Ten crew members were taken. I got no idea what was inside the crates but it’ll probably have the Shadow Dragons mark on it, I would assume that if you’ve anyway of readin Thieves Cant you’ll know what to look for. And I know I’m a smuggler but don’t lump Me in with these raiding cannibals, Wreckers Isle has been left abandoned for over 50 years but honest smuggling folk because it’s cursed
Constantin gets up and heads towards a row boat. Come on then let’s get to it. Dawn will be upon us soon. We may as well make the most of the darkness.
The rowboat sets off, hugging the coastline. You float with the current along the storm wall and bump up onto a shoal beach on the far side of the harbour. You secure the boat and make your way through the darkness to steps hewn into the rock leading up into the small town around the pier. Stealth checks required. Constantin 22
Weapons shaken free of water and sand you make your way towards the nearest building. Silent as shadows you flow up the stairs and sidle alongside the shack. A thick set of chains are looped through the handles with a heavy padlock keeping it secure. There is no movement on the pathways that you can see, just pockets of light hanging listlessly from the corners of the ramshackle buildings.
This post has potentially manipulated dice roll results.
Oriki approaches the lock, remaining small and silent. Looking around before he starts, he checks for traps or alarms before reaching for his thieves tools
There’s nothing untoward about the lock or the door but Oriki fails to correct for the amount of rust all the salt spray has created inside the padlock and as he twists his bit in the tumbler there’s a click but instead of opening the lock one of his Bobby pins is now jammed inside the tumbler.
The maul swings through the chain and padlock. There’s a clang of metal on metal but there’s next to no resistance to the swing. The chain unspools noisily onto the floor and you’re able to step inside. There’s no immediate outcry from inside but you do hear the door to a larger building nearby open and two raised voices getting louder. I tells ya it’s the wind! That lock were proper rusted it’s was due to snap any day now.
Quit yer nonsense chains don’t jus break on their ownsome. C’mon let’s check it out afore the Capn finds out and feeds us to th others
How many of your crew are we looking for?
How will we recognise the cargo, in case it has been unpacked?
Have you ever been here before, given your occupation? If so have you got a map or any idea where in the town we should start our search?
Ten crew members were taken. I got no idea what was inside the crates but it’ll probably have the Shadow Dragons mark on it, I would assume that if you’ve anyway of readin Thieves Cant you’ll know what to look for. And I know I’m a smuggler but don’t lump Me in with these raiding cannibals, Wreckers Isle has been left abandoned for over 50 years but honest smuggling folk because it’s cursed
My mistake, apologies.
*sigh*
cursed. Excellent.
Constantin gets up and heads towards a row boat. Come on then let’s get to it. Dawn will be upon us soon. We may as well make the most of the darkness.
Sheridan hops into the boat with the others, keeping an eye on the coastline.
The rowboat sets off, hugging the coastline. You float with the current along the storm wall and bump up onto a shoal beach on the far side of the harbour. You secure the boat and make your way through the darkness to steps hewn into the rock leading up into the small town around the pier.
Stealth checks required.
Constantin 22
Stealth 17
Stealth - 15
Oriki stealth 25
Weapons shaken free of water and sand you make your way towards the nearest building. Silent as shadows you flow up the stairs and sidle alongside the shack. A thick set of chains are looped through the handles with a heavy padlock keeping it secure. There is no movement on the pathways that you can see, just pockets of light hanging listlessly from the corners of the ramshackle buildings.
Oriki approaches the lock, remaining small and silent. Looking around before he starts, he checks for traps or alarms before reaching for his thieves tools
Investigation 23
Lockpicking 21
There’s nothing untoward about the lock or the door but Oriki fails to correct for the amount of rust all the salt spray has created inside the padlock and as he twists his bit in the tumbler there’s a click but instead of opening the lock one of his Bobby pins is now jammed inside the tumbler.
Oriki turns to the group wearing an irritated expression, eying Draskan's maul...
Shall we try another way in?
Step aside, Draskan pushes Orion out of the way and with one swing crashes his maul on to the lock
Athletics 19
The maul swings through the chain and padlock. There’s a clang of metal on metal but there’s next to no resistance to the swing. The chain unspools noisily onto the floor and you’re able to step inside. There’s no immediate outcry from inside but you do hear the door to a larger building nearby open and two raised voices getting louder. I tells ya it’s the wind! That lock were proper rusted it’s was due to snap any day now.
Quit yer nonsense chains don’t jus break on their ownsome. C’mon let’s check it out afore the Capn finds out and feeds us to th others
Hearing the voices Draskan moves to the side of the door, ready to ambush anyone who steps inside
Sheridan will take cover behind whatever he can in the room, palm outstretched and ready to eldritch blast
Oriki slips back from the gate, trying to find a patch of darkness to hide in with his shortbow in hand
Stealth 20
Oriki slips onto the shadows.
Constantin draws his scimitar and tries to follow 15
Stealth - 19