| Adelina Ducat |
"You don't want to keep your ring?" the half elf asks curious. This haul isn't enough to settle down far away on, so she it seems is stuck helping out further. "What should we expect in this former safe house of these... Ravens?"
| Adelina Ducat |
"You don't want to keep your ring?" the half elf asks curious. This haul isn't enough to settle down far away on, so she it seems is stuck helping out further. "What should we expect in this former safe house of these... Ravens?"
| Imperia Tanessen |
Spellcraft: 1d20 + 6 ⇒ (5) + 6 = 11
Imperia takes the bracers, intending to examine them further at another date. The knife she pushes towards Adelina and then glances at the men. "Anything here which appeals to you gentlemen?"
Shamelessly taking advantage of the fact that she has magic! :)
| Adelina Ducat |
Looking at their companions, and after a brief pause when she realized Imperia mispronounced her name, she decides "If you would allow it, I'll go with you." sleeping in the same quarters with someone how feasted on a person makes her a bit nervous.
| Khor Feynn |
Khor finishes to eat-eating any leftover in the process-and then gets into a room for the night, blocking the door with a chair for safety
Never trust anyone...even if they look like a ragtag of losers.
He prays to his dark goddess, and swear to wreak havoc on the weak and the rich alike.
| GM Kobolum |
The next morning those of you who left gather back at the Long Roads Coffeehouse. As promised Laria offers you all a breakfast of morning baked goods, carrots, and coffee.
“Just because I offered you a free meal doesn’t mean you shouldn’t eat anything healthy,” Laria says if anyone questions the carrots.
The Long Roads Coffeehouse quickly gets busy with a morning breakfast rush, which Rexus explains is students of the nearby Alabaster Academy and Lady Docur’s School for Girls getting breakfast before their classes.
It’s not hard to understand why she gets a good breakfast rush. Her baked goods taste fine but her coffee is clearly well made. Those of you who have had coffee in the past can tell that this is good quality.
| Imperia Tanessen |
Before going to Long Roads Imperia will send a servant to the jailhouse where Adelina was imprisoned, with instructions to reclaim her gear and 10gp for bribes as needed.
(Hopefully with gear recovered) She declines breakfast, but sips on a cup of coffee and apparently enjoys it, given that her mouth actually quirks into a smile - briefly.
"So. Is everyone ready?" She asks.
| Khor Feynn |
Khor looks for some more filling breakfast..Something with more meat in it.
He tastes the coffee.
Not too bad..
He seems more interested in the young flesh that comes and goes in the house, and he spies them with glutonnous eyes, nostrils flaring
Spells:Orison (3) Bleed, Detect Magic, Resistance
L1 (2): Cure Light wounds, Shield of Faith
| Adelina Ducat |
Adelina's total indentured servitude just went up more, she understands with a wince. Still breakfast is nice, eating more than her share as a street kid was taught, eat what you can when you can or die.
"Ready" after stuffing the last carrot in her mouth as quickly as she could, when Khor was distracted staring at the students.
| GM Kobolum |
The trip to the Fair Fortune Livery is boring. The streets hustle and bustle with activity, from children playing to grown men and women going about their day. Barzillai’s proclamations have clearly not had enough of an impact to affect the ongoings of the city streets—yet.
The livery’s front door is locked shut and chained, but so loosely that you can likely squeeze through with some effort. DC fifteen Escape Artist check.
| Khor Feynn |
Khor looks at the chain, testing its resilience, always ready to use violence and might to get an answer to any problem, but cunning enough to know when smartness and deception are better.
Can anyone of you get through?
| Adelina Ducat |
"Pardon me, please" Adelina asks the intimidating half orc, slipping past him to kneel at the lock. "Can you block me a bit from view? And Keep an eye out for guards, if you would."
perception for traps: 1d20 + 8 ⇒ (17) + 8 = 25
Then slips her picks out of their hidden pocket, slightly humming as she works.
disable device: 1d20 + 9 ⇒ (14) + 9 = 23
other rolls in case you need/want them
stealth to mask what she is doing: 1d20 + 8 ⇒ (17) + 8 = 25
escape artist if none of that worked: 1d20 + 7 ⇒ (4) + 7 = 11
| GM Kobolum |
Adelina is able to unlock the lock. This aged stable leans slightly to one side, its roof precariously propped up by aged wooden walls. The air reeks of stale urine.
The stench is likely caused by the dogs, who have started to come out of the stalls to bark and growl at you, prowling towards you with lips curled back and teeth bared.
| GM Kobolum |
Imperia Tanessen initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Johnny Mash initiative 25
Khor Feynn initiative: 1d20 ⇒ 17
Rexus Victocora initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Mastiff initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Mutt 1 initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Mutt 2 initiative: 1d20 + 1 ⇒ (8) + 1 = 9
In total you see three dogs growling and ready to charge.
You get the first move. It looks like Adelina and Imperia aren’t doing anything and Khor has ready an action. Johnny, what are you going to do?
| GM Kobolum |
Johnny is easily able to smash one dog to the ground with little trouble. Another dog charges at Khor trying to bite him, unfortunately for him, Khor is able to easily brush off the dog with a swing of his scythe. The third dog, seeing the other two dogs get brutalized, barks wildly and runs away into one of the stalls.
The dog Khor hit with his scythe is able to get up but instead of trying to get revenge he barks and runs away. It’s clear that his retreat is a much more strenuous one.
Well that was quick. You have two dogs who ran away. One on the floor not dead but clearly not getting any better. And you also now have a map you can use to look at the area.
| Adelina Ducat |
Leaving the others, after silently thinking she is glad they are on her side, at least for the moment, to do the methodical search at the front, Adelina will go as quietly as she can to the back door and listen to make sure there isn't any commotion being raised.
stealth: 1d20 + 8 ⇒ (1) + 8 = 9
perception: 1d20 + 8 ⇒ (11) + 8 = 19
| GM Kobolum |
Adelina doesn’t hear anything.
Broken desks, scuffed tables, and torn chairs crowd the thirteen horse stalls, all of which are covered with a healthy layer of dust. A grated-off alcove along the southeast wall seems to house the only relatively intact wares in Johnny’s eyes.
Imperia, After several minutes of searching, notices a set of strange little tracks that look like clawed baby footprints crisscrossing the floor, desktops, and cupboards. Knowledge (nature)
| Adelina Ducat |
She gives a heavy and prolonged sigh. She knew that, just hoped Rexus was an idiot.
Then she'll check it for traps, and get to work opening it... if Johnny doesn't rip it off the hinges first.
Johnny, you're there first. If you want to take a strength check before she tries, please feel free.
Otherwise she'll take ten on both tasks, perception and disable device. If taking ten does not work on disabling she'll take twenty.
| GM Kobolum |
Try as he might Johnny can’t bend the iron bars of the gate, even the ones that are already bent to don’t band an inch, meaning they were likely made that way.
Adelina is able to open the lock on the gate after a minute. Once the gate is open anyone who walks past it notices that one of the walls seems to be hanging open and any close inspection shows that it is actually a secret door barely hanging on decayed hinges and clearly noticeable once you’re up close.
Beyond the door is an old workroom housing numerous old slaughterhouse tools, veterinary equipment, and woodworking tools, all of which are covered with a thick layer of dust through which strange tracks and patterns have been traced. Heavy mallets, crumbling ropes, and tools for restraining animals hang from pegs in the walls or rest atop leaning tables. To the southwest, a trap door sits ajar, propped open by a block of wood.
| Adelina Ducat |
Adelina doesn't usually get asked to look for traps in open doors, but she agrees it does look a little suspicious. So concedes, to look around the room and at the trap door. She can't see too far into it though, as it is dark.
perception: 1d20 + 8 ⇒ (14) + 8 = 22
if there is anything to disable: 1d20 + 9 ⇒ (1) + 9 = 10