Zyllith finds its to be a very difficult lock to pick. It presents quite a challenge for her, and she quickly realizes that it will require some focused concentration and precise technique with her tools. Her carefree confidence quickly gives way to careful attention. At one point, she begins to feel that this lock is beyond her skill, but with the magical guidance that Arisa has blessed upon her, Zyllith finally feels the telltale "click", and the lock pops open.
The chest contains a suit of chain mail sized for a dwarf, a dwarven helm, a leather bag that holds 45 gp, two medium sized, polished jade gemstones, which you figure to be worth 100 gp, and a glass vial full of opaque blue liquid.
Zyllith looks back at Arisa with a big triumphant smile on her face as she shows off the contents of the chest, "Thanks 'ere luv, could'nea dunnit widout ya'!"
Osmord sends worm up to the Tavern roof and occasionally checks in with the birds senses to keep an eye on what is going on outside. Seeing the others hustling through the other rooms ahead of him he stops and seats himself for a moment as he ritual casts Detect Magic. Once the ten minutes are up he will firstly peer in to the room and take a look at the monk. Are there any unusual magical auras around her person or belongings? He will then move to the next room and peer down at the loot. While not as effective as identify, the spell will allow him to see whether any of the items are magical and what school of magic is effecting them.
He does all of this while snacking on his pickled toes.
This post has potentially manipulated dice roll results.
10 perception downstairs
Arisa smiles at Zyllith, and helps her take the things. Seeing the tavern upstairs is searched, Arisa goes back downstairs to check the rooms below more thoroughly, nodding to the Tortle and Belkas to hint her suspicions of the mystery monk.
Before Arisa heads downstairs, Zyllith quietly informs her that she will remain upstairs keeping an eye on the strange girl. Then she moves into a position silently to remain hidden while keeping a careful eye into the room where they left the mystery monk.
Your divination reveals that the vial of blue liquid found in the chest radiate an aura of Enchantment. Nothing else upstairs, including Kella or her belongings radiate any kind of magic.
Looking outside through Worm's eyes, you see that little goblin woman moving slowly across the square, dragging her big bag of kitchen loot behind her with laborious effort. Other than that, the raven doesn't see any other movement nearby right now.
Zyllith remains upstairs for a bit to observe the girl, but for the time that he's up there, she doesn't do anything that would generate interest. She mostly sits in silence and just mills around her room futzing with her belongings.
Arisa returns to the first floor and rechecks the dining from and kitchen for any more items of value, but she finds none.
Osmord makes his way down stair and reports what his has seen, magic and otherwise to the others. He nips into the kitchen to grab a fresh vinegar jar and perhaps some spices to season his pickles.
Returning to the common room, "Perhaps we should move, seek out the supply store? maybe the windmill?"
Vernon rejoins the party on their way out. "I vote to check the hole, then the supply store, then the windmill." He considers his short time being alone. "But I will stick with wherever the party decides to go."
Belkas played soft music with Minor Illusion as they headed to investigate the hole and softly sang:
The great big warg began to feel
That he would like a decent meal,
He went and knocked on Vernon's door.
When Vernon opened it, he saw
The sharp white teeth, the horrid grin,
'What a wonderful mount, please do come in.'
The warg was itching for a fight.
And tried to eat him in one big bite.
But Vernon, he was small and tough,
And he had friends who were quite rough.
So Vernon smiled. One eyelid flickers.
He whipped a sword out from his knickers.
Then Arias aimed at the creature's head,
With a bolt of fire, she shot him dead.
A few weeks later, in the wood,
I came across Vernon the Good.
But what a change! No cloak of red,
No silly hood upon his head.
He said, 'Hello, and do please note,
My lovely furry wargskin coat.'
Wondering if Vernon might be feeling a little down about the whole subject, Belkas said, "Don't worry about the warg. We will find you a better mount. Now a wyvern, for example, THAT would be something worthy to ride on..."
----
(Apologies to Roald Dahl's Little Red Riding Hood And The Wolf)
Arriving at the hole in the square, Arisa will search around it and see if there’s an entrance to a cave or anything else interesting there.. and she will also look for any clues as to what happened..
Belkas realized that Zyllith was not with them, and walked back to the tavern. He used Minor Illusion to whisper to where he has last seen her hiding on the second floor.
"Zyllith. We are out looking at the hole and then going to the trading post and windmill if you would like to come."
Then he returned to where the others were looking into the hole.
Zyllith shakes a bit from the sudden illusionary sounds that calls out to her. The next moment she shrugs realizing there's little point to remain here after being called out like that. With no need to hide for now, she doesn't bother to stealth her way as she passes Kella's room. In fact she makes a point to give the strange woman a knowing smile and a wink, just for the fun of it, before making her way out of the inn. Moments later she joins the others as they investigate the area.
Heading back out of the inn, you walk to the center of the dirt square to investigate the big 5-foot-deep hole in the middle of the large open area. As Arisa has heard, The Nightstone once stood here, but the giants apparently took the megalith during their attack and left the hole behind. There's nothing special about the hole... it's just a muddy hole. About 20 feet north of the hole is a covered well.
Once again, other features of the village you can see from the square include an empty wooden cart and a couple of tethering posts planted firmly in the ground. The horse barn sits on the east side, with a a small cottage and garden just to the north of the barn, (this is where those two goblins came from). The Lionshield Coster trading post is on the southeast side of the square, and another small house sits catty corner to it, with a farm field situated behind these two buildings. Two more cottages sit east of this farm, close to the palisade.
Two more houses and a farm lie to the south of the trading post, and the windmill lies to the west.
Once we are all in the square, with nothing to see in the hole, Arisa heads to the trading post- cautiously approaching the door. “Sorry I forgot to say we were leaving the inn Zyllith! I am often lost in my thoughts. Next I think we are going to the trading post and then to the keep- If we can get over there. Seems the bridge is out...”
She listens outside the post, then enters if it is unlocked- staff at the ready with shillelagh cast.
No danders present themselves when you cross the square toward the trading post. As you approach, you see a circular blue shield mounted above the entrance, emblazoned with a stylized golden lion: the symbol of the Lionshield Coster trading company. The door currently hangs open. (This is where the sniper goblin came from earlier.) You hear nothing from within, so I’ll assume you enter.
Inside, the trading post consists of a 20-foot-square store and a 10-foot-by-20-foot side room containing storage shelves and a cot.
It appears that the goblins have pulled almost everything off the shelves and broke many of the store’s for-sale items, including bottles, lamps, ink jars, spice jars, and crockery. Nevertheless, many items remain intact.
Zyllith gives Arisa a confident smile before pulling out her thieves tools to pick the chest lock before her.
( Thieves Tools (Dex) - 12+7=19 +3(guidance) = 22 )
Zyllith finds its to be a very difficult lock to pick. It presents quite a challenge for her, and she quickly realizes that it will require some focused concentration and precise technique with her tools. Her carefree confidence quickly gives way to careful attention. At one point, she begins to feel that this lock is beyond her skill, but with the magical guidance that Arisa has blessed upon her, Zyllith finally feels the telltale "click", and the lock pops open.
The chest contains a suit of chain mail sized for a dwarf, a dwarven helm, a leather bag that holds 45 gp, two medium sized, polished jade gemstones, which you figure to be worth 100 gp, and a glass vial full of opaque blue liquid.
Zyllith looks back at Arisa with a big triumphant smile on her face as she shows off the contents of the chest, "Thanks 'ere luv, could'nea dunnit widout ya'!"
Osmord sends worm up to the Tavern roof and occasionally checks in with the birds senses to keep an eye on what is going on outside. Seeing the others hustling through the other rooms ahead of him he stops and seats himself for a moment as he ritual casts Detect Magic. Once the ten minutes are up he will firstly peer in to the room and take a look at the monk. Are there any unusual magical auras around her person or belongings? He will then move to the next room and peer down at the loot. While not as effective as identify, the spell will allow him to see whether any of the items are magical and what school of magic is effecting them.
He does all of this while snacking on his pickled toes.
DM - Caves of the Kobold Slave Masters
10 perception downstairs
Arisa smiles at Zyllith, and helps her take the things. Seeing the tavern upstairs is searched, Arisa goes back downstairs to check the rooms below more thoroughly, nodding to the Tortle and Belkas to hint her suspicions of the mystery monk.
Before Arisa heads downstairs, Zyllith quietly informs her that she will remain upstairs keeping an eye on the strange girl. Then she moves into a position silently to remain hidden while keeping a careful eye into the room where they left the mystery monk.
Stealth - 10+9=19
Osmord
Your divination reveals that the vial of blue liquid found in the chest radiate an aura of Enchantment. Nothing else upstairs, including Kella or her belongings radiate any kind of magic.
Looking outside through Worm's eyes, you see that little goblin woman moving slowly across the square, dragging her big bag of kitchen loot behind her with laborious effort. Other than that, the raven doesn't see any other movement nearby right now.
Zyllith remains upstairs for a bit to observe the girl, but for the time that he's up there, she doesn't do anything that would generate interest. She mostly sits in silence and just mills around her room futzing with her belongings.
Arisa returns to the first floor and rechecks the dining from and kitchen for any more items of value, but she finds none.
Osmord makes his way down stair and reports what his has seen, magic and otherwise to the others. He nips into the kitchen to grab a fresh vinegar jar and perhaps some spices to season his pickles.
Returning to the common room, "Perhaps we should move, seek out the supply store? maybe the windmill?"
DM - Caves of the Kobold Slave Masters
Arisa says “I agree- maybe the supply store should be next? I also wanted to look at the hole in the square""”
She shoulders her pack, now with some of the items from the chest, and heads out the door.
As nothing more seemed to be happening upstairs, Belkas stepped out of his illusionary bookcase and went downstairs.
"The supply store sounds perfect. I wonder if we could cover the hole to stop more things from crawling out of it as we explore town."
Vernon rejoins the party on their way out. "I vote to check the hole, then the supply store, then the windmill." He considers his short time being alone. "But I will stick with wherever the party decides to go."
Belkas played soft music with Minor Illusion as they headed to investigate the hole and softly sang:
The great big warg began to feel
That he would like a decent meal,
He went and knocked on Vernon's door.
When Vernon opened it, he saw
The sharp white teeth, the horrid grin,
'What a wonderful mount, please do come in.'
The warg was itching for a fight.
And tried to eat him in one big bite.
But Vernon, he was small and tough,
And he had friends who were quite rough.
So Vernon smiled. One eyelid flickers.
He whipped a sword out from his knickers.
Then Arias aimed at the creature's head,
With a bolt of fire, she shot him dead.
A few weeks later, in the wood,
I came across Vernon the Good.
But what a change! No cloak of red,
No silly hood upon his head.
He said, 'Hello, and do please note,
My lovely furry wargskin coat.'
Wondering if Vernon might be feeling a little down about the whole subject, Belkas said, "Don't worry about the warg. We will find you a better mount. Now a wyvern, for example, THAT would be something worthy to ride on..."
----
(Apologies to Roald Dahl's Little Red Riding Hood And The Wolf)
OOC: Osmord will still have Detect Magic up most likely as they reach the hole in the ground where the towns namesake used to stand.
"Now Osmord wonders, did the giants take the dark stone, or throw it away?" he peers into the hole. [Perception : 17]
DM - Caves of the Kobold Slave Masters
Arriving at the hole in the square, Arisa will search around it and see if there’s an entrance to a cave or anything else interesting there.. and she will also look for any clues as to what happened..
perception 6. Investigation 21
she smiles at Belkas’ tune.
Belkas realized that Zyllith was not with them, and walked back to the tavern. He used Minor Illusion to whisper to where he has last seen her hiding on the second floor.
"Zyllith. We are out looking at the hole and then going to the trading post and windmill if you would like to come."
Then he returned to where the others were looking into the hole.
Zyllith shakes a bit from the sudden illusionary sounds that calls out to her. The next moment she shrugs realizing there's little point to remain here after being called out like that. With no need to hide for now, she doesn't bother to stealth her way as she passes Kella's room. In fact she makes a point to give the strange woman a knowing smile and a wink, just for the fun of it, before making her way out of the inn. Moments later she joins the others as they investigate the area.
Heading back out of the inn, you walk to the center of the dirt square to investigate the big 5-foot-deep hole in the middle of the large open area. As Arisa has heard, The Nightstone once stood here, but the giants apparently took the megalith during their attack and left the hole behind. There's nothing special about the hole... it's just a muddy hole. About 20 feet north of the hole is a covered well.
Once again, other features of the village you can see from the square include an empty wooden cart and a couple of tethering posts planted firmly in the ground. The horse barn sits on the east side, with a a small cottage and garden just to the north of the barn, (this is where those two goblins came from). The Lionshield Coster trading post is on the southeast side of the square, and another small house sits catty corner to it, with a farm field situated behind these two buildings. Two more cottages sit east of this farm, close to the palisade.
Two more houses and a farm lie to the south of the trading post, and the windmill lies to the west.
Map:
Once we are all in the square, with nothing to see in the hole, Arisa heads to the trading post- cautiously approaching the door. “Sorry I forgot to say we were leaving the inn Zyllith! I am often lost in my thoughts. Next I think we are going to the trading post and then to the keep- If we can get over there. Seems the bridge is out...”
She listens outside the post, then enters if it is unlocked- staff at the ready with shillelagh cast.
23 perception at the trading post
Belkas follows the others looks all around them for goblin snipers or any other threat.
-----
(Perception: 1d20+1, 15)
No danders present themselves when you cross the square toward the trading post. As you approach, you see a circular blue shield mounted above the entrance, emblazoned with a stylized golden lion: the symbol of the Lionshield Coster trading company. The door currently hangs open. (This is where the sniper goblin came from earlier.) You hear nothing from within, so I’ll assume you enter.
Inside, the trading post consists of a 20-foot-square store and a 10-foot-by-20-foot side room containing storage shelves and a cot.
It appears that the goblins have pulled almost everything off the shelves and broke many of the store’s for-sale items, including bottles, lamps, ink jars, spice jars, and crockery. Nevertheless, many items remain intact.