
TGZ101 |

What sort of check to try and identify the strange smoke coming from the tower?
Perception DC 20:

Dagobert the Luckless |

Perception on weird cloud (DC20) (1d20+4=15)
"Probably something odd about it, but I can't put my finger on what."

Dannad Bumbleroot |

"Am I good with locks, 'e says...."
Grinning, Dannad produces a rolled up felt pad held closed with a leather belt. After kneeling by the gate he unrolls the felt, revealing a kit of well maintained tools.
"Let's see...."
He looks intently at the lock before he begins picking up tools, the first thing he goes for being a small oil spritzer. Oiling up the cylinder to ease his job, he returns the oil to his kit and picks up a tool with an flattened, elongated L-shaped head. After sliding a torsion wrench into the cylinder he picks up a half-diamond pick and a medium hook with his left hand.
"Seems to me like this is a Bramah that's not seen so much as a lick of maintenance in a score o' years. They were a good lock in their time, and can still be pretty considerable now. Not as good as a Zoref or a Yale, but still better'n I would've expected. Now, that's considering it'd been maintained as it should have been."
He slides the hook in and begins to tease the pins one at a time to get them to their shear line, leaning close to listen to the lock while feeling the individual pins through the tools.
Thievery 25 to open the lock.
Listening closely, he hears a click after a couple of minutes of work.
"Can I pick a lock. Can ye tune a lute, Gil?"

TGZ101 |

Dannad puts his small hands into the demon's mouth and finds the lock to be extremely difficult. He barely manages to lift the last tumbler and avoid the deadly poison trap located inside. The gate swings open allowing easy access to the rest of the alley.
Peering down its length, you see a set of wooden double doors on the left hand side. Slightly further down you see that the alley takes a slight bend to the left. That is all you can see from the gate.
500 easy XP from the bypassed traps + 15% PBP bonus for 575XP. Anticlimactic perhaps, but experience none the less. Current individual total is 229XP.

Kenneth |

Dagobert the Luckless |

Dagobert tuts at the sight of the miserable rodents. "I'm doubtful I can do much for them really. Put them out of their misery, maybe. I call that pitiful. Now then. Where next? I've a thing or to do say to this Beggar King when we meet."
He stays unobtrusively out of Vandis' long reach, having no mind to have his clothing pulled about again.

TGZ101 |

Wherever the miasma droplets pool on your skin or clothing, a dark stain is left in its place. Small holes also start to appear in any untreated cloth. It is very slow, however, and does not cause any discomfort other than a small itch
Where is everyone moving to? Refer to the map I posted earlier, but the gate is no longer closed. Also keep in mind that the light is VERY dim right now.

TGZ101 |

From his vantage, Dagobert just sees more of the same. Foul smelling water flows past his feet and out the gate. The strange miasma seems to react with the alchemical components of the sunrod, causing it to flicker on and off. It still manages to remain lit and bright.
Those staying behind see nothing other than the shadows cast up ahead by Dagobert's sunrod.

TGZ101 |

As you reach the bend in the alley you see several things of interest. The wall to the right of you is covered with jagged, rusty nails. (The one next to the brown rooftop area) At the end of the alley is a fountain where the miasma seems to be coming from. There is also another wooden door across from it on the left. There are also two sets of windows; one straight ahead, and another on the left. Both sets of windows are about 10-15 feet up.
I also need perception checks from everyone.
Still waiting for word from Samael. Sent him an e-mail this morning but haven't heard back yet.

TGZ101 |

Perception DC 18:
I'm going to give Dannad and Samael a few more hours then I'll be rolling their perceptions for them and moving on. Still no reply from Samael via e-mail.

Dagobert the Luckless |

"Errm,"
Dagobert draws the group's attention to the fountain.
"I'm not a chap to cause needless alarm and despondency, but this fountain is very unpleasant. Well, obviously, really. But maybe more unpleasant than raw sewage is making it. The smell's putting me off a bit. Can one of you take a look?"

TGZ101 |

Samael's Perception 1d20+9=11
Samael's Initiative 1d20+3=10
Just as Dagobert begins speaking, a handful of humans wearing leather armor and carrying large, weighted nets pop up on top of the ledge. They look as disheveled and unkempt as anyone in Smoke, though their eyes are alight with fervor.
"You ain't fences and you ain't beggars!" shouts one.
"Truss 'em up for the Beggar-King!" shouts another.
UPDATED MAP (Refresh browser to load updates)
Updated Hit Points
Initiative please! Those who made the perception check will get to act in the surprise round.
The sentries are 10 feet up on a ledge overlooking the alley. It is a DC10 Athletics check and 4 squares of movement to climb up on the ledge, but the nails do 1d6 damage to anyone attempting to do so. This damage can be avoided with a DC10 Acrobatics check. Standing in a half-square counts as squeezing. Ranged attacks against them take a -2 penalty due to partial cover from the ledge.