightforward t' me. They came in through th' window, tied 'im t' th' chair an' questioned him hard 'nough t' bleed 'im, an' dragged 'im out th' window t' that dead end Kaavel spotted."
"Ah bet a night wit' Grusk's mom tha' if we head down t' that dead end, Sentis 'll have a scent in less 'n two minutes."
purposefully not revealing the results of the checks yet. It's more dramatic that way. :)

Sentis Spinis |

Sentis knew their worries were correct when Kaavel came out onto the roof to investigate. He followed him from the ground around to the cul-de-sac and guessed theyd found the drop spot. He cautiously moved in to look for clues as to what happened. He adopted the senses of his wolfen brothers and used the inherant magic to alow him to speak with Baran. He yelled to the others before getting started.
Im guessing the old man is missing! Can you throw something down of his so we can compare the scents?

Grusk II |

"Kidnappin fer sure, someone spent some money, spells aint cheap, an had they wanted him dead they could ave jus killed em. I bet a night wit Doc's dad tha people err wantin him as their own translator."
Appraise
1d20 + 1 ⇒ (18) + 1 = 19
Looks for interesting items and pockets any he finds.....

DM - Voice of the Voiceless |

Sentis is able to find the same scents that Darkbiter did above. He is also able to note that the scent of the flayleaf intertwines with Holmburg's odour - while the perfume is distinct. The scent leads away and down a side alley further from the inn.
Follow the scent?
Grusk casts his eyes around the room and finds some old trinkets and coins that look like they might be worth something to a collector.

Sentis Spinis |

With the noticable scent of flayleaf prevalent in both the room and the cul-de-sac; the Wolves had found their trail. Sentis put Baran on the trail and used his heightened senses to follow it as well.
Survival: 1d20 + 14 + 4 ⇒ (15) + 14 + 4 = 33

DM - Voice of the Voiceless |

Team Green sets to task following the minute traces of scent and drag signs as they follow a haphazard route through back alleys - keeping far from the main path where eyes could see. After ten minutes of tracking, the trail leads to the foot of a two story building, where the trace vanishes upwards.

Memluk "Blaze" Seljuk |

"Good idea. I'd rather not break into a place just yet." He pauses, thinking.
"However, we all don't need to go. Team Green, since you all led us here, you guys need to make sure nobody leaves. Cover the obvious exits, and move in some small patrols. Nothing too big, as we don't want our target slipping by ya. Doc and I will go try to find out who owns this place"

DM - Voice of the Voiceless |

Circling the building you find it to be a leatherworkers workshop, though closed for the day. There is only a single entrance which is locked with a cheap padlock. From what you can see externally, there does not appear to be anyone within... though Sentis' sharp eyes notice some damage to the roof immediately above where the scent was lost.