(Kind of expecting this all to blow up in my face so trying to go one step at a time...lol)
((OOC: LOL. 😆 Fair enough. When you said, "Bog Luck thought something in here was pretty precious and that the cult," I thought that you were thinking that Zeds was already through the metal door and into in room 4.
As I said earlier, Ixsas was going to cast Enhance Ability on Zeds to help him with his task. Did Zeds want Cat's Grace to give an extra boost to his lock picking? Or did he want a Fox's Cunning or Owl's Wisdom to boost his Investigation or Perception checks? YMMV. The first option makes it more likely that Zeds successfully picks the locks and gets into room 4 unnoticed. The latter two options might help him spot something or find a secret door once he gets into the room. Since Zeds is taking the risk of doing this solo, I thought that you should pick which skills you want to boost here.))
Seeing the light show of both Ixsas and Krackle the guards hesitate to see if any harm comes to them. Once no harm comes their way, one of the guards says "Stop your preaching and magic. Both of you come with us. Bog Luck will want a word with you"
The distraction worked and Zeds is in room 3 the merchant shop undetected.
Ixsas is already starting to protest, "Why?! Have I broken some rule merely by spreading the word of the Lord of Flames? Do you dare defy the gods?", but then Krackle suddenly agrees to follow the men. Ixsas wonders whether he can slip away as they take Krackle to Bog Luck.
When the guards demand the other two come with them, Serge walks the rest of the way down the stairs, still not sure about what's happening or what he should do. "What's all this about?" he ventures, ostensibly toward the guards but looking at Ixsas for some clue. "Can't a guy sleep one off on a bartop without all this racket downstairs?"
At Serge's voice, Ixsas looks toward the stairs up to the common room, which are right next to the door that Zeds was trying to open. Seeing that Zeds has apparently made it into room 3, Ixsas stoops to pick up his Light coin and holds it up above his head so that he can see Serge clearly. Ixsas wears his headscarf as he always does in public, but his voice sounds happy when he sees the fighter: if there's going to be trouble, he'd like Serge's support. "The dwarven whiskey has gone to your head, my friend." Then he carefully says, "While you were looking for a quiet place to sleep, your friends were doing what we do best." Ixsas looks past Serge to the door near the foot of the stairs. Then he turns to look back at the soldiers, "I was just sharing the teachings of Kossuth with these guards. Who better than the Firelord for those who must keep watch in the darkness?"
Ixsas is still standing just to the northwest of the well and has made no move to follow the guards.
(OOC: Did the guards indicate where they were going when taking us to Bog Luck? Upstairs or somewhere on the first floor or outside of Carnath House itself?)
Serge rubs the back of his head some more, putting the pieces together from Ixsas' hints.
"Ah..."he says, glancing back at the door. Then he looks at the guards. "Oh, why not let it go, gentlemen? The priest here is just exuberant about his Lord and Savior. You can't fault a traveling priest for trying to spread his version of the good word, can you? It's late... let us just forget about all this and I'll see he tones down the rhetoric and heads off to bed. What do you say?"
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * [Sound of Cork Popping] - Kenku - Lvl 3 Lore Bard - Everasil
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Serge and Ixsas can roll Persuasion/Deception/or Intimidation Check if they wish to talk themselves out of seeing Bog Luck.
The guard says, "Proselytize somewhere else and that magics is not helping your case." He then looks to Serge "I don't need a drunkard telling me how to do my job."
Serge and Ixsas can roll Persuasion/Deception/or Intimidation Check if they wish to talk themselves out of seeing Bog Luck.
Heh. Persuasion isn't really one of Ixsas's strengths. He would prefer to help Serge make the case by assenting quickly to Serge's recommendation that they retire to their room for the evening. "Perhaps even I drank a little too much of the dwarven whiskey!", he remarks.
Presumably, Krackle cannot come to their room yet since he's still supposed to be guarding the door to room 3 with Zeds.
"Drunkard?" For a moment, Serge looks wounded. "Well, I hardly think that a bit of excess after a week fending off trolls and worse - bah - never... nevermind. Forget it." He waves a hand as if to shoo away the troublesome thought. "Please, gentlemen. This clergyman is no threat to the peace. And he's certainly not worth bothering the headmaster about at this hour. Let the trouble be mine, instead. I personally vouch that, if you release him into my custody, I will tuck him away and he will interrupt your watch no more tonight."
Persuasion (with help): 21 (If help isn't allowed, the first roll was 11)
He isn't sure just what Krackle wants out of this, but he moves himself to stand between the kobold and the guards. Perhaps, if Krackle wants to try to slip away, this might be an opportunity, Serge thinks.
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * [Sound of Cork Popping] - Kenku - Lvl 3 Lore Bard - Everasil
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
(Kind of expecting this all to blow up in my face so trying to go one step at a time...lol)
((OOC: LOL. 😆 Fair enough. When you said, "Bog Luck thought something in here was pretty precious and that the cult," I thought that you were thinking that Zeds was already through the metal door and into in room 4.
As I said earlier, Ixsas was going to cast Enhance Ability on Zeds to help him with his task. Did Zeds want Cat's Grace to give an extra boost to his lock picking? Or did he want a Fox's Cunning or Owl's Wisdom to boost his Investigation or Perception checks? YMMV. The first option makes it more likely that Zeds successfully picks the locks and gets into room 4 unnoticed. The latter two options might help him spot something or find a secret door once he gets into the room. Since Zeds is taking the risk of doing this solo, I thought that you should pick which skills you want to boost here.))
((I'm kind of considering everything beyond the first locked door together as the "guess" would be that there's no longer a public audience beyond it. So he could take his time picking locks or investigating or whatever...
I imagine Fox's Cunning may work best as it's his lowest stat and he will be looking for stuff... Thanks))
Zeds investigation does not reveal anything of note besides the stocked shelves full of goods. Nothing blows up in his face.
The metal door to the strong room area 4 is soundly locked.
Zeds grabs a bit of this and that as he is looking around - minor replenishing of stuff like arrows or rations or waterskin or oil flask. Nothing really valuable or notable but just the casual thievery that of course a rogue would do in such circumstances. He'll also try to note a couple two or three quick hiding spots - just in case.
But it doesn't take long before Zeds tests his lockpicks against the metal door to room 4. He of course listens at it first but, if hearing nothing worrisome, then spends some time to carefully try to pick the lock.
Lockpicking: 16
Tongue sticking out the side of his mouth, Zeds works his tools against the lock and wishes he had brought a minion along to send into the next room first...
I assume that since they were asking me to follow them... they don't care that I was supposed to be guarding the door? I mean Bog Luck told me to guard the door but they are taking me to Bog Luck so... Krackle isn't too worried lol.
The guard pauses in thought and is convinced that bothering the superintendent at this hour would not be good for them. "Alright I will release them to you. Now leave this area."
Inside there lockboxes most likely holding the traveling merchant's money. In addition, there are several wooden crates of various sizes. Though the room looks emptier than it should be with all those crates personally escorted here by Bog Luck.
If there does indeed seem to be less crates than there should be Zeds will also look for secret doors and such. He wants to make sure nobody is going to be sneaking up on him anyway,,,
Well that is a curiosity! Zeds is definitely examining the crap out of that. He'd first check for traps around it and then try to work out how to open the hatch - is it by moving the bolted crate or through the inside of the crate? Definitely need to find out what this is all about... He just regrets he has no way to give the others a heads up.
I'll give several rolls for checking for traps and figuring out the crate and potentially lockpicking, etc... Use what is needed, ignore the rest:
12
7
8
12
Sleight of Hand is +11, Stealth is +8, Perception +2 and Investigation would be just a straight roll....
A bump or nudge proves that the crate is built solidly and is well made but it is possible to tip the crate. Once done a spring mechanism opens the hatch fully.
Below the hatch is a ramp covered in mildew. You guess that the crates were slid down the ramp and into the darkened tunnel below.
Zeds considers whether he should explore further or go back and give his friends the low-down of what he found. While he considers he will try to pick open a couple of the lockboxes. He is a bit of a thief, after all... But he doesn't want to get too greedy and doesn't plan on emptying anything out, just perhaps taking a little off the top. And before long he will do his best to sneak back out and rendezvous with Krackle, as he thinks he knows where he will be...
((OOC: LOL. 😆 Fair enough. When you said, "Bog Luck thought something in here was pretty precious and that the cult," I thought that you were thinking that Zeds was already through the metal door and into in room 4.
As I said earlier, Ixsas was going to cast Enhance Ability on Zeds to help him with his task. Did Zeds want Cat's Grace to give an extra boost to his lock picking? Or did he want a Fox's Cunning or Owl's Wisdom to boost his Investigation or Perception checks? YMMV. The first option makes it more likely that Zeds successfully picks the locks and gets into room 4 unnoticed. The latter two options might help him spot something or find a secret door once he gets into the room. Since Zeds is taking the risk of doing this solo, I thought that you should pick which skills you want to boost here.))
Ixsas is already starting to protest, "Why?! Have I broken some rule merely by spreading the word of the Lord of Flames? Do you dare defy the gods?", but then Krackle suddenly agrees to follow the men. Ixsas wonders whether he can slip away as they take Krackle to Bog Luck.
At Serge's voice, Ixsas looks toward the stairs up to the common room, which are right next to the door that Zeds was trying to open. Seeing that Zeds has apparently made it into room 3, Ixsas stoops to pick up his Light coin and holds it up above his head so that he can see Serge clearly. Ixsas wears his headscarf as he always does in public, but his voice sounds happy when he sees the fighter: if there's going to be trouble, he'd like Serge's support. "The dwarven whiskey has gone to your head, my friend." Then he carefully says, "While you were looking for a quiet place to sleep, your friends were doing what we do best." Ixsas looks past Serge to the door near the foot of the stairs. Then he turns to look back at the soldiers, "I was just sharing the teachings of Kossuth with these guards. Who better than the Firelord for those who must keep watch in the darkness?"
Ixsas is still standing just to the northwest of the well and has made no move to follow the guards.
(OOC: Did the guards indicate where they were going when taking us to Bog Luck? Upstairs or somewhere on the first floor or outside of Carnath House itself?)
Serge rubs the back of his head some more, putting the pieces together from Ixsas' hints.
"Ah..." he says, glancing back at the door. Then he looks at the guards. "Oh, why not let it go, gentlemen? The priest here is just exuberant about his Lord and Savior. You can't fault a traveling priest for trying to spread his version of the good word, can you? It's late... let us just forget about all this and I'll see he tones down the rhetoric and heads off to bed. What do you say?"
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * [Sound of Cork Popping] - Kenku - Lvl 3 Lore Bard - Everasil
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Serge and Ixsas can roll Persuasion/Deception/or Intimidation Check if they wish to talk themselves out of seeing Bog Luck.
The guard says, "Proselytize somewhere else and that magics is not helping your case." He then looks to Serge "I don't need a drunkard telling me how to do my job."
Zeds investigation does not reveal anything of note besides the stocked shelves full of goods. Nothing blows up in his face.
The metal door to the strong room area 4 is soundly locked.
Guard
Heh. Persuasion isn't really one of Ixsas's strengths. He would prefer to help Serge make the case by assenting quickly to Serge's recommendation that they retire to their room for the evening. "Perhaps even I drank a little too much of the dwarven whiskey!", he remarks.
Presumably, Krackle cannot come to their room yet since he's still supposed to be guarding the door to room 3 with Zeds.
"Drunkard?" For a moment, Serge looks wounded. "Well, I hardly think that a bit of excess after a week fending off trolls and worse - bah - never... nevermind. Forget it." He waves a hand as if to shoo away the troublesome thought. "Please, gentlemen. This clergyman is no threat to the peace. And he's certainly not worth bothering the headmaster about at this hour. Let the trouble be mine, instead. I personally vouch that, if you release him into my custody, I will tuck him away and he will interrupt your watch no more tonight."
Persuasion (with help): 21 (If help isn't allowed, the first roll was 11)
He isn't sure just what Krackle wants out of this, but he moves himself to stand between the kobold and the guards. Perhaps, if Krackle wants to try to slip away, this might be an opportunity, Serge thinks.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * [Sound of Cork Popping] - Kenku - Lvl 3 Lore Bard - Everasil
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
((I'm kind of considering everything beyond the first locked door together as the "guess" would be that there's no longer a public audience beyond it. So he could take his time picking locks or investigating or whatever...
I imagine Fox's Cunning may work best as it's his lowest stat and he will be looking for stuff... Thanks))
Zeds grabs a bit of this and that as he is looking around - minor replenishing of stuff like arrows or rations or waterskin or oil flask. Nothing really valuable or notable but just the casual thievery that of course a rogue would do in such circumstances. He'll also try to note a couple two or three quick hiding spots - just in case.
But it doesn't take long before Zeds tests his lockpicks against the metal door to room 4. He of course listens at it first but, if hearing nothing worrisome, then spends some time to carefully try to pick the lock.
Lockpicking: 16
Tongue sticking out the side of his mouth, Zeds works his tools against the lock and wishes he had brought a minion along to send into the next room first...
((OOC: Works for me! I've already marked off the spell slot from Ixsas's sheet, and he'll maintain concentration on it for as long as he can.))
I assume that since they were asking me to follow them... they don't care that I was supposed to be guarding the door? I mean Bog Luck told me to guard the door but they are taking me to Bog Luck so... Krackle isn't too worried lol.
(Nice roll from Serge and Zeds)
The guard pauses in thought and is convinced that bothering the superintendent at this hour would not be good for them. "Alright I will release them to you. Now leave this area."
Zeds easily opens the lock to the strongroom.
Inside there lockboxes most likely holding the traveling merchant's money. In addition, there are several wooden crates of various sizes. Though the room looks emptier than it should be with all those crates personally escorted here by Bog Luck.
Zeds, please roll Perception.
Zeds Perception: 11
If there does indeed seem to be less crates than there should be Zeds will also look for secret doors and such. He wants to make sure nobody is going to be sneaking up on him anyway,,,
Zeds does notices that a small wooden crate seems to be bolted to the floor and beneath it is a very faint outline of a hidden hatch.
Well that is a curiosity! Zeds is definitely examining the crap out of that. He'd first check for traps around it and then try to work out how to open the hatch - is it by moving the bolted crate or through the inside of the crate? Definitely need to find out what this is all about... He just regrets he has no way to give the others a heads up.
I'll give several rolls for checking for traps and figuring out the crate and potentially lockpicking, etc... Use what is needed, ignore the rest:
12
7
8
12
Sleight of Hand is +11, Stealth is +8, Perception +2 and Investigation would be just a straight roll....
Zeds does not notice any trap.
A bump or nudge proves that the crate is built solidly and is well made but it is possible to tip the crate. Once done a spring mechanism opens the hatch fully.
Below the hatch is a ramp covered in mildew. You guess that the crates were slid down the ramp and into the darkened tunnel below.
Darkvision just reveals a tunnel at the edge of your vision what lies beyond it you do not know.
Zeds considers whether he should explore further or go back and give his friends the low-down of what he found. While he considers he will try to pick open a couple of the lockboxes. He is a bit of a thief, after all... But he doesn't want to get too greedy and doesn't plan on emptying anything out, just perhaps taking a little off the top. And before long he will do his best to sneak back out and rendezvous with Krackle, as he thinks he knows where he will be...
Please thieves tool check for the merchant's lockboxes.