The streets have emptied out now with the setting of the sun, residents of Palebank village huddling in their homes for warmth as the temperature drops. Pelc’s is not far away, near the center of town, and as a 2-story structure it’s also one of the largest buildings of the town. the bottom story is brick, with a wooden second story. There are no windows on the first floor, only a door at either end of the rectangular structure. There are shuttered windows on the second story.
A wooden sign reading “Pelc’s Curiosities” hangs above the entrance. Some of the letters have been depicted by interesting items such as swords and lamps.
The entrance stands ajar. All is quiet on the streets, no one is around.
Faloniir will draw his hood over his head for a bit of warmth in the cold night air. When he sees that the door is ajar he will stop and gesture for the others to stop as well. Finding cover in a nearby alley or wherever he can, he'll say to the group, "I don't like the look of this, the door is ajar. There's no way reclusive Verla would leave it open like that. Be on your guard, Tulgi may have eluded the authorities and come here seeking a cure for her illness. Any ideas? I'd prefer not to kick open the door this time, given... Well, you all know what happened."
The mention of winter frog peaks Gilwynn's interest and says "In what way are these winter frogs dangerous, if they are like regular frogs then there shouldn't be a problem, I can't say the same of the cold water though."
( I should have addressed this before you left )
( Elro said, before you left for Pelc's, "But these aren't ordinary frogs you can hold in your hands. They're as big as you or I. A frog that big tends to think a lot more things look good to eat, if you catch my drift." )
Faloniir will nod and press the door open as quietly as he can. If no one comes out he will risk a glance inside. If he sees no immediate threats he will try to step inside quietly.
Faloniir, your entrance seems to have gone unnoticed.
Your excellent night vision allows you to see the interior. There are several rows of counters, cabinets, and shelving, all filled with a wide array of strange objects, each one apparently unique. Many bookshelves also cover one of the walls.
There are 4 individuals moving about carefully, whispering and murmuring softly to each other. Their faces are concealed behind cloths drawn up to cover the nose and mouth, and they are hooded. Shortswords hang at their sides, crossbows on their backs. Two of them are shining hooded lanterns, the light winking and flashing slightly as they aim it here and there. They are spread out and seem to be searching the wares.
Fro slides in behind Faloniir. (I get disadvantage on stealth: 20/16, hmm 16 not bad) I do not have night vision, not sure I can see much more than the lights dancing around the room, so I just stay with Faloniir and trust his judgement on movement. She whispers very low "I am behind you, but I am blind".
Seeing the weapons and fearing for Verla's safety, Faloniir will wield his long bow, nock an arrow, and draw it before shouting, "THE PLACE IS SURROUNDED! PUT YOUR WEAPONS DOWN AND YOUR HANDS IN THE AIR! YOU HAVE TWO SECONDS TO COMPLY!" If they react violently or do not comply he will fire on them looking to incapacitate, not kill.
Faloniir, Intimidation check please, with advantage cuz you caught them by surprise
Fro, you see deep shadows and glints of light from the hooded lanterns, but really tough to discern exactly where the figures are standing. You have a vague impression of perhaps rows of stuff but you cannot make our individual objects in or on those rows.
The streets have emptied out now with the setting of the sun, residents of Palebank village huddling in their homes for warmth as the temperature drops. Pelc’s is not far away, near the center of town, and as a 2-story structure it’s also one of the largest buildings of the town. the bottom story is brick, with a wooden second story. There are no windows on the first floor, only a door at either end of the rectangular structure. There are shuttered windows on the second story.
A wooden sign reading “Pelc’s Curiosities” hangs above the entrance. Some of the letters have been depicted by interesting items such as swords and lamps.
The entrance stands ajar. All is quiet on the streets, no one is around.
Do you still knock, seeing the door ajar? It’s dark inside.
Faloniir will draw his hood over his head for a bit of warmth in the cold night air. When he sees that the door is ajar he will stop and gesture for the others to stop as well. Finding cover in a nearby alley or wherever he can, he'll say to the group, "I don't like the look of this, the door is ajar. There's no way reclusive Verla would leave it open like that. Be on your guard, Tulgi may have eluded the authorities and come here seeking a cure for her illness. Any ideas? I'd prefer not to kick open the door this time, given... Well, you all know what happened."
Fro moves up to the other side of the door, lostening for any sound. Perception: 20 ,
She says, "let's keep it simple and just push it open." See if anything, or anyone comes out.
You hear rustling noises and whispers inside, more than 1 person.
( I should have addressed this before you left )
( Elro said, before you left for Pelc's, "But these aren't ordinary frogs you can hold in your hands. They're as big as you or I. A frog that big tends to think a lot more things look good to eat, if you catch my drift." )
Faloniir will nod and press the door open as quietly as he can. If no one comes out he will risk a glance inside. If he sees no immediate threats he will try to step inside quietly.
Stealth: 9
Perception: 18
Faloniir, your entrance seems to have gone unnoticed.
Your excellent night vision allows you to see the interior. There are several rows of counters, cabinets, and shelving, all filled with a wide array of strange objects, each one apparently unique. Many bookshelves also cover one of the walls.
There are 4 individuals moving about carefully, whispering and murmuring softly to each other. Their faces are concealed behind cloths drawn up to cover the nose and mouth, and they are hooded. Shortswords hang at their sides, crossbows on their backs. Two of them are shining hooded lanterns, the light winking and flashing slightly as they aim it here and there. They are spread out and seem to be searching the wares.
Fro slides in behind Faloniir. (I get disadvantage on stealth: 20/16, hmm 16 not bad) I do not have night vision, not sure I can see much more than the lights dancing around the room, so I just stay with Faloniir and trust his judgement on movement. She whispers very low "I am behind you, but I am blind".
Fro spins and looks at Gilwynn. "But were in here too."
Seeing the weapons and fearing for Verla's safety, Faloniir will wield his long bow, nock an arrow, and draw it before shouting, "THE PLACE IS SURROUNDED! PUT YOUR WEAPONS DOWN AND YOUR HANDS IN THE AIR! YOU HAVE TWO SECONDS TO COMPLY!" If they react violently or do not comply he will fire on them looking to incapacitate, not kill.
Longbow, to hit: 12
Damage: 8
(OOC: Just how much can Fro see?)
Faloniir, Intimidation check please, with advantage cuz you caught them by surprise
Fro, you see deep shadows and glints of light from the hooded lanterns, but really tough to discern exactly where the figures are standing. You have a vague impression of perhaps rows of stuff but you cannot make our individual objects in or on those rows.
Intimidation w/ADV: 22
(OOC: So if I attack, am I at disadvantage, or would I be able to see enough to fight with the lanterns?)
Fro stands and pulls the silvered maul she found earlier. 'Might as well see how this works' she thinks to herself.
Initiative if we need it: 1+1=2
(Disadvantage, even a lantern guy because it’s hard to tell which hand is holding it, where the body is behind it)
Faloniir, two hooded lanterns suddenly sweep around to focus their light on you, and you hear curses, and:
“Idiot, you were supposed to watch the door!”
“Run for it! Back door!”
“I can’t see!”
The beams turn away from you as the 4 intruders are apparently going to make a break for it.
Let’s roll for initiative! The 4 intruders got a 9 for initiative.
Faloniir initiative: 6
Looks like some of you are caught slightly off guard at their choice to flee!
“Didn’t he say we’re surrounded?!”
“We’ll risk it! Knock ‘em down and split!”