[Since it's unlikely to respond to its previous name either, I think we should name our mule lol. I propose "Kutoti Ironass"]
"So, we're going to the wizard's house to look for clues?" Bjorn yawns. "Do you think we should consider moving some of his more valuable possessions off-site, considering the house now lays empty and vulnerable to thieves? Surely the safest place would be with us."
Back at the inn. "All supplies are ready to go. Our shopping excursion was a success. You would be surprised how efficient an unimposing half orc and a creative human can be. The merchants were quite reasonable." Sparhawk grins at his companions. "Ok my friends, its time to head out. Who wants to catch a bugbear and complete this magical contract we all agreed to?"
"No, I still don't think it's a good idea to make enemies of powerful wizards Bjorn, we don't go there to steal anything, call it what you want, we're there to find clues to where he is now, nothing else." Sorsha says sternly to Bjorn.
"Yes, I assume there are no other preparations needed now. Let's go to the home of Abernath the Infernal. We will go back here before we leave Luskan for Mirabar so just bring what you need for the investigation."She says to the others, ready to head out.
Yeah, we'll leave all the heavy stuff at the inn, and stable Iron-ass (unless somebody stops me that's what I'm calling him lol). Bjorn's geared up like he's going into a dungeon, though, because going into a wizard's house, you just never know what to expect.
Alright, having secured your goods and stabled your new mule “ Iron-Ass” and your cart, you head up to the Northgate area. You pass through the Captains court area of town, looking to take the most direct path possible. You see lots of large houses and mini-mansions while in the sector. You can tell where the money is as everything is fairly clean here and there is a distinct lack of hooligans and street people here. It takes you about an hour to walk to wall heading towards the main city stables. Luckily the house numbers are actually thought out, and In short order you are able to find house 13, the home of Abernath the Infernal…
To put it bluntly, the house is a shabby place. Old weather worn plank siding, piles of old bottles and broken pieces of furniture on the covered porch, moss covered roof shingles and filthy windows, covered in dirt and grime. It has two main stories with a third, room sized cupola on top. The roof sections are flat on top and protected with twisted cask iron railing at each level. There is a small alleyway on each side of the house leading to a back area and maybe a yard of some sort. The front door is the most solid looking thing on the house, made of strong oak with thick metal banding and bronze door handle and lock.
This post has potentially manipulated dice roll results.
"Friends, lets also check for forced entry on windows. So far, I don't see anything unusual except the door seems new to me.?" Sparhawk expected that people have already been here before. What is something they missed? (Perception: 8
[Is there some sort of "tracking" skill?}\] Moss that has been moved from the tiles, grime moved when a window was open, etc. Once we get inside, we can look for a hidden room, concealed basement, a moved cabinet or carpet, etc.
Vars waits as well, pacing in his room whenever he isn’t somewhere near the bar.
Assuming the armor is fine, let’s get all the supplies, take out the money and let’s get the show on the road please.
thanks.
( armor is excellent. Your shopping is complete and you all meet back up. To head towards the north gate area)
[Since it's unlikely to respond to its previous name either, I think we should name our mule lol. I propose "Kutoti Ironass"]
"So, we're going to the wizard's house to look for clues?" Bjorn yawns. "Do you think we should consider moving some of his more valuable possessions off-site, considering the house now lays empty and vulnerable to thieves? Surely the safest place would be with us."
Back at the inn. "All supplies are ready to go. Our shopping excursion was a success. You would be surprised how efficient an unimposing half orc and a creative human can be. The merchants were quite reasonable." Sparhawk grins at his companions. "Ok my friends, its time to head out. Who wants to catch a bugbear and complete this magical contract we all agreed to?"
“Finally,” Vars says, his patience having run out hours ago. “Let’s get a move on then. To Abernath’s house?”
"No, I still don't think it's a good idea to make enemies of powerful wizards Bjorn, we don't go there to steal anything, call it what you want, we're there to find clues to where he is now, nothing else." Sorsha says sternly to Bjorn.
"Yes, I assume there are no other preparations needed now. Let's go to the home of Abernath the Infernal. We will go back here before we leave Luskan for Mirabar so just bring what you need for the investigation." She says to the others, ready to head out.
“Always ready cap”
Yeah, we'll leave all the heavy stuff at the inn, and stable Iron-ass (unless somebody stops me that's what I'm calling him lol). Bjorn's geared up like he's going into a dungeon, though, because going into a wizard's house, you just never know what to expect.
Vars is standing at the door impatiently, ready to leave.
Alright, having secured your goods and stabled your new mule “ Iron-Ass” and your cart, you head up to the Northgate area. You pass through the Captains court area of town, looking to take the most direct path possible. You see lots of large houses and mini-mansions while in the sector. You can tell where the money is as everything is fairly clean here and there is a distinct lack of hooligans and street people here. It takes you about an hour to walk to wall heading towards the main city stables. Luckily the house numbers are actually thought out, and In short order you are able to find house 13, the home of Abernath the Infernal…
To put it bluntly, the house is a shabby place. Old weather worn plank siding, piles of old bottles and broken pieces of furniture on the covered porch, moss covered roof shingles and filthy windows, covered in dirt and grime. It has two main stories with a third, room sized cupola on top. The roof sections are flat on top and protected with twisted cask iron railing at each level. There is a small alleyway on each side of the house leading to a back area and maybe a yard of some sort. The front door is the most solid looking thing on the house, made of strong oak with thick metal banding and bronze door handle and lock.
"What do you think, should we simply try the front door or should we look around the back instead." Sorsha says, turning to the crew.
[Is this amount of mess consistent with the length of time this guy's been gone? Or... Was this just how he lived? Lol]
Looking at the walkway and door, does it look like anybody else has been coming and going? Like squatters? [Investigation:] 5
“We have permission to investigate. Let’s look for forced entry. Anything suspicious on outside” (Investigation of entries: 4
"Good thinking Sparhawk, go ahead and do that." Sorsha says with a smile.
is this open?
Rey
"Friends, lets also check for forced entry on windows. So far, I don't see anything unusual except the door seems new to me.?" Sparhawk expected that people have already been here before. What is something they missed? (Perception: 8
[Is there some sort of "tracking" skill?}\] Moss that has been moved from the tiles, grime moved when a window was open, etc. Once we get inside, we can look for a hidden room, concealed basement, a moved cabinet or carpet, etc.
no response??
Rey
No friend