Mola nods at Rixton’s question. Then, after it is answered, he says, “I think I’d like to finally talk to Renna. She seems fascinating in general, and also she probably knows more than we do. Calling Horns is on the way to our target so it would make sense for an adventuring party to stop there. Another question - what were the Pikes doing in Yartar? Do they live here, and what is their cover? I still would like to talk to their friends or known contacts. This would also be part of our adventuring cover story, since from what you just told us it’s a stroke of luck we even know they’re in trouble. No one in Yartar knows anything about their fate right now other than maybe they left after a scuffle with bandits... so it will be some work for us to announce to the city we are going to rescue them.”
Hadrus scrutinizes Rixton for a moment. "No. No others."
"Yes, Mola, the Pikes are...were...residents of Yartar. Leatherworkers. Fine ones at that," responds Hadrus to Mola.
Hadrus takes another long draw on his pipe and remarks, "Better to announce you'll be searching for them, I say. My hope is that only the Harpers know the Pike's have been captured; the general population believes they're missing. Missing under curious circumstances."
The big man straightens up in his chair and gulps down the remainder of the wine in his glass. "There's a room for each of you here in the Dawnybrook. Flynn, the barkeeper, has your keys. Each of you will find a cloak in your room. You may find them helpful. Your path lies to the east it seems. Renna, as you now know, is in Calling Horns. Beyond that, in Olostin's Hold, is Elrik. Taciturn but reliable."
Gwin stifles a yawn the best she can. Thank you, Hadrus, for everything. It sounds like we have a big day ahead of us tomorrow and this old girl needs her beauty sleep.
Shall we meet back down here for sunrise meal and set about finding our brothers?
Rollback Post to RevisionRollBack
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Kiyara looks over at Gwin, I am in agreement with you, Gwin. Sleep comes first. Especially if there is a hard day’s work ahead of us. Let us meet at sunrise. She gets up to walk away and then steps back...Have you a place to put up for the night?
Rixtonwants to investigate! His main objective is to examine the Pikes' house(s) and shop for any clues as to their behavior and affiliations, preferably in the cover of darkness. So he will begin by asking those who might have purchased his wares, such as at the stables, armorers, and blacksmiths.
Investigation to find the Pikes' place(s): 24
If that fails, he will ask any hunters and trappers and cattle farmers that he can find who might have supplied skins to the leather workers.
Listening to Hadrus and simultaneously eyeing the goings-on in the Dawnybrook, Mola sees no indication that anyone is taking notice of the group's conversation. The dozens and dozens of guests are occupied with their own entertainment: eating, drinking, chatting, gambling, and so forth.
Mola does not know Elrik.
Rixton:
Within a few hours Rixton has spoken with a few tradesmen who both knew the Pike brothers and had purchased leather goods from them regularly. Each, in his own way, expresses his sadness and confusion about the Pikes' disappearance. The only tradesman who says anything of note is the blacksmith. "I heard those boys were battered and bloody when they came through Yartar's gates; must've been quite a scrap they were in that night..." As he leaves the blacksmith's shop, lo and behold! he sees Mola walking into the shop.
Finding the Pikes' leather-working shop turns out to be relatively easy. When Mola and Rixton arrives there, they can discern the second floor above the shop is likely the living quarters. The place is completely dark and seems unoccupied. Adjacent to the ground floor is a small paddock. Both of you can see a donkey, standing but asleep, and a small cart.
Kiyara and Gwin:
Kiyara and Gwin pick up their room keys from Flynn the barkeeper and head upstairs to the third floor, where their rooms are located. As Hadrus had explained, each of you find a Cloak of Elvenkind neatly folded on the bed.
Mola nods at Hadrus, and asks how and if they should contact him before leaving the city. Then he nods at the suggestion to meet in the morning. He heads up to his room.
DM:
Mola will inspect the cloak with amazement and satisfaction, taking the time to really understand how it works. He will don it and then head out into the evening, seeking to find the Pikes' house or work, asking around the areas it seems that they would have practiced their leatherworking. If he's at all successful in doing so, he'll duck into an empty alley and wildshape into a small mouse, and going into the shop or home, whichever he finds. He'd like to look around the place, inside and out, shifting back into human form while inside if necessary to inspect documents or anything.
Assume this requires rolls, so here are a few!
Perception: 14 Perception: 8
Investigation: 4 Investigation: 17
Stealth (while in human form, unless the cloak works for the mouse!): 19
Mola eventually makes his way to the blacksmith's shop after learning the smith was often a customer of the Pikes. As he prepares to enter the place, he sees the familiar smug countenance of Rixton, who apparently has the same plan in his head.
Finding the Pikes' leather-working shop turns out to be relatively easy. When Mola and Rixton arrivesthere, they can discern the second floor above the shop is likely the living quarters. The place is completely dark and seems unoccupied. Adjacent to the ground floor is a small paddock. Both of you can see a donkey, standing but asleep, and a small cart.
At the blacksmith, Rixtonfinds Mola and they make eye contact across the room. After Rixtondetermines he is learning nothing new at this place, he exits and meets Molaoutside.
"We have the location of their shop," the rogue says. "Let's see what we can gather about the Pikes at their place."
He begins to walk away and then turns around. "Well, let's not dally!"
-----
At the Pike's place (see the DM's response to me above), Rixtonobserves the shop from a distance. He fingers his lockpicking tools as he examines the shop entrance. "There's no time like the present."
Stealth to the door: 27
Investigate to see if it is trapped, alarmed, or unlocked: 21
Rixton, in an eerie display of stealth and speed, opens the door of the leatherworkers' shop. All seems normal. It's a small, tidy room with three workbenches, a tiny desk, and a wide array of tools for their trade.
This post has potentially manipulated dice roll results.
DM and Mola:
"A note for Hadrus Mar," Rixton says in a thoughtful tone. "From one of the Pike brothers."
The rogue paces around the shop in thought. He eventually snaps to attention. "Better check upstairs in their residence," Rixton says to Mola. "I'll try and get this to Hadrus."
The half-elf departs the shop quickly, heading back to the inn with the note. He will try to track down Hadrus and, failing that, try to obtain a sheet of Paper Bird.
This post has potentially manipulated dice roll results.
Gwin rises before the sun and spends some time in prayer. Donning the cloak found on her bed the night before, she heads downstairs and cheerfully prattles to the barkeeper, inquiring as to the whereabouts of the Captain of the Shield. Spying Kiyara finishing up her breakfast, she invites the warlock to join her on the walk to visit the shield captain (if Kiyara has a different plan, that's not a problem, but wanted to include her just in case).
As the streets begin to crowd with attendees of Shieldmeet, Gwin stops periodically to engage in small talk with friendly passers-by, being sure to include little tidbits regarding her intention of finding the missing Pikes with a group of adventuring companions.
Once they reach the Captain of the Shield, Gwin approaches him feigning interest in the burial of the bandits and whether any last rites had been performed by a cleric. She asks leading questions regarding the contents of their pockets, race, weapons, etc., in the guise of trying to ascertain their particular faith and the appropriate ritual to perform. She'd like to inspect whatever was found on them in order to help her gain the above knowledge.
She also asks him to guide her (or draw a map) to where the bandits were found, so she can perform a sacred ritual there as well.
Persuasion: 9 Deception (for convincing the caption of her feigned intention): 17 Religion (In case there were any religious items on the bandits): 12 Arcana (In case there were any magic items on the bandits): 10 Insight (To detect any deception in the captain): 27
Rollback Post to RevisionRollBack
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Mola is preparing to turn into a cat or a mouse when he sees Rixton. "Oh hello,"he says with a slow smile. "Great minds-- where are you going? Ah yes, good idea." He follows at an easy pace. When they get to the house, he's again, about to shift into a mouse to squeeze inside and open up from the inside, but when Rixton pulls out his tools and effortlessly opens the lock, his eyebrows rise thoughtfully. "Didn't know you could do that. And didn't know you could do that. Huh. Remarkable."
He spends a bit of time looking at the leather and is happy to find the note, and nods at Rixton's assumption. "Sounds right."
While he's in there he casts detect magic and has a look around at the place for anything of note. If not, he'll head back to the inn for some good rest.
Finding the Captain of the Shields of Yartar proves to be no easy task. The city is loud, chaotic, and crowded, and each time you have the Captain in sight, he spurs his horse and heads off to some other part of the city. Near midday, you finally are able to speak with him and after he learns of your intent for information about the bandits, he replies curtly. "Meet me at Shield headquarters in an hour. We'll talk there."
The two of you--leg weary and overheated--sit down with the Captain and lay out your story and ask your questions.
Regarding the burial of the bandits and whether any last rites had been performed by a cleric: "Last rites?! A pair of thugs rough up two of Yartar's most loved citizens, and you ask about their last rites? Damn strange, if you ask me. But, no, no such ceremony took place."
Regarding the contents of their pockets, race, weapons, and so forth: "Broon!" he yells to a clerk on the other side of the room. "What'd we find on those two bandits last week?" Broon then opens up a leather-bound book and reads, "One club, one shortsword, two daggers, a small knife, one silver earring, 12 copper pieces, 13 silver pieces, 2 gold pieces, and one fine pair of leather boots."
Regarding a map to the location where the bandits were found: "No need for a map. Exit the city's western gate and follow the far shore of the river southward for nearly eighty yards. You'll see a group of five large boulders at river's edge. We found 'em there." As you leave, he says sarcastically, "Interesting way of celebrating Shieldmeet."
Returning to the Dawnybrook and talking to Flynn, who fetches Hadrus right away, allows you to explain what Mola discovered at the Pikes'. He thanks you, studies the writing on the scrap of leather and says, "The Grandfather Tree? Evil? By Moradin's beard, what does he mean?"
Mola:
Your spell reveals nothing new about the shop or the residence above the shop.
Rollback Post to RevisionRollBack
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Mola nods at Rixton’s question. Then, after it is answered, he says, “I think I’d like to finally talk to Renna. She seems fascinating in general, and also she probably knows more than we do. Calling Horns is on the way to our target so it would make sense for an adventuring party to stop there. Another question - what were the Pikes doing in Yartar? Do they live here, and what is their cover? I still would like to talk to their friends or known contacts. This would also be part of our adventuring cover story, since from what you just told us it’s a stroke of luck we even know they’re in trouble. No one in Yartar knows anything about their fate right now other than maybe they left after a scuffle with bandits... so it will be some work for us to announce to the city we are going to rescue them.”
Hadrus scrutinizes Rixton for a moment. "No. No others."
"Yes, Mola, the Pikes are...were...residents of Yartar. Leatherworkers. Fine ones at that," responds Hadrus to Mola.
Hadrus takes another long draw on his pipe and remarks, "Better to announce you'll be searching for them, I say. My hope is that only the Harpers know the Pike's have been captured; the general population believes they're missing. Missing under curious circumstances."
The big man straightens up in his chair and gulps down the remainder of the wine in his glass. "There's a room for each of you here in the Dawnybrook. Flynn, the barkeeper, has your keys. Each of you will find a cloak in your room. You may find them helpful. Your path lies to the east it seems. Renna, as you now know, is in Calling Horns. Beyond that, in Olostin's Hold, is Elrik. Taciturn but reliable."
(Sorry is Elrik the barbarian chief who escaped?)
(Elrik = Harper contact)
(Ah okay - hadn’t seen the name before so was curious!)
Gwin stifles a yawn the best she can. Thank you, Hadrus, for everything. It sounds like we have a big day ahead of us tomorrow and this old girl needs her beauty sleep.
Shall we meet back down here for sunrise meal and set about finding our brothers?
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Rixton blinks at Gwin. "Perhaps if I am still up. Otherwise I shall meet you all at the noontime meal."
And Rixton spins on his heel, striding out of the inn into the town.
(Rixton will be doing a little late night investigation. I will post later with his chosen course of action...)
Kiyara looks over at Gwin, I am in agreement with you, Gwin. Sleep comes first. Especially if there is a hard day’s work ahead of us. Let us meet at sunrise. She gets up to walk away and then steps back...Have you a place to put up for the night?
Has anyone been paying us any sort of attention during this chat? Perception: 25
And does Mola know Elrik?
DM:
Rixton wants to investigate! His main objective is to examine the Pikes' house(s) and shop for any clues as to their behavior and affiliations, preferably in the cover of darkness. So he will begin by asking those who might have purchased his wares, such as at the stables, armorers, and blacksmiths.
Investigation to find the Pikes' place(s): 24
If that fails, he will ask any hunters and trappers and cattle farmers that he can find who might have supplied skins to the leather workers.
Investigation to find the Pikes' place(s): 10
Failing that, he will call it a night.
Mola:
Listening to Hadrus and simultaneously eyeing the goings-on in the Dawnybrook, Mola sees no indication that anyone is taking notice of the group's conversation. The dozens and dozens of guests are occupied with their own entertainment: eating, drinking, chatting, gambling, and so forth.
Mola does not know Elrik.
Rixton:
Within a few hours Rixton has spoken with a few tradesmen who both knew the Pike brothers and had purchased leather goods from them regularly. Each, in his own way, expresses his sadness and confusion about the Pikes' disappearance. The only tradesman who says anything of note is the blacksmith. "I heard those boys were battered and bloody when they came through Yartar's gates; must've been quite a scrap they were in that night..." As he leaves the blacksmith's shop, lo and behold! he sees Mola walking into the shop.
Finding the Pikes' leather-working shop turns out to be relatively easy. When Mola and Rixton arrives there, they can discern the second floor above the shop is likely the living quarters. The place is completely dark and seems unoccupied. Adjacent to the ground floor is a small paddock. Both of you can see a donkey, standing but asleep, and a small cart.
Kiyara and Gwin:
Kiyara and Gwin pick up their room keys from Flynn the barkeeper and head upstairs to the third floor, where their rooms are located. As Hadrus had explained, each of you find a Cloak of Elvenkind neatly folded on the bed.
Mola nods at Hadrus, and asks how and if they should contact him before leaving the city. Then he nods at the suggestion to meet in the morning. He heads up to his room.
DM:
Mola will inspect the cloak with amazement and satisfaction, taking the time to really understand how it works. He will don it and then head out into the evening, seeking to find the Pikes' house or work, asking around the areas it seems that they would have practiced their leatherworking. If he's at all successful in doing so, he'll duck into an empty alley and wildshape into a small mouse, and going into the shop or home, whichever he finds. He'd like to look around the place, inside and out, shifting back into human form while inside if necessary to inspect documents or anything.
Assume this requires rolls, so here are a few!
Perception: 14
Perception: 8
Investigation: 4
Investigation: 17
Stealth (while in human form, unless the cloak works for the mouse!): 19
Mola:
Mola eventually makes his way to the blacksmith's shop after learning the smith was often a customer of the Pikes. As he prepares to enter the place, he sees the familiar smug countenance of Rixton, who apparently has the same plan in his head.
Finding the Pikes' leather-working shop turns out to be relatively easy. When Mola and Rixton arrivesthere, they can discern the second floor above the shop is likely the living quarters. The place is completely dark and seems unoccupied. Adjacent to the ground floor is a small paddock. Both of you can see a donkey, standing but asleep, and a small cart.
DM and Mola:
At the blacksmith, Rixton finds Mola and they make eye contact across the room. After Rixton determines he is learning nothing new at this place, he exits and meets Mola outside.
"We have the location of their shop," the rogue says. "Let's see what we can gather about the Pikes at their place."
He begins to walk away and then turns around. "Well, let's not dally!"
-----
At the Pike's place (see the DM's response to me above), Rixton observes the shop from a distance. He fingers his lockpicking tools as he examines the shop entrance. "There's no time like the present."
Stealth to the door: 27
Investigate to see if it is trapped, alarmed, or unlocked: 21
Lockpick, if necessary: 26
Rixton and Mola:
Rixton, in an eerie display of stealth and speed, opens the door of the leatherworkers' shop. All seems normal. It's a small, tidy room with three workbenches, a tiny desk, and a wide array of tools for their trade.
Investigation: Mola 22 and Rixton 17
Mola turns over a few pieces of leather and finds the following words scrawled in Common on the bottom of one of the scraps:
HM G'FATHER TREE EVIL FP
DM and Mola:
"A note for Hadrus Mar," Rixton says in a thoughtful tone. "From one of the Pike brothers."
The rogue paces around the shop in thought. He eventually snaps to attention. "Better check upstairs in their residence," Rixton says to Mola. "I'll try and get this to Hadrus."
The half-elf departs the shop quickly, heading back to the inn with the note. He will try to track down Hadrus and, failing that, try to obtain a sheet of Paper Bird.
Investigation: 15
Gwin rises before the sun and spends some time in prayer. Donning the cloak found on her bed the night before, she heads downstairs and cheerfully prattles to the barkeeper, inquiring as to the whereabouts of the Captain of the Shield. Spying Kiyara finishing up her breakfast, she invites the warlock to join her on the walk to visit the shield captain (if Kiyara has a different plan, that's not a problem, but wanted to include her just in case).
As the streets begin to crowd with attendees of Shieldmeet, Gwin stops periodically to engage in small talk with friendly passers-by, being sure to include little tidbits regarding her intention of finding the missing Pikes with a group of adventuring companions.
Once they reach the Captain of the Shield, Gwin approaches him feigning interest in the burial of the bandits and whether any last rites had been performed by a cleric. She asks leading questions regarding the contents of their pockets, race, weapons, etc., in the guise of trying to ascertain their particular faith and the appropriate ritual to perform. She'd like to inspect whatever was found on them in order to help her gain the above knowledge.
She also asks him to guide her (or draw a map) to where the bandits were found, so she can perform a sacred ritual there as well.
Persuasion: 9
Deception (for convincing the caption of her feigned intention): 17
Religion (In case there were any religious items on the bandits): 12
Arcana (In case there were any magic items on the bandits): 10
Insight (To detect any deception in the captain): 27
‘The hardest thing in this world is to live in it.’ - Buffy Summers
DM and Rixton:
Mola is preparing to turn into a cat or a mouse when he sees Rixton. "Oh hello," he says with a slow smile. "Great minds-- where are you going? Ah yes, good idea." He follows at an easy pace. When they get to the house, he's again, about to shift into a mouse to squeeze inside and open up from the inside, but when Rixton pulls out his tools and effortlessly opens the lock, his eyebrows rise thoughtfully. "Didn't know you could do that. And didn't know you could do that. Huh. Remarkable."
He spends a bit of time looking at the leather and is happy to find the note, and nods at Rixton's assumption. "Sounds right."
While he's in there he casts detect magic and has a look around at the place for anything of note. If not, he'll head back to the inn for some good rest.
Gwin and Kiyara:
Finding the Captain of the Shields of Yartar proves to be no easy task. The city is loud, chaotic, and crowded, and each time you have the Captain in sight, he spurs his horse and heads off to some other part of the city. Near midday, you finally are able to speak with him and after he learns of your intent for information about the bandits, he replies curtly. "Meet me at Shield headquarters in an hour. We'll talk there."
The two of you--leg weary and overheated--sit down with the Captain and lay out your story and ask your questions.
Rixton:
Returning to the Dawnybrook and talking to Flynn, who fetches Hadrus right away, allows you to explain what Mola discovered at the Pikes'. He thanks you, studies the writing on the scrap of leather and says, "The Grandfather Tree? Evil? By Moradin's beard, what does he mean?"
Mola:
Your spell reveals nothing new about the shop or the residence above the shop.