Roscoe opens the door and a great crash and clatter rebounds throughout the building. As the dust settles in front of him, it appears a pile of junk had been resting precariously against the door, perhaps to raise such an alarm if the door were opened.
Everything that isn't just bare floor is difficult terrain until you clear the boxes to the west. The boxes provide soft cover for ranged attacks and spells, but dont completely prevent you from seeing into the room. No climb check needed to get past them.
Tracking stuff and things wrote:
*** Round 7-8 *** Bold may act
Light Blue (Concealed)
Pink (Delay)
Blue (-24?, Delay, Restrained, Prone)
Green (Delay, Restrained)
Roscoe (40/46)
Towerr (83/83)
Round break
Mason (53/53)
Aericc (58/73)
He sees well dressed human man with blonde hair, clutching what looks like a small lock box. The man appears confused by Mason's words and responds in a language Mason doesn't understand. Mason doesn't think this man matches the description of Droan as he is supposed to be dark haired. Mason feels this man is attempting to be evasive.
Towerr closes the distance on the door. Blue cowers away as the Automaton approaches but persists in not following verbal only commands. As the Automaton raises his weapon to try battering the door down, Blue flops on the ground and wails, "Call your golem off!!" while trying to protect his vital bits by curling into a ball.
Towerr assaults the door, but his battering is insufficient to gain entry.
There is a -2 penalty for not using a pry-bar or similar impliment. But even without that penalty, a 27 would not be successful. It's not impossible. But you may want to consider adding bonuses to the roll to make it successful.
"I see your lips is movin' but I don't hear nothin' bud. I don't know what you want me to do." Blue says, then adds in a whisper, "Gods he must be thick headed. How many times I got to say it?" "
You can keep your hero point. There really aren't any success conditions from a Diplomacy check in mid-combat at this time, so failure doesn't matter either.
Green flinches away from Aeric as he approaches, "Don't hurt me! I said I surrender!" but Aeric takes one of his outstretched arms and places the manicles around his wrist. Green doesn't resist, (Mechanically the check to restrain goes unopposed, so we'll treat it as an auto-crit.) and Aeric is able to finish the binding, moving Green out of the way. Green then delays.
Blue, seeing his ally taken into custody peacefully, looks expectantly at the rest of the Agents and says, " Do I get that treatment too, or are you gonna keep trying to kill me?" Blue also delays.
Towerr's attempt at diplomacy appears to fall on deaf ears as it has no effect on their behavior. They continue to carry on about the unnecessary, inappropriate, and illegitimate brutality they are facing.
So skill checks are supposed to be 2 actions in combat, but this is more a visual check, like a perception check. I'm only going to count it as a single action. Roscoe will still have 2 actions remaining. I am going to apply a negative, like cover, because these two guys are blocking a lot of the view.
From Roscoe's vantage point, it's difficult to determine the details.
Mason speaks some words at the opponents, who both act like they can't hear him. "Sorry mate, cant understand you? Guns too loud. We've gone deaf." One of them says in an obnoxiously loud voice.
Mason's shot sails past them, splashing against the locked door. Blue and Green both flinch, but dont move. They begin shouting about Police brutality and how they've "already surrendered" and "why they're being shot at?" The acid begins to sizzle and bubble, a sure sign it has begun to do it's job. Mason is not sure how effective it is.
Crafting check to determine the condition of the door, if anyone is curious.
Blue is struck twice by Towerr's thrown spear as the Automaton closes in.
Blue steps forward and shoves Aeric in kind. Then reaches into his pocket and pulls out a small piece of metal that resembles a lock pick.
◆Step
◆ Shove:1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24
◆Manipulate/Draw
Green steps over to block the doorway with blue and takes the pick from Blue. He shoves it into the lock and breaks it off inside the lock, effectively jamming it.
◆Step
◆Manipulate/Draw
◆Jam lock
With a nod to each other they drop their weapons as a free action and raise their hands above their heads.
Aeric moves in to cut of escape.
Blue and Green had readied actions to move towards that rear door if any of the agents became adjacent to it.
◆Blue and Green move to flank Aeric.
Towerr steps into view and throws his spear. With some skill, he's able to strike both targets before it returns to him. Orange is severely wounded but remains on his feet. Purple falls.
◆Orange drops the sling and draws a club.
◆Then steps towards Towerr,
◆And tried to strike him.
Mason opens the door and finds the fleeing yellow from outside as well as two more ruffians (Orange and Purple). The agents also detect two more (Blue and Green) which appear to be trying to hide behind various bags and bundles and wooden shelves scattered around this large rectangular room, all of which threaten to topple over.
Any creature adjacent to a shelf can use an interactive action to topple over its contents into an adjacent square. This does no damage, but makes the affected area difficult terrain.
When the door opens, Yellow, Purple and Orange all have readied actions which are triggered. They each fire a sling at the first target in the open doorway, which in this instance is Aeric.
Sure, we can call it a successful aid on the second check bringing it to a 20 which would be a success. The previous was a crit, so that makes all three needed to unlock the door. Let's assume, for expediency sake that everyone delayed. Action economy wise, Aeric used 2/3 actions in the first round to pick the lock, crit success. I'll allow a roll over of the 3/3 action from last round and 1/3 of the next round for the second attempt, leaving Aeric with 2 actions this round. Mason used a single action to aid, leaving him with 2 actions to use this round as well.
Aeric, with a helpful tip from Mason, unlocks the door. The door is unlocked, but still closed.
Lockpicking in 2e requires a certain number of successes based against the DC of the lock which is determined by its quality. In combat, lockpicking requires 2 actions to make an attempt. Since it took you 2 actions to get there, you won't have enough actions in this round to successfully make the first check. I will allow you to "bank" this third action and use an additional action next round to make up the 2 you would need, or you can change your single action to a Perception check to determine the quality of the lock and relative DC plus number of successes required.
I'm going to remove some of the fallen from the tracker to reduce clutter and rearrange for clarity and streamlining. If anyone intends to go after Green, let me know. Otherwise I'll remove him as well. Spoiler alert, I'm probably going to re-use those colors in the near future.
Towerr moves forward purposefully, takes out the dog in one hit, and continues forward.
Green finds himself alone, facing several capable opponents and dashes off into the night, yelling "Help! Help! These maniacs dressed like guards attacked me while I was out walking my dog! They killed my poor dog! Somebody help!"
All three actions used to flee a total of 75 feet. 60 of it off the current map. You can pursue if you choose, as his yelling will make it easy to track him. Ranged attacks from your current position will be impossible as you don't have line of sight. Or you can turn your attention to the building. Or something else I suppose.
Tracking stuff and things wrote:
*** Round 2 *** Bold may act
Mason (53/53)
Aeric (67/67) Red (-30]
Yellow (?)
Roscoe (40/46)
Pink
Towerr (83/83)
Blue
Green (-8, Fleeing)
Perception:1d20 + 7 ⇒ (15) + 7 = 22
The dog slows, nose to the ground, and picks up Mason's scent. Charging after, it eventually catches up to the agent, but not before Mason was able to rendezvous with his companions and prepare them for the dogs arrival.
The agents and Muckrukers arrive in the area of Droan's textile business. They observe, just as Ziraya said, four humans and two dogs near the south door. It appears two of the humans (Red and Blue) are unloading a wagon (Orange rectangle), while the other two humans (Green and Yellow) plus the two dogs (Pink and Purple) keep watch.
Mason attempts to lure away the dogs with a showing of canine bravado.
There are two known entery ways. One on the east wall and one on the south wall. Seeing as it's on the water, and it was once an import/export business, there is probably some kind of door facing the water, but the Muckrukers aren't certain.
There are usually four humans and two large dogs that cover the exterior at night. There's a pretty good estimate of at least a dozen others inside, including Droan and the bugbear Kepsi. Unfortunately the interior layout and the bad guys locations inside are a mystery.
I think we'll go with smuggling or Percen Droan. So you can do both but only get the +1. The overlap might be cheesing a bit much, but dependingon what you are rolling i might apply a temp circumstance bonus at the time.
"Youre welcome to do your own reconnaissance, but you also risk tipping them off they're being watched. I could sketch the lay out as we know it, and mark locations of the bad guys and their know patrol routes instead. It's up to you, you're the professionals. But yes, once you enter well cover the exits and nab anyone trying make a break for it. These guys aren't fanatics, just low level criminals. If it seems like a losing scenario, they're more likely to cut and run instead of fighting."
The agents make their way to Stilt House, the headquarters of the Muckrukers, in the Puddles. Shortly after their arrival they are ushered in to meet the leader, Ziraya al-Shurati, a human female. Roscoe introduces himself and his compatriots and explains why they have come.
Ziraya breaks out in a wide grin, "That's wonderful news!" She proclaims, "I had cleared it with your Seargent to ask for your help if you made it this way and here you are!"
She quickly describes the task. She has been working to locate a group of smugglers run by Percen Droan. Droan operates a dockside textiles business during the day. At night there are a number of tough individuals on the premises. Ziraya was able to obtain this information from the daytime laborers but not much else. The laborers are very fearful of retaliation from the cruel bugbear overseer. The building was once a import/export business and is made of sturdy materials that won't be breached easily. She knows of two separate entrances, a front door and a larger side door. The plan is to conduct a night raid and capture Droan alive for questioning. The toughs are of little consequence, so if they perish during the raid, she isn't concerned. Kepsi, the bugbear may know information, but probably nothing the you couldn't get from Droan.
As the Muckrukers aren't an official police force, Ziraya wants the Edgewatch to take the lead with them filling in as a support role.
Person Droan is rumored to be involved with smuggling somewhere in the Puddles. What he smugglers and to where is unknown to you. With two leads about smuggling in the Puddles, you suspect a correlation.
It's likely the petty vandalism at Orvington is a tactic to 'encourage' Uthrar to pay back what is owed. Proving Chadraxa's involvement could be difficult. You surmise that if you tell Orvington about the debt and encourage him to pay it it will end his troubles and he can worry about Uthrar himself.
Roscoe finds Chadraxa hard to read. It's not evident whether she is being forthright, but she definitely wants him the believe she is.
Roscoe doesn't recall anything to do with the name Percen Droan. It's likely, based on the conversation, that Droan operates in the Puddles and therefore isn't known to the agent, having not spent much time there.
"Oh it's good. And to sweeten the deal: when you talk to Ziraya tell her to keep an eye on Percen Droan. He's a rather well connected nefarious type. And if you get the chance to look in his office, pay special attention to the globe he has. Really interesting geography if you catch my meaning."
"You guys been by Orvington Moneychangers?" She asks with barely contained laughter. "His boy Uthrar owes me. Up to a hundred gold with interest. I've never set foot near that place, but once I'm paid back I'm sure those 'accidents' ought to clear right up. Believe you me." She giggles.
"But word on the street is you all are looking for some bank robbers. Am I right? Of course I am. I may have some information that could help you. But one hand washes the other, yes? Well this hand has had some trouble in the Puddles with the Muckrukers. You clear that up with them and obtain me some written permission to resume business there and I'll respond in kind. What do you say?"
I'll accept a Diplomacy check to negotiate with her.
The building that stands at the listed address is a ramshackle affair that is seemingly held up and in place by the buildings that surround it. There is a heavy iron studded door with steel swords crudely welded across the windows acting as protective bars. The door has no outward handle, just a brass knocker below a narrow sliding panel that seems to only open from the inside.
Roscoe works the knocker shortly after the agents arrive. After a few moments, the sliding panel opens, revealing a pupilless golden eye. "What do you want?" a gruff, impatient voice asks.
After Roscoe identifies himself and his colleagues as members of the watch, the voice's demeanor changes to one more conciliatory. After the sound of a half dozen locks being opened, a fast talking hobgoblin opens the shop door wide, allowing the agents inside. "Of course, respectable members of the constabulary such as yourselves should have spoken up sooner. Come in, come in. Let's have a chat and see if we can't work matters to everyone's satisfaction, eh?" She grins, revealing a shiney silver tooth.
The interior of the shop is dingey and as ramshackle as the outside. In the back, above the counter hangs a hand written sign that reads "Today's Rates" and a list of numbers below it.
Gilel describes the mechanism again. I literally have nothing to give you here. The "writers" didn't bother to provide details for the clue to be found at this location. I don't want to make something up to send you all on a snipe hunt. Imagine a Macey's Thanksgiving day parade float that somehow portrays Aroden raising the Starstone from the ocean made of mundane everyday materials.
"No, nobody. That's why I thought Elsimara did it. She's the only person who would have a personal vendetta against me. But now that you point out the damage to the door, I'm beginning to reconsider. You're right. It's almost as if something very large and/or strong broke it down. I don't think she's capable of that."
Observing the exchange between the two agents, some of the elf's resolve falters. "Yeah sure it looks like <Insert unprovided details here.> I'll wait here."
Roscoe spends some time in concentration, casting spells. The two men stand by, watching curiously. Finally the agents returns his attention to the here and now.
Roscoe:
You find no evidence of magical involvement with the door. It appears to have been broken with great, but mundane, strength.
The elf scrutinize the wreckage for a few moments, then says "Huh... it looks like the mechanism I made to look like Aroden raising the Starstone from the ocean is gone. I wonder why anyone would take that? It's not like there was a prize or anything."
It's not a detail that they felt relevant to write into the adventure so don't base any conclusions you draw on timeliness. In my experience detectives, that's the role you're currently working, usually follow up on an initial report within a weeks time. Normally you all would be taking the initial reports but you've been thrust into this more advanced role because the more seasoned detectives are busy with the higher profile crimes.
"I walk this way between work and home everyday. I'm not sure where Gilel was because I didn't see him until he was almost on top of me. It happened right where we were when you lot walked up. Just there out in front of the tannery. Luckily Ysen was right there with him. I'm not sure what he wouod have done if Ysen hadn't stepped between."
"My name is Elsimara. And I just told you what happened. I was walking on this public street, minding my own business, and Gilel accused me of doing something to his float. That's it. Make sure you get that written down in your notes so you dont forget again."
"Fine...but keep an eye on her. She's not to be trusted." the male elf says, then the two husbands lead Roscoe and Towerr through the alley to a door which leads to a large interior room containing the remnants of a float.
Towerr observes the door appears to have been forced open with tremendous strength. Likely not from the himan female outside, unless she used some sort of magical enhancement.
The float itself is a burned out wreck. But Roscoe notices that, though not having seen the finished product, it appears some parts are missing, or not all the debris he would expect to see is present.
Outside, the human woman steps aside to speak with Mason and Aeric. "I had nothing to do with this. I was just walking by, but because I used to date Ysen, Gilel wants to blame me for whatever happened back there. I'm just in the wrong place at the wrong time."
"And leave this harpy here!? Alone!? With my husband!? No way!! That's all part of the problem! You don't know ow anything! Stop being useless and take her away!" the male elf says.
"Now now babe... just relax and let these guards do their jobs." the human male says.
"Harpy?! Harpy?! If I'm a harpy, then you're a banshee with your shrill screams!" the human woman says.
The human woman and the elven man lose interest in the presence of the agents and begin staring angrily at each other and volleying additional curses at back and forth.
The three turn their attention to the agents and the male elf exclaims, "Oh good! Arrest this woman! She destroyed my float for the parade! "
The woman scoffs indignantly, "I did no such thing! I didn't even know you had a float until you made your baseless accusations. I want you officers to arrest him for harassment! And... and... defamation!"