Hearing the slight Utar narrows his eyes at the old half elf and flexes the tendons in his right hand. A soft crack issues from his knuckles, but he thinks better off it. "Your coin will spend the same as the others."
Standing quickly, he tucks his symbol of Torm under his chainmail and removes his tabbard, stowing it in his pack. Hefting his warhammer up and resting it's head on his shoulder, he turns to the girl with the eye patch, "We can talk on the way to the meet."
"No real names are being used in this transaction." he says, as you notice that the half-elf himself has neither asked you your names or offered to share his. "The two parties are to refer to each other as 'the buyer' and 'the seller'.”
@Alierond: It seems like the party is leaving the Kettle, so I'm going to go ahead and keep the story moving with my next post. Nonetheless, let me know if there's anything else Cato would have asked the Harper agent before leaving.
@Everyone: Let me know if there is anything you guys want to do/say during the 20-minute walk to your destination, taking into account that it is the middle of the night in-game. Otherwise, we'll pick up as you approach the barn).
Drazzim isn't needing to do anything else. He likes having a straight-forward objective, so will walk happily ahead of the group towards the barn (he is slower than the average human, so even if they discuss and plan, they probably won't need to catch up).
Charlotte looks at Orla and gives her a half-smile, before whispering under her breath: "I guess you're right."
For the rest of the walk, Charlotte mostly remains silent, completely buried in her head, trying to turn the situation over and over, trying to find what in her arsenal could come of use.
The party approaches the red and yellow barn from the southeast, and you can tell that it has been long abandoned. The wooden building itself is a simple structure, 30 feet wide and 80 feet long. There is a sort of door resting closed on the top portion of the southern wall, suggesting the presence of a loft or second floor within the barn. The main door at the ground level faces east, and it was left ajar. Through the cracks and splits in the wood planks you can see the flickering of candle or lantern flames coming from inside. Around you, as you approach, there seems to be nothing but open fields, with the ones closest to the barn also falling to disrepair and/or the growth of wild plants and bushes.
This post has potentially manipulated dice roll results.
As they approach the barn, Charlotte pops out of her head and realize how close they suddenly are to their destination. She looks over at the surrounding fields, her eyes falling upon the wild thicket. Squinting, as she can't see properly in the darkness, she attempts to gather any semblance of weird shadows or humanoid shapes within the messy field.
Perception (with disadvantage because of darkness): 16
During the trip, Cato has been trying really hard to get into character as the secretary, practicing saying, "yes, madame," and "no, madame," in just the right voice. He feels ready to go.
(OOC: Sorry I haven't posted all day, I can't while I'm at work.)
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IRL: Dungeon Master--Adventures in the Cassitana Islands PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
"You know," says Cato coming back to reality, "depending on how dumb this guy is, we could simply offer him the pin. We could suggest that it has some special magical property and say we would like him to have it as a gesture of our good will. A sort of gratuity for his services."
Charlotte smiles at Cato's suggestion, half-relieved that she's not the only one giving thought into this.
"I think that's a great idea! Of course, it'll depend on the individual's demeanour... Which is when we might have to improvise, if they refuse the gift."
Upon realizing that last part, Charlotte plunges back into her thoughts, faintly muttering ideas out loud.
Utar sees the light; they're here waiting for us. Under his breath he exclaims "Torm's sake..."
His hand unconsciously reaches towards his amulet. Looking around at his new companions, he singles out Cato and Charlotte. "Stay close to me or the dwarf," nodding towards Drazzim. Then to Orla, "I'll be on your left." Then eyes them all, "No names from here."
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Hearing the slight Utar narrows his eyes at the old half elf and flexes the tendons in his right hand. A soft crack issues from his knuckles, but he thinks better off it. "Your coin will spend the same as the others."
Standing quickly, he tucks his symbol of Torm under his chainmail and removes his tabbard, stowing it in his pack. Hefting his warhammer up and resting it's head on his shoulder, he turns to the girl with the eye patch, "We can talk on the way to the meet."
"No real names are being used in this transaction." he says, as you notice that the half-elf himself has neither asked you your names or offered to share his. "The two parties are to refer to each other as 'the buyer' and 'the seller'.”
"I like Utar's idea, we can start making our way there and come up with a plan as we go. We probably only have 20 or 25 minutes left by now."
"Aye, letsh get movin'." Drazzim says, leading the group forwards. "Jus' get thish done with, then back to the drinkin'."
Current Player In: The Guild as Elsara Deepmoon
(OOC:
@Alierond: It seems like the party is leaving the Kettle, so I'm going to go ahead and keep the story moving with my next post. Nonetheless, let me know if there's anything else Cato would have asked the Harper agent before leaving.
@Everyone: Let me know if there is anything you guys want to do/say during the 20-minute walk to your destination, taking into account that it is the middle of the night in-game. Otherwise, we'll pick up as you approach the barn).
Drazzim isn't needing to do anything else. He likes having a straight-forward objective, so will walk happily ahead of the group towards the barn (he is slower than the average human, so even if they discuss and plan, they probably won't need to catch up).
Current Player In: The Guild as Elsara Deepmoon
On the way to the barn, Charlotte speaks up:
"Anyone else feels like we don't have a solid plan just yet?"
With a bright smile, Orla waves Charlotte's objections aside: "Nah, we just wing it."
Charlotte looks at Orla and gives her a half-smile, before whispering under her breath: "I guess you're right."
For the rest of the walk, Charlotte mostly remains silent, completely buried in her head, trying to turn the situation over and over, trying to find what in her arsenal could come of use.
The party approaches the red and yellow barn from the southeast, and you can tell that it has been long abandoned. The wooden building itself is a simple structure, 30 feet wide and 80 feet long. There is a sort of door resting closed on the top portion of the southern wall, suggesting the presence of a loft or second floor within the barn. The main door at the ground level faces east, and it was left ajar. Through the cracks and splits in the wood planks you can see the flickering of candle or lantern flames coming from inside. Around you, as you approach, there seems to be nothing but open fields, with the ones closest to the barn also falling to disrepair and/or the growth of wild plants and bushes.
As they approach the barn, Charlotte pops out of her head and realize how close they suddenly are to their destination. She looks over at the surrounding fields, her eyes falling upon the wild thicket. Squinting, as she can't see properly in the darkness, she attempts to gather any semblance of weird shadows or humanoid shapes within the messy field.
Perception (with disadvantage because of darkness): 16
Charlotte's perception check:
Nothing to see here but the gentle sway of the plants and the occasional blip of fireflies.
(OOC: damn, two 4s on that roll... unlucky)
"Evewyone weady?" Orla asks the group as they approach the barn.
During the trip, Cato has been trying really hard to get into character as the secretary, practicing saying, "yes, madame," and "no, madame," in just the right voice. He feels ready to go.
(OOC: Sorry I haven't posted all day, I can't while I'm at work.)
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
(OOC @Alierond: No problem and no pressure. I just wanted to give you the chance to retroactively post something in case you wanted to).
"The coast seems clear!"
Charlottes stop for a second. "Wait, who has the pin?"
"You know," says Cato coming back to reality, "depending on how dumb this guy is, we could simply offer him the pin. We could suggest that it has some special magical property and say we would like him to have it as a gesture of our good will. A sort of gratuity for his services."
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
Charlotte smiles at Cato's suggestion, half-relieved that she's not the only one giving thought into this.
"I think that's a great idea! Of course, it'll depend on the individual's demeanour... Which is when we might have to improvise, if they refuse the gift."
Upon realizing that last part, Charlotte plunges back into her thoughts, faintly muttering ideas out loud.
"I wondah why the Hawpah's didn't simpwy enchant the fake gems." Orla says and rubs her chin. "Wouwd've made things a wot easiah."
Utar sees the light; they're here waiting for us. Under his breath he exclaims "Torm's sake..."
His hand unconsciously reaches towards his amulet. Looking around at his new companions, he singles out Cato and Charlotte. "Stay close to me or the dwarf," nodding towards Drazzim. Then to Orla, "I'll be on your left." Then eyes them all, "No names from here."