Gash scurries up the side of the building while Bulwark keeps watch. It looks to have been successful. The only creatures nearby were a pair of pigeons perched on the top of the building, cocking their heads back and forth to observe the goblin bizarrely scrambling up the wall.
On top of the building, Gash finds poop...a lot of poop. Pigeon excrement is splattered all over the roof of the building, especially over a 3/4 doorway rising out of the roof from the apartment below. The door and walls of the doorway are heavily coating in white splatters as if the local fauna had collectively agreed upon this rooftop for their commode. No birds inhabit the space and there are no pigeon coops here. As Gash surveys the carnage of manure, a small splat of poop strikes the doorway, adding an imperceptible amount of white to an already white surface.
The doorknob on the door is surprisingly clean in comparison to the rest of the door. It seems to have been wiped down at least once since the barrage of poop began. That said, fresh pigeon droppings now adorn the brass knob.
Meanwhile, Dog strikes up a conversation with Arenti, one off the night clerks for the Wheat and Mane. She does not know much about the purchasing or care of the horses for the Wheat and Mane. The evening shift for the inn is reasonably relaxed. Despite the lack of involvement, Arenti does have some experience with the local stables.
"My father took me to the stables northwest of Masa. A place called...Grinti's...or Gandy's. I don't quite recall. She tried to talk my father into buying more than one horse, even cutting the price if he would purchase two."
The rest of the conversation revolved around Aventi's white and bronze colored mare.
One of the splatters is definitely fresh. But he twists it enough to find out it is locked. Judging by the old knob and the common looking lock, it does not look to have been replaced any time recently.
Tock is doing what's asked, finds the rope, climbs up and pulls out his own, non-conjured set of lockpicks.
Lock picking check: 18
Before proceeding further he also examines the frame of the door for anything that would resemble a trap. He doesn't know much about assassins, but it seems very dangerous and he's being very careful. "Gash, help me out here, lets make sure this is safe to open."
Investigation check: 8 (or another roll if with advantage: 4) + 4
(he tried to do all of that as stealthily as possible: 19)
Gash lights up his eyes as she casts detect magic and starts to look for a magical trap or anything magical in general. He then helps Tock look for any mechanical traps
Rollback Post to RevisionRollBack
Gash- Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Neither Gash nor Tock find any traps on the door. So Tock swiftly and expertly unlocks the door, swinging it open quietly on its greased hinges. The entrance is dark and descends down into the apartment below,
Meanwhile, the woman closes up her fabric shop and departs into the street.
Descending into the building, Tock finds a cluttered mess in a vacant, cramped single-room apartment. There is a cot in one corner with threadbare blankets piled haphazardly on it. A small rickety table stands in another corner, covered in dirty dishes and papers, some of which have fallen to the floor. A small chest sits underneath the table against the wall. A dresser stands adjacent to the cot, three of its four drawers open to varying degrees. A basin stands on a second table, filled with murky water.
On all of the walls, several papers hang from nails. These include letters from "Employer" and information about Ritter, Viviora, and a couple of other people that Tock has no knowledge of. A list on the table written in a sloppy scrawl has the names of all these people. All but Viviora's name are crossed out.
Another door exits the cramped apartment, presumably down to the fabric shop. It is locked from the inside with a deadbolt.
This post has potentially manipulated dice roll results.
The trap springs and needles spray out at Tock, striking him in the cheek and neck. He suffers 9 damage and must make a CON(13) save or be blinded for 24 hours: 11
Tock did not take in enough of the poison to blind him but he does find himself retching for a full minute before he is able to calm his body and focus again on the task at hand.
The chest is still locked but it is no longer trapped.
This post has potentially manipulated dice roll results.
Tockbreathes in finally, takes some water to wash his mouth and face, grabs a random item of clothing from the closet, throws it on the vomit and and pushes it away with his leg.
"That sucked"
"Still locked, huh?"
Lockpicking check: 18
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Bulwark looks around for anyone nearby that might have their eye on them or the building.
Perception: 24
Gash scurries up the side of the building while Bulwark keeps watch. It looks to have been successful. The only creatures nearby were a pair of pigeons perched on the top of the building, cocking their heads back and forth to observe the goblin bizarrely scrambling up the wall.
On top of the building, Gash finds poop...a lot of poop. Pigeon excrement is splattered all over the roof of the building, especially over a 3/4 doorway rising out of the roof from the apartment below. The door and walls of the doorway are heavily coating in white splatters as if the local fauna had collectively agreed upon this rooftop for their commode. No birds inhabit the space and there are no pigeon coops here. As Gash surveys the carnage of manure, a small splat of poop strikes the doorway, adding an imperceptible amount of white to an already white surface.
The doorknob on the door is surprisingly clean in comparison to the rest of the door. It seems to have been wiped down at least once since the barrage of poop began. That said, fresh pigeon droppings now adorn the brass knob.
Meanwhile, Dog strikes up a conversation with Arenti, one off the night clerks for the Wheat and Mane. She does not know much about the purchasing or care of the horses for the Wheat and Mane. The evening shift for the inn is reasonably relaxed. Despite the lack of involvement, Arenti does have some experience with the local stables.
"My father took me to the stables northwest of Masa. A place called...Grinti's...or Gandy's. I don't quite recall. She tried to talk my father into buying more than one horse, even cutting the price if he would purchase two."
The rest of the conversation revolved around Aventi's white and bronze colored mare.
Gash carefully tries the knob on the door
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
One of the splatters is definitely fresh. But he twists it enough to find out it is locked. Judging by the old knob and the common looking lock, it does not look to have been replaced any time recently.
Minor conjuration a set of lockpicks.
Dex Check: 9 (+3 more if you take sleight of hand)
If it doesn't open, message "Tock I'm letting down a rope. Come pick this lock for me"
Gash will try and find something to tie off the rope to and let it down.
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Gash fiddles with the picks in the lock but ultimately he grows too frustrated and lets a rope down for Tock.
Martin keeps a lookout for now.
Paladin - warforged - orange
Tock is doing what's asked, finds the rope, climbs up and pulls out his own, non-conjured set of lockpicks.
Lock picking check: 18
Before proceeding further he also examines the frame of the door for anything that would resemble a trap. He doesn't know much about assassins, but it seems very dangerous and he's being very careful. "Gash, help me out here, lets make sure this is safe to open."
Investigation check: 8 (or another roll if with advantage: 4) + 4
(he tried to do all of that as stealthily as possible: 19)
Gash lights up his eyes as she casts detect magic and starts to look for a magical trap or anything magical in general. He then helps Tock look for any mechanical traps
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Neither Gash nor Tock find any traps on the door. So Tock swiftly and expertly unlocks the door, swinging it open quietly on its greased hinges. The entrance is dark and descends down into the apartment below,
Meanwhile, the woman closes up her fabric shop and departs into the street.
Tock says, "Let me go first, I'll try to make sure it's safe. I'll wave once you should come down as well."
And he does so. Another investigation check? (18 if needed)
He also activates his gem of seeing before entering the door and heading downstairs.
Tock:
Descending into the building, Tock finds a cluttered mess in a vacant, cramped single-room apartment. There is a cot in one corner with threadbare blankets piled haphazardly on it. A small rickety table stands in another corner, covered in dirty dishes and papers, some of which have fallen to the floor. A small chest sits underneath the table against the wall. A dresser stands adjacent to the cot, three of its four drawers open to varying degrees. A basin stands on a second table, filled with murky water.
On all of the walls, several papers hang from nails. These include letters from "Employer" and information about Ritter, Viviora, and a couple of other people that Tock has no knowledge of. A list on the table written in a sloppy scrawl has the names of all these people. All but Viviora's name are crossed out.
Another door exits the cramped apartment, presumably down to the fabric shop. It is locked from the inside with a deadbolt.
Gash casts message to Tock, "shall I come down?"
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Tock waves Gash down and points out all the things he noticed (feel free to read the spoiler).
He will then take a careful look (as in check for traps) at the fourth drawer and if it seems safe, try to open it.
Same approach with the chest under the table after that.
DM shield:
Perception (with help): 19, 25
Gash still has his detect magic active and he peers around the room.
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
None of the drawers in the dresser appear to be trapped. Opening them slowly reveals they contain moth-eaten clothing and little else.
The chest, on the other hand, is clearly trapped. It appears to have some kind of needle trap built into the lock.
Tock says, "Gash, stand back a bit, this seems to be trapped. I'll try to disable it.. we'll see."
He mutters, "Tymora help me" (for guidance) and tries to disable the trap: 11
"I suck at this"
The trap springs and needles spray out at Tock, striking him in the cheek and neck. He suffers 9 damage and must make a CON(13) save or be blinded for 24 hours: 11
Tock did not take in enough of the poison to blind him but he does find himself retching for a full minute before he is able to calm his body and focus again on the task at hand.
The chest is still locked but it is no longer trapped.
Tock breathes in finally, takes some water to wash his mouth and face, grabs a random item of clothing from the closet, throws it on the vomit and and pushes it away with his leg.
"That sucked"
"Still locked, huh?"
Lockpicking check: 18