This post has potentially manipulated dice roll results.
If Drexon and Dvark point out the clover/flowers and the large cask, Cob will drift back that away (Stealth: 9 )and take a closer look at the cask, looking to see if it conceals a doorway or hidden panels.
Dvark, apart from odds and ends, nothing really pops out to you. There are some barrels filled with rotting wood, a small shelf filles with glasses, and at the top of the shelf is a set of scorching tools to mark down the year on the casks and kegs.
Cob, as you look at the cask, you notice that it is built differently than the other casks beside it. It doesn't have a gap between its back and the wall. It seems to have been built into the wall. Unfortunately, you find nothing that would tell you how to open or access what is behind.
"It comes down to money," he says. He grabs one bottle with the label Crimson Cider from one of the shelves and seems to ponder for quite some time. There is a great sadness in his face. "We've had a flat rate since the beginning. A bottle is 25 copper, a keg is 50 silver, and a cask is 15 gold, for all three liquors that we made. Expensive, but worth every drop. Even then we barely make a profit. Everything in here was hand made. The costs of labors and ingredients are quite high to begin with, but the process cannot be cheated else the result would not taste as good or last as long. When the snitch absconded with our recipe, our competitor streamlined the process with their magic and magic tools. It created the same liquors with a quarter the cost. It tastes the same, but doesn't last as long. People flocked to the cheaper option. Apart from the odd tourists like you that come perhaps ten times a year, the Crimson Smash is pretty much done."
While the bugbear gives the others the sad history of the brewing and distilling industry in town, Cob goes beside the large cask (on the side opposite where the bugbear could easily see if possible) and flies up to the flower, pressing his hand against. If that fails to give him any hints, he goes back to the ground and taps on the cask, suspecting that it's hollow and there's a doorway leading into the wall somewhere.
Cob, as you press the symbol, it clicks and slides into the wall. Suddenly, the crown molding of the room lights up with green arcane script before the cask swings ajar.
The bugbear becomes alert at the flare of arcane light and lets out a groan and grumble. "You're that kind of tourist. The smart ones that don't really have an interest in the liquor but the history of the place. Well, as you might well know, this place has one of the few masonic lodge constructed by the Verdant Masons when they first help build Mantagard. Behind that cask lies the panic room or secret stash of the old masons. The owner of the building above the lodge usually require a password or code word before leading anyone here, but this one hadn't been used for decades that I almost forgot it existed at all. I should force you away, as is tradition, but the masons refuse to help when the Qayne were on the brink of bankruptcy, so have at it then. Take what you want from them. I'll be upstairs."
Cob cringes when the green script appears, blowing all chances at secrecy, but at the same time he's delighted with the fanfare of the concealed room.
Making sure the bugbear isn't really upset and getting ready to smack them down, he then sticks his head around the cask door to take a look inside the panic room.
At the same time he thinks to Drexon "you don't think he's just playing bored and calm so he can go upstairs and call for help, do you?"
Drexon is drawn into the sadness of the Bugbear, feeling the emotion emanate from it. He almost forgets their task, such is the intensity of feeling. As the Bugbear details the history of the place, and Cob replies directly into his mind, he snaps back into focus.
"Wait, sir. I apologise for our ruse in getting you to lead us down here, but I promise we mean you no harm, and I truly was interested in your story", he says holding out a hand, not to block the bugbear, but to indicate he didn't want him to leave. He holds his other hand out to make sure the other's don't try to intervene right now.
"The truth is, we are on a sort of treasure hunt. The clues we are following are, firstly, it's a good day to drink smash. And the second clue is, the clover club is open. We used the details in the atlas and thought it pointed to your establishment", he continues, hoping to give just enough information to allow the Bugbear to help them.
"If what you say is true, and no-one has been down here in decades, we are in the wrong place. Of course we will check that now that we have your permission, and I will definitely want to purchase one of your bottles of Blood Wine", he adds, to sweeten the deal.
"I am thinking if the clues don't lead here, maybe another Verdant Masons stash? And maybe one of these counterfeit Smash products?".
As he speaks, he watches the reactions of the Bugbear, looking for any signs he is lying to them.
The bugbear stops before Drexon and lets out a long sigh. He shakes his head and moves to open the cask more. He motions for all of you to follow.
Behind the cask is another room entirely. It is dimly lit by a magical lantern. You can feel the dust under your feet as you step inside. No one has entered this room for a long time. It is a square room, perhaps 60 feet by 60 feet, with a large round table in the middle. Decorating the walls are cabinets, most of them empty but some holding blank parchments and a couple of books. On the table is a wooden box about 12 inches long by 5 inches wide by 3 inches high.
"There was always one that asked about the lodge," he says. "I never deigned to answer them because they didn't mention the correct word and never noticed the marking on the wall. Back when Mantagard was still a village, the Verdant Masons came in to help develop the village further. They were a masonry guild but with a connection to the people in the high castles, which makes them secretive. In exchange for their help, the village leader of Mantagard allowed the Masons free reign in designing the future city. Over the years, they built these... secret basements where they could escape in case their organization fell from grace or store some valuables."
"They came to the first Qayne that bought this building in the middle of the night to fill him in on the side duty. Our family, or the owner of the building, must allow entry for any people who speak a particular code word. They would identify themselves as a member of the Clover Club and ask for a specific drink. You would have to ask for the Vampire's Kiss before I can allow you entry to the lodge if this is any other circumstances."
"I don't know how many existed in Mantagard, but I know one other by accident. This was also the moment I learned that the drink that should be asked is specific to that particular place only and is part of the code word. This was under the Lucky Ranch in the Hayknot District. I wasn't a coffee drinker and asked for green tea when I visited there. They led me to the lodge under the ranch much to my confusion."
Drexon, to you he seems embittered by the Masons and ready to throw them under the train. There is much hatred and irritation in his eyes when he mentioned the Masons' visit to the first Qayne. Although, that changes to amusement when he regaled you with his accidental discovery of another secret lodge. He seems to be telling all of that from the heart and without omitting anything else.
"Hmm... You say that you are on a treasure hunt. I want you to toss this place and find any other clue that might help you find the other rooms. Then, I want you to take everything from them. Let them taste the feeling of losing their precious stuffs."
"Our thanks, that is most gracious, Mr Qayne", Drexon replies, assuming the bugbear before him is an ancestor of the first Qayne.
He turns to the others. "I see no reason not to do as suggested, let's see what we can find", he says to his companions. Rather than tossing the place himself, he will go to each of the others to provide his special focus, and lend a hand to each of them where possible.
{{ If allowed, Drexon will provide both Guidance and Help to each of the others as they investigate the room }}
This post has potentially manipulated dice roll results.
Cob smiles and nods before going through the cabinets and pulling out all the papers and books and putting them on the table with the box. He double checks the cabinets to make sure he didn't miss any false bottoms or anything behind them.
Perception: 12 plus Guidance of 1
He will also make sure they don't forget the magical lantern and places that next to the box as well.
{{It should be Investigation. Sorry for not signifying that. We'll still use Cob's roll, but if any other wants to check, you should roll for investigation instead of perception.}}
You collect the parchments and the books, laying them down on the dusty table. As you put them, the dust blows up to reveal a map painted on the table. The legend on the map says "Mantagard 5656 TA", but you can see nothing but hard lines and curving double lines.
{{Anyone proficient with navigator's tools?}}
As you open the cabinets, you also find one that has a false compartment on the side. A soft press to the hidden wall opens it and reveals a blue rod about 1 foot long with buttons on both ends.
Karm, you recognize that some of the papers are of high enough quality to be used to create arcane spell scrolls or to copy them. There are at least 60 copper worth, enough to copy two 1st level spells or one 2nd level spells if you have the necessary ink.
With a puff of air, the dust disappears from the surface of the table. Without any obstruction, you can see the map more clearly. There are sharply drawn zigzag lines that form a misshapen circular perimeter around most of the hard lines and double lines. You also notice that some of the lines sharply turn away from their supposed path, deliberately forming a couple of significantly sized voids or blank spaces in the map. There are five such voids on the map; one in the south, two in the east, one in the north, and one in the west. One of the two that is in the east is marked by a faded five-petal flower.
Looking at the rod, Drexon, you can tell that it is somewhat magical. There are markings near the buttons on both ends of the rod that seem magical in nature.
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If Drexon and Dvark point out the clover/flowers and the large cask, Cob will drift back that away (Stealth: 9 )and take a closer look at the cask, looking to see if it conceals a doorway or hidden panels.
Perception: 16
“This is fascinating, do tell me more”, Drexon says to the Bugbear as he wanders down the room looking at the bottles, casks and kegs.
As he walks he telepathically mentions the symbol to Cob, maintaining the connection for the next few minutes.
Eremoz makes his way to the cellar. “Why is the business struggling with such a fine selection?”
Dvark, apart from odds and ends, nothing really pops out to you. There are some barrels filled with rotting wood, a small shelf filles with glasses, and at the top of the shelf is a set of scorching tools to mark down the year on the casks and kegs.
Cob, as you look at the cask, you notice that it is built differently than the other casks beside it. It doesn't have a gap between its back and the wall. It seems to have been built into the wall. Unfortunately, you find nothing that would tell you how to open or access what is behind.
"It comes down to money," he says. He grabs one bottle with the label Crimson Cider from one of the shelves and seems to ponder for quite some time. There is a great sadness in his face. "We've had a flat rate since the beginning. A bottle is 25 copper, a keg is 50 silver, and a cask is 15 gold, for all three liquors that we made. Expensive, but worth every drop. Even then we barely make a profit. Everything in here was hand made. The costs of labors and ingredients are quite high to begin with, but the process cannot be cheated else the result would not taste as good or last as long. When the snitch absconded with our recipe, our competitor streamlined the process with their magic and magic tools. It created the same liquors with a quarter the cost. It tastes the same, but doesn't last as long. People flocked to the cheaper option. Apart from the odd tourists like you that come perhaps ten times a year, the Crimson Smash is pretty much done."
While the bugbear gives the others the sad history of the brewing and distilling industry in town, Cob goes beside the large cask (on the side opposite where the bugbear could easily see if possible) and flies up to the flower, pressing his hand against. If that fails to give him any hints, he goes back to the ground and taps on the cask, suspecting that it's hollow and there's a doorway leading into the wall somewhere.
Cob, as you press the symbol, it clicks and slides into the wall. Suddenly, the crown molding of the room lights up with green arcane script before the cask swings ajar.
The bugbear becomes alert at the flare of arcane light and lets out a groan and grumble. "You're that kind of tourist. The smart ones that don't really have an interest in the liquor but the history of the place. Well, as you might well know, this place has one of the few masonic lodge constructed by the Verdant Masons when they first help build Mantagard. Behind that cask lies the panic room or secret stash of the old masons. The owner of the building above the lodge usually require a password or code word before leading anyone here, but this one hadn't been used for decades that I almost forgot it existed at all. I should force you away, as is tradition, but the masons refuse to help when the Qayne were on the brink of bankruptcy, so have at it then. Take what you want from them. I'll be upstairs."
Cob cringes when the green script appears, blowing all chances at secrecy, but at the same time he's delighted with the fanfare of the concealed room.
Making sure the bugbear isn't really upset and getting ready to smack them down, he then sticks his head around the cask door to take a look inside the panic room.
At the same time he thinks to Drexon "you don't think he's just playing bored and calm so he can go upstairs and call for help, do you?"
Drexon is drawn into the sadness of the Bugbear, feeling the emotion emanate from it. He almost forgets their task, such is the intensity of feeling. As the Bugbear details the history of the place, and Cob replies directly into his mind, he snaps back into focus.
"Wait, sir. I apologise for our ruse in getting you to lead us down here, but I promise we mean you no harm, and I truly was interested in your story", he says holding out a hand, not to block the bugbear, but to indicate he didn't want him to leave. He holds his other hand out to make sure the other's don't try to intervene right now.
"The truth is, we are on a sort of treasure hunt. The clues we are following are, firstly, it's a good day to drink smash. And the second clue is, the clover club is open. We used the details in the atlas and thought it pointed to your establishment", he continues, hoping to give just enough information to allow the Bugbear to help them.
"If what you say is true, and no-one has been down here in decades, we are in the wrong place. Of course we will check that now that we have your permission, and I will definitely want to purchase one of your bottles of Blood Wine", he adds, to sweeten the deal.
"I am thinking if the clues don't lead here, maybe another Verdant Masons stash? And maybe one of these counterfeit Smash products?".
As he speaks, he watches the reactions of the Bugbear, looking for any signs he is lying to them.
Insight: 18+5=23
The bugbear stops before Drexon and lets out a long sigh. He shakes his head and moves to open the cask more. He motions for all of you to follow.
Behind the cask is another room entirely. It is dimly lit by a magical lantern. You can feel the dust under your feet as you step inside. No one has entered this room for a long time. It is a square room, perhaps 60 feet by 60 feet, with a large round table in the middle. Decorating the walls are cabinets, most of them empty but some holding blank parchments and a couple of books. On the table is a wooden box about 12 inches long by 5 inches wide by 3 inches high.
"There was always one that asked about the lodge," he says. "I never deigned to answer them because they didn't mention the correct word and never noticed the marking on the wall. Back when Mantagard was still a village, the Verdant Masons came in to help develop the village further. They were a masonry guild but with a connection to the people in the high castles, which makes them secretive. In exchange for their help, the village leader of Mantagard allowed the Masons free reign in designing the future city. Over the years, they built these... secret basements where they could escape in case their organization fell from grace or store some valuables."
"They came to the first Qayne that bought this building in the middle of the night to fill him in on the side duty. Our family, or the owner of the building, must allow entry for any people who speak a particular code word. They would identify themselves as a member of the Clover Club and ask for a specific drink. You would have to ask for the Vampire's Kiss before I can allow you entry to the lodge if this is any other circumstances."
"I don't know how many existed in Mantagard, but I know one other by accident. This was also the moment I learned that the drink that should be asked is specific to that particular place only and is part of the code word. This was under the Lucky Ranch in the Hayknot District. I wasn't a coffee drinker and asked for green tea when I visited there. They led me to the lodge under the ranch much to my confusion."
Drexon, to you he seems embittered by the Masons and ready to throw them under the train. There is much hatred and irritation in his eyes when he mentioned the Masons' visit to the first Qayne. Although, that changes to amusement when he regaled you with his accidental discovery of another secret lodge. He seems to be telling all of that from the heart and without omitting anything else.
"Hmm... You say that you are on a treasure hunt. I want you to toss this place and find any other clue that might help you find the other rooms. Then, I want you to take everything from them. Let them taste the feeling of losing their precious stuffs."
"Our thanks, that is most gracious, Mr Qayne", Drexon replies, assuming the bugbear before him is an ancestor of the first Qayne.
He turns to the others. "I see no reason not to do as suggested, let's see what we can find", he says to his companions. Rather than tossing the place himself, he will go to each of the others to provide his special focus, and lend a hand to each of them where possible.
{{ If allowed, Drexon will provide both Guidance and Help to each of the others as they investigate the room }}
Cob smiles and nods before going through the cabinets and pulling out all the papers and books and putting them on the table with the box. He double checks the cabinets to make sure he didn't miss any false bottoms or anything behind them.
Perception: 12 plus Guidance of 1
He will also make sure they don't forget the magical lantern and places that next to the box as well.
{{It should be Investigation. Sorry for not signifying that. We'll still use Cob's roll, but if any other wants to check, you should roll for investigation instead of perception.}}
(Oops, it would be an extra +2 for Cobb for Investigation as he has +3 on that as it's a skill he actually has)
Eremoz places his hand on the bugbear’s shoulder. “I’m truly sorry for your troubles.” Eremoz continues into the room and begins searching.
Investigation: 15
{{ Remember Drexon was going to help at least one person, and he gave the extra 1d4 from guidance too }}
You collect the parchments and the books, laying them down on the dusty table. As you put them, the dust blows up to reveal a map painted on the table. The legend on the map says "Mantagard 5656 TA", but you can see nothing but hard lines and curving double lines.
{{Anyone proficient with navigator's tools?}}
As you open the cabinets, you also find one that has a false compartment on the side. A soft press to the hidden wall opens it and reveals a blue rod about 1 foot long with buttons on both ends.
Karm, you recognize that some of the papers are of high enough quality to be used to create arcane spell scrolls or to copy them. There are at least 60 copper worth, enough to copy two 1st level spells or one 2nd level spells if you have the necessary ink.
Drexon looks down on the map, "Hold on a minute, let's see if I can clean this up". He then proceeds to clean away any dust or marks.
"I have to confess, this is not my area of expertise", he says frowning. "And what might this rod be?".
{{Drexon, make an Arcana check for the rod.}}
With a puff of air, the dust disappears from the surface of the table. Without any obstruction, you can see the map more clearly. There are sharply drawn zigzag lines that form a misshapen circular perimeter around most of the hard lines and double lines. You also notice that some of the lines sharply turn away from their supposed path, deliberately forming a couple of significantly sized voids or blank spaces in the map. There are five such voids on the map; one in the south, two in the east, one in the north, and one in the west. One of the two that is in the east is marked by a faded five-petal flower.
Drexon Arcana: 14+2=16 (+1 with Guidance if allowed)
Looking at the rod, Drexon, you can tell that it is somewhat magical. There are markings near the buttons on both ends of the rod that seem magical in nature.