The World's Most Interesting GM |
Innkeep will have the workman's dinner along with a place in the common room for the night.
After paying for the food goes and sits in the far left corner to eat while attempting to eavesdrop on any conversations from the nearby tables.
Unfortunately, the man on the stage is making it difficult to overhear much of anything. Though the things being offered seem like quite a good deal--Arathorn has hopes and dreams after all.
"Thank you my good man. I will have an Ale, the workman's Dinner and a bed in the common room."
Hallimir places 1GP on the bench for the bar keep, takes his food and joins the others at a table. Listening in on local conversations where possible whilst eating.
1d4 ⇒ 3
Hallimir can over the course of three hours of time, Hallimir chats up some of the locals and comes back with the following bits of information:
“We were visited by Folloch Teag (may he climb forever) a priest of the Great Razmir. He has given our lives meaning and shown us the freedom we can have by giving the opportunity to chase our dreams along a simple 31 Step dogma. Would you like to know how? It doesn't cost very much to get in on the bottom step. If I could get your names I could sponsor you at the sermon tomorrow.” Says one fervent man.
Razmiri all wear identical masks to conceal their identities, but the material the masks are made of denote one’s position in the clergy: gold is above silver, and silver is above iron. Teag's is apparently made of iron.
"Folloch Teag (may he climb forever) has entrusted us with a sacred task." Says a dusty looking stonemason in overalls. "We must erect a magnificent monument worthy of Razmir’s greatness!”
Blane Bonesnatcher |
Blane taps on hallimir's leg and whispers in his ear.
"ill take a place in the common room if available a hunk of cheese and a pitcher of whiskey." blane not taking his hand out of his sleeve drops a gold into hallimir's hand. Then heads off to sit with his companions.
As blane keeps hearing about these "31 steps" he again taps on hallimir and speeks to him "what in the bat s%!* pond are these 31 steps and why do u have to pay to take them."
the whiskey is for everyone but blane will indulge himself to calm his nerves. So and rolls needed for that just let me know.
Hallimir Duskrin |
Hallimir takes the gold piece from Blane, nods in understanding and places it on the bar...
"And another bed for my companion as well as some cheese and a pitcher of whiskey please bar keep.
Once he returns to the table, Hallimir enquires with one of the locals
" So what are these 31 steps that everyone keeps referring to?"
He also enquires over the next few hours as to the location of Folloch Teag (may he climb forever)'s office/lodging/etc.
Abel du Bauch |
Hallimir takes the gold piece from Blane, nods in understanding and places it on the bar...
"And another bed for my companion as well as some cheese and a pitcher of whiskey please bar keep.
Once he returns to the table, Hallimir enquires with one of the locals
" So what are these 31 steps that everyone keeps referring to?"
"Why they are the answer to life!"
Archimeles |
"And everything! Really, how dim are you?"
He also enquires over the next few hours as to the location of Folloch Teag (may he climb forever)'s office/lodging/etc.
"Well the mayor's house of course. Though he often lodges with those in need of additional instruction."
Hallimir Duskrin |
Hallimir nods to the gentlemen in a pondering manner...
"Hmmm, I would have thought that there were more in that case....somewhere around 42 steps seems more appropriate, but I would not presume to correct the Great Razmir. Thank you for your time gentlemen"
Hallimir then ushers the group into a small huddle and whispers
"it may be best if we sneak into the mayor's office and acquire this scepter during the night. I get the distinct feeling that these people would not appreciate us taking it with their knowledge."
Arathorn Vallar |
That is probably the only way to get it without a fight though will probably need to take a look at the grounds before we make the attempt.
Sorry if this is a little brisk busy day at work and figured I would go ahead and post this tidbit before it gets out of hand.
Zaratina |
Refreshed from her bath and finished long before Hallimir finished his socializing with the locals, Zaratina leans into the huddle.
"I suppose. What if he carries it on his person?"
Arathorn Vallar |
Would definitely be worse case scenario with the exception of being stored on another plane but he has to sleep. Though guess the harder option and doubt successful would be a revolt. The only way I could figure that would work is if he has some dark secret backed with proof to turn the town against him
The World's Most Interesting GM |
So is the plan to find the mayor's house and burgle the rod?
Hallimir Duskrin |
"That is an excellent point Zaratina, but I see no real alternative and at the very least we should investigate his residence...who knows how long before we start to fall under his spell.
My vote is wait till it's dark then those of us who can sneak around should attempt to sneak in whist those who are less than stealthy can act as a diversion if necessary.
The World's Most Interesting GM |
"That is an excellent point Zaratina, but I see no real alternative and at the very least we should investigate his residence...who knows how long before we start to fall under his spell.
My vote is wait till it's dark then those of us who can sneak around should attempt to sneak in whist those who are less than stealthy can act as a diversion if necessary.
You folks arrived at dusk so it's been dark a few hours now. Map Updated (slide 1). What's the plan of attack?
Arathorn Vallar |
WhispersWell lets not try to go through the front door. Unless we want to try to distract the guard at the back door is there anywhere to climb to the 2nd floor to enter.
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Are there any balconies that we could maybe climb to on the second floor?
Blane Bonesnatcher |
If we try to go around to the back side we have to get over the fence. And i dont know about you but im alittle short on one end. However i can use charm person if we need it.
only have one use of charm person set to use. Didnt want to give up any of my CLW.
Arathorn Vallar |
How tall is the wall then and are there any hand/footholds to help climb it.
Could cast Create Water targeting over the torches to put them out though not sure how the guards would react to a concentrated rain shower over their torches.
Hallimir Duskrin |
Hallimir sighs and pulls out his grappling arrow and rope.
"or we could just climb the fence. Avoiding the guards all together is probably best. But good thinking Blane....that charm may come in handy if we get caught."
If no-one objects Hallimir will throw the grapple onto the top of the fence around the back as far from the guards as he can.
Please note that it is a knotted rope aswell
The World's Most Interesting GM |
WhispersWell lets not try to go through the front door. Unless we want to try to distract the guard at the back door is there anywhere to climb to the 2nd floor to enter.
Are there any balconies that we could maybe climb to on the second floor?
Yes, see updated map.
How tall is the wall then and are there any hand/footholds to help climb it.
Could cast Create Water targeting over the torches to put them out though not sure how the guards would react to a concentrated rain shower over their torches.
The outer wall is stone and 8 feet tall (Climb DC 20). The manor's first floor is likewise stone and 15 feet tall (walls in most places are Climb DC 25), the upper-story is wood-framed (walls in most places are Climb DC 21).
It is night so darkness is a thing. The ensconced torches shed bright light out to 20 feet, and then dim light out to 40 feet (or 80 if you have low-light vision).
Arathorn Vallar |
Lets go to the back furthest away from the front gates and climb the wall and enter through the 2nd floor balcony. Atticus will stay here and I could call him though that would bring the guards from the front gate. Since he won't be able to get over the wall either way.
Question 2 of us boost someone to the top of the 8 ft. wall to anchor the rope instead of making a climb check in this instance. Also, assuming that Atticus will stay outside the light near the front gate; I did not see a stay trick if I remember right though can make a roll if needed.
Arathorn Vallar |
That was more if a fight breaks out and the guards would probably already be heading towards us anyway.
Since I do not have the Stay trick learned but we are not in combat could I take 20 before we move to "push" him to stay? If not could try the Guard command which he has learned.
The World's Most Interesting GM |
Question 2 of us boost someone to the top of the 8 ft.
Sure, or one person could reach/hop up catch the edge and pull themselves up (DC 15). 8 feet is within most human-sized people's reach.
Since I do not have the Stay trick learned but we are not in combat could I take 20 before we move to "push" him to stay? If not could try the Guard command which he has learned.
Yes, to either.
Hallimir Duskrin |
Hallimir had thrown his grappling arrow onto the wall. If it has a lip on the top that is suitable to catch the hook then it has an effective AC of 5 for the purposes of a ranged attack and I autopass that. So we now have a knotted rope leading over the wall.
Hallimir also has dark vision so I'm all good in that respect
The World's Most Interesting GM |
1d28 ⇒ 12
It is dark and overcast. Also there is very little moon at this time so it really is dark in game terms. Someone want to guide Zaratina, (and Arathorn too while you are out back away from all the lights) to the rope? ;)
Also, overall what's the plan once you're over the wall? Feel free to discus.
Blane Bonesnatcher |
Blane will grab the hands of the people that cant see and put the rope in there hands.
im not the biggest ac guy but i do have a stealth of 7 to where i can sneak up and if theres a easy access for somthing my size i can try to get in and search.
Arathorn Vallar |
Blane can you go watch the guard over on the patio while Hallimir sets the grapple on the balcony above us.
Assuming there are not any lights on in the house really or shadows moving around on the 2nd floor that we can see right.
Hallimir Duskrin |
@blane...I'm pretty sure Ratfolk have darkvision
Noting the darkness in the area, Hallimir leads Arathorn and Zaratina to the rope. Then he notices that Zaratina is carrying quite alot of gear which may impede their ability to remain undetected.
"Before we go over...Zaratina, how quiet can you be?" after a short pause he continues, "It may be best if you stay around near the gate to distract the guards if we need help getting out....the last thing we need to do is attract attention....Arathorn, are you comfortable not being able to see until we get inside?"
My vote is that once we are over, we can look for a way to climb to one of the balconies or find a door or window on the ground floor. I have +8 disable device so locks shouldn't be too much of a problem. Once we are inside, Arathorn can stick to the rooms with lighting and Blane and I can search through dark rooms until we find the scepter.
Zaratina, I recommend hanging around the entrance and act drunk or something to distract the guards if we get spotted...thoughts?
This kind of clandestine situation is exactly what Hallimir was designed for :-).
Arathorn Vallar |
I shouldn't have too much of an issue though if you prefer can watch the one on the patio with my bow if he starts moving. I can see decent if there is any light source nearby just not this complete darkness.
Not sure if it would be better to have more people searching quicker or to limit the number of people moving around in the house.
Takes the rope Hallimir puts in his hands and climbs over the wall after we finish making plans.
Also, I am not going to be able to post again till Sunday afternoon due to lack of internet access.
Blane Bonesnatcher |
yes i have darkvision being a ratkin
Blane can keep an eye on a guard till we find a way into the house.
climb: 1d20 - 3 ⇒ (20) - 3 = 17
hopefully the rope aint to hard to climb
If blane makes it up the rope and over to the other side he will move in the dark to a place where he can watch the guards till we can get in the house.
The World's Most Interesting GM |
hopefully the rope aint to hard to climb
Climb (DC 5) Examples: A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell.
No, it is (k)not. Think of 1960's TV Batman and Robin scaling those walls. You can take 10 if you like, as you are not under any immediate pressure.
My vote is that once we are over, we can look for a way to climb to one of the balconies or find a door or window on the ground floor. I have +8 disable device so locks shouldn't be too much of a problem. Once we are inside, Arathorn can stick to the rooms with lighting and Blane and I can search through dark rooms until we find the scepter.
[ooc]That sounds like a reasonable plan. There do not seem to be any lights on in the windows in the back corner of the house (where most of the party is).
Hallimir Duskrin |
climb: 1d20 + 2 ⇒ (18) + 2 = 20
Once Hallimir is over the wall he takes Arathorn by the arm and makes his way silently over to the entryway and ties the main rear door.
Disable Device, w MW thieves tools: 1d20 + 10 ⇒ (7) + 10 = 17 if its locked
Hallimir Duskrin |
Seeing Arathorn drawing weapons and a shield, he jestures for him to be silent and whispers to him
"put the shield away, we need to be quiet and you will need your hands to search."
Do we gain entry as per the map?
The World's Most Interesting GM |
Seeing Arathorn drawing weapons and a shield, he jestures for him to be silent and whispers to him
"put the shield away, we need to be quiet and you will need your hands to search."
Do we gain entry as per the map?
First off: window. The only doors on this floor have guards standing around them. There's a balcony above you that has some glass door. Second of all you didn't get in with that roll. The latch is simple enough (you could take 10 and get in) and you have the right tools. Assuming Hallimir takes a deep breath and relaxes he gets in on the next try.
Map updated.
Hallimir Duskrin |
Cheers for clarifying that :-)
Having convinced Arathorn to stop distracting him with scords and shiels, Hallimir stops and centres himself befire trying again
Disable Divice, MW Thieves' tools, take 10 :-P: 10 + 8 + 2 = 20
Once the window is open, Hallimir turns to Arathorn "wait here while I see if I can find a candle".
Hallimir then has a look around the currently visible room looking for a candle or dim light source, making sure to stay out of the guards light.
Perception, take 10: 10 + 6 = 16
Stealth, take 10: 10 + 8 = 18
@Blane, are you coming inside?
Arathorn Vallar |
Enters behind Hallimir and crouches by the window hoping he will be able to see a little light to be more than the blind man requiring a babysitter.
Let me know if there is low-light anywhere in the house due to lamps or torches from outside since that would allow me to see.
Stealth, take 10: 10 + 8 = 18
Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Zaratina |
Zaratina slings her shield over her shoulder and very slowly and very carefully makes her way up the rope over the wall. Once on the other side, she waits for guidance.
Climb, ACP, Blinded, Take 10: 10 + 8 - 2 - 4 = 12
The World's Most Interesting GM |
Having convinced Arathorn to stop distracting him with scords and shiels, Hallimir stops and centres himself befire trying again
Once the window is open, Hallimir turns to Arathorn "wait here while I see if I can find a candle".
Hallimir then has a look around the currently visible room looking for a candle or dim light source, making sure to stay out of the guards light.
There are a number of removable wall lamps and candles scattered about the room that you could use. Who brought tindertwigs? ;)
Hallimir Duskrin |
:-) all good
Hallimir removes one of the the candle lamps from the wall and lights it with his flint, shutters the sides and sneaks back over to Arathorn.
Note that a lamp only casts candle light over 1-3 adjacent sqares when shuttered
"Here Arathorn, take this and start searching....but make sure your quite."
As he hands the lamp to Arathorn, Hallimir notices Zaratina climb over the wall and heads back outside to help her.
"Zaratina....how quiet can you be?"
So @GM...how do you want to do this....perception checks for each room or are you happy if we take 20 for searching?
Arathorn Vallar |
Thanks Hallimir and doubt it will be on this level. I expect it will either be close to Teag or in a vault. Will search this room if you want to scout a little since you are most suited.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Will just take 10 for stealth unless you want me to roll GM
Zaratina |
Zaratina tries to move as quietly as she can through the dark to the balcony, and then she climbs the rope.
"What?" she whispers to Hallimir.
Stealth, ACP, Blinded, Take 10: 10 + 2 - 2 - 4 = 6
Climb, ACP, Blinded, Take 10: 10 + 8 - 2 - 4 = 12