“Wizard affairs. Always dangerous. I like adventure as much if not more than any other being. But what is in it for us to help you?”
"A fair question. If you're looking for payment, I have none, but anything you find in the tomb...save for the book of Iskander...is yours to keep. That plus the enduring gratitude of the enemies of Bargle."
“I am in,” Krog says plainly. “I could also use another ale. Where is that curly redhead?”
Grey nods his gratitude at your answer but seems to scowl a bit at your reference to the redhead. He signals to Pick at the bar and a minute later she arrives with another round of ales.
" I'm in, but do you have any idea what... Unfortunates... We might find in there? "
"Without having access to the journal, it's hard to say. They wouldn't have used undead since the most likely tomb robbers would be other necromancers. Xonthal was know for his skill with portals and interdimensional spaces but I doubt he would have brokered a deal with any fiends, so you can probably expect to be facing some elementals. Of course, there will be the normal array of ordinary and magical locks and traps. Maybe an animated object or two..."
I do a Perception test for whether Grey is telling the truth about the potential enemies. 7+2=9
(That would fall under insight rather than perception, which makes this a good time to go over three easily confused skills...)
Perception - Can maybe be best thought of as using your senses to detect an animate object. A thief trying to sneak past a guard, a tiger stalking it's prey, the snaking tendrils of a carnivorous plant, would all be things you would detect with perception.
Insight - Reading emotions, motivations, body language, and social cues.
Investigation - Covers library research but also things like finding hidden objects, spotting clues, and detecting traps.
Not all of these types of rolls are clear cut and many times a DM may give you a choice between more than one skill (for example, does an animated statue trap fall under perception or investigation) but, in general, this is a good guideline for which one would be appropriate.
So, back to the original post, please reroll using Insight.
“Honest answer - I respect that. Will getting this book help my fellow dwarfs?”
"A fair question, and not one that is easily answered. Bargle doesn't pose any immediate threat to the Dwarven Kingdoms, but his ambition is to cheat death itself. I doubt he will be contented to continue serving as the advisor to Baron Von Hendricks once he has."
"The book, by the very nature of its contents, poses a danger to all creatures who love life and freedom. I would say that includes Dwarvenkind as much as anyone."
"There's Wyndshire, Lads, bring her about port now."
After nearly a ten-day of sailing up the lazy river, the flurry of activity as the River Snake finally reaches its destination is a welcome relief. Aside from a few small fishing boats and some large barges of lashed together logs, mostly loaded down with more timber, the dock belongs entirely to the Snake.
There's a flurry of activity as the small ship...if you can even call it that...is lashed to the dock and the crew and porters begin the task of offloading their cargo.
"Well, here's where we part ways," Captain Alistair says, offering each of you a handshake.
"Whatever Grey's gotten you into, best of luck with it," he gives you a wink, "based on experience, whatever it is should be interesting. We're back at the end of the month, and every two ten-days after that. I promised Grey I'd handle your passage whenever you're ready to return."
He points to a small, unimpressive watchtower that was clearly built to defend the bend in the river long ago.
"Town proper is just on the other side of the tower."
“Thanks, Captain. Fair winds and following seas to you and your crew. And I promise not to tell people that story about you, that bottle of rum, and that catfish you mistook for your wife.” Wink. 😜
As you depart the docks, it becomes clear that Wyndshire is a relatively small village. In fact, were it not for the presence of the tower to control and protect trade along the river, it would probably never have become more than a simple logging camp. As it is, there's little more of note beyond the docks, a warehouse, a few small shops, a one-story tavern, and the tower.
It's just about midday when you arrive. Where would you like to go?
The tavern isn't much to look at on the inside either, just some rough hewn tables and benches, a shoddily constructed bar, and quite a few casks of ale. A balding Half-Orc wipes down the bar while a young Half-Elven woman stirs something in a pot over the fire pit in the center of the room. A pair of...interesting looking children that one might politely describe as Half-Human play on the dirt floor nearby.
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" I'm in, but do you have any idea what... Unfortunates... We might find in there? "
"Without having access to the journal, it's hard to say. They wouldn't have used undead since the most likely tomb robbers would be other necromancers. Xonthal was know for his skill with portals and interdimensional spaces but I doubt he would have brokered a deal with any fiends, so you can probably expect to be facing some elementals. Of course, there will be the normal array of ordinary and magical locks and traps. Maybe an animated object or two..."
“Honest answer - I respect that. Will getting this book help my fellow dwarfs?”
I do a Perception test for whether Grey is telling the truth about the potential enemies. 7+2=9
(That would fall under insight rather than perception, which makes this a good time to go over three easily confused skills...)
Perception - Can maybe be best thought of as using your senses to detect an animate object. A thief trying to sneak past a guard, a tiger stalking it's prey, the snaking tendrils of a carnivorous plant, would all be things you would detect with perception.
Insight - Reading emotions, motivations, body language, and social cues.
Investigation - Covers library research but also things like finding hidden objects, spotting clues, and detecting traps.
Not all of these types of rolls are clear cut and many times a DM may give you a choice between more than one skill (for example, does an animated statue trap fall under perception or investigation) but, in general, this is a good guideline for which one would be appropriate.
So, back to the original post, please reroll using Insight.
"A fair question, and not one that is easily answered. Bargle doesn't pose any immediate threat to the Dwarven Kingdoms, but his ambition is to cheat death itself. I doubt he will be contented to continue serving as the advisor to Baron Von Hendricks once he has."
"The book, by the very nature of its contents, poses a danger to all creatures who love life and freedom. I would say that includes Dwarvenkind as much as anyone."
"I assume this is time sensitive, of course...?"
"Yes, you'll need to remove the book before Bargle has the chance to do so."
Zeke does an Insight check for whether Grey is telling the truth about potential enemies. 2+4=6
Those darn knife-ears are just so hard to read, even the half-human ones.
“Well, it sounds important. I’m willing. “
"Good, good! And the rest of you?"
"I will go."
"There's Wyndshire, Lads, bring her about port now."
After nearly a ten-day of sailing up the lazy river, the flurry of activity as the River Snake finally reaches its destination is a welcome relief. Aside from a few small fishing boats and some large barges of lashed together logs, mostly loaded down with more timber, the dock belongs entirely to the Snake.
There's a flurry of activity as the small ship...if you can even call it that...is lashed to the dock and the crew and porters begin the task of offloading their cargo.
"Well, here's where we part ways," Captain Alistair says, offering each of you a handshake.
"Whatever Grey's gotten you into, best of luck with it," he gives you a wink, "based on experience, whatever it is should be interesting. We're back at the end of the month, and every two ten-days after that. I promised Grey I'd handle your passage whenever you're ready to return."
He points to a small, unimpressive watchtower that was clearly built to defend the bend in the river long ago.
"Town proper is just on the other side of the tower."
“Thanks, Captain. Fair winds and following seas to you and your crew. And I promise not to tell people that story about you, that bottle of rum, and that catfish you mistook for your wife.” Wink. 😜
Krog will shake the Captain's hand, "Fair winds and godspeed to you, sir. Thanks for the smooth trip."
As you depart the docks, it becomes clear that Wyndshire is a relatively small village. In fact, were it not for the presence of the tower to control and protect trade along the river, it would probably never have become more than a simple logging camp. As it is, there's little more of note beyond the docks, a warehouse, a few small shops, a one-story tavern, and the tower.
It's just about midday when you arrive. Where would you like to go?
Krog will look at Grey, "The tavern kind sir. I am thirsty. Plus, maybe some of the locals will tell us if there are any rumors or strangers about."
Grey looks around at the others for confirmation.
"To the tavern then?"
“Definitely. An ale and some rumors are just what we need.”
The tavern isn't much to look at on the inside either, just some rough hewn tables and benches, a shoddily constructed bar, and quite a few casks of ale. A balding Half-Orc wipes down the bar while a young Half-Elven woman stirs something in a pot over the fire pit in the center of the room. A pair of...interesting looking children that one might politely describe as Half-Human play on the dirt floor nearby.