So it seems that the whole crew is going to scout the museum, if anyone is not please clarify. Anyone wearing armor can take a few moments to remove it and stash it in the bag of holding (assuming you have clothes, if not you will need to find some!). The same goes for weapons or you can try to conceal them by some other means which you can describe.
You can find your way to the museum quite easily as its right beside the Sage’s Quill.
The facade of the Varkenbluff Museum of Natural History boasts enormous columns and elegant archways hewn from marble. Cosmopolitan visitors bustle about the entrance.
"Oh dear, I hope I will be able to stay awake in this dreary building."Luci says as he steps inside, glancing over at the offices. "I will try to find the curator and get to know her a bit better, let's meet at the cafés in an hour or so and decide our next move."
Dubh will stash his short sword in the bag of holding and adjust the location of his darts a bit so as to hide them in his clothing. Otherwise he is set to go as he wears no armor.
Dubh will fall back from the rest of the party once the plan to meet at the cafes in an hour is made. Dubh want to examine the perimeter of the building. He is looking for placement of windows and doors as well as to see if there are any fire escapes or such. The map seemed unsure about basement access so that is definitely something he would look for.
He’s also checking out the buildings near the museum. He wants to see if anything nearby is high enough that it would allow him to see the museum roof. Also if anything is high and close enough to prove access to said roof… He also wants to do some scouting for getaway plans - make sure he knows where any nearby dead ends are, that kind of thing.
He’d also keep an eye out for any guards leaving the museum but doubts he will get that lucky…
Dubh spends about an hour scouting the building exterior. He does not notice any nearby buildings that would allow a bird’s eye view of the museum roof. He also does not notice any easy way to access the roof, no fire escape or ladder.
The building does not appear to have any windows.
Around back he finds a ramp sloping down from street level to a loading dock. Large metal doors block access to the basement. The doors are locked and the hinges appear rusty and unused in some time.
Dubh is able to mentally map out an emergency escape route through the surrounding streets and alleyways.
No museum guards are encountered during this time.
As Luci (and anyone accompanying him) enters the museum you notice that the doctor’s map was fairly accurate.
Statues depicting robed human women flank the sides of this public mingling space, which boasts a marble column in the center. The museum's information desk is situated just inside the front doors. To the north is a grand staircase draped in rich carpet and flanked by gift shops on each side. On the east wall are three wooden doors, currently closed. Mirroring those doors, on the west wall, are three short hallways leading to the exhibits.
Two guards in chain shirts with short swords on their hips patrol the Grand Entrance.
Seated at the desk is a smiling dwarf woman. “Come on in, don’t be shy. We have a special price for admission today, just 1sp per guest.”
This post has potentially manipulated dice roll results.
Parr nods to Dubh, she trusts his ability to find what they need on the outside....she heads into the museum and does her own interior scout.
Parr is dressed in loose fitting clothes, good quality but obviously faded and repaired, she has her thieves tools and daggers on her but not her backpack/crowbar etc. She does not need to feign interest in the contents of the museum reading each and every plaque she comes across, though she is at the same time determining lines of sight and blindspots within the building.
Heading up she moves through Prehistoric Predators and then slipping through the cafe heads down and along Creatures of the past>Underground Wonders and Archaelology before passing into the gemstone wing, covertly examining the stairs up to the attic, security measures in place and guards before moving back through P.P. and to the cafes.....in truth she is a little dubious about them all converging together within the building they are intending on robbing but she trusts Luci to know what he's doing.
Stealth ( Covert observation, not attracting attention etc.)-20
Perception ( Guard movements, entrances and exits, overt security measures)-11
Investigation ( Alarms, traps, blindspots/line of sight etc)-23
Sleight of Hand ( skimming keys, passwords, documents etc. she may come across)- 23
(OOC: ok that’s a lot. I’ll say that you spend the hour touring the various rooms but if you want to investigate every single room you will need to take more time and post systematically room-by-room. I would say it takes about 15 mins to thoroughly investigate a whole room. For now I’m not going to describe every room but if you want to focus your attention on say 3 of them, let me know which ones and make the additional investigation rolls. I’ll Similarly, if your going to try to pickpocket anyone, you will need a more detailed post describing how you intend to do it.)
Parr does not attract any unwanted attention and her illicit weapons and thieving tools are not noticed by the guards.
The guards change positions too often for you to accurately assess their patrol routes.
You notice a trap door in the ceiling above the main doors but its purpose is unclear (Applying your Investigation roll to the grand entrance).
You are able to confirm the doctor’s map is generally accurate with a few minor inconsistencies. You confirm there is a narrow staircase going up at the end of the hall with the privies.
When you come to the Gemstone Wing, the doors are closed and there is a guard stationed at each door.
This post has potentially manipulated dice roll results.
Windarërremoves her armor, and puts her shield and daggers into the bag. And the rest of her equipment, keeping only her amulet with the symbol of Deneir
Shw decides to start with going upstairs to the privies. Making sure they are pirvate, she then casts Detect Magic as a ritual.
With 10 minutes for that spell, she would start with the area outside the privies leading to stairs going up. From there she would check around the area near the entrance to the gem exhibit near the allosaurus. After, she goes to the Crestures of the Past, following all the way through to the Archaeology Display fairly briskly. Her intent is to focus on the other entrance to the gem hall, but try to notice any other magic.
Hopefully time for her spell will allow her to makes her way down the stairs to check out the entry space. She looks for magic there as well.
The rest of her time she'll make her way to the Ancient Cultures section, more to just look like a museum guest. It shouldn't be hard as she would be more than happy to spend the entire day here.
After about an hour, she make her way to the gift area to meet the others. She tries to get there early and look for any signs other people might be paying extra attention to anyone in the group. She prays to Deneir for Guidance in this task (Insight: 20)
The intact skeletons of several large prehistoric monsters are on display here, including the museum's most famous display: the beautifully preserved body of an allosaurus, its leathery skin appearing supple to the touch. An informational placard next to the dinosaur explains it died in the Murkmire millennia ago and was naturally preserved. Display cases along the room's walls hold fossils of other ancient local predators.
The statue west of the stairs depicts a winged satyr.
The door to the gemstone wing on the east side is closed and guarded.
Parr’s investigation reveals:
1- an air vent 10’ above the floor on the east wall, presumably leading to the gemstone wing.
2-a secret door behind a tapestry in the SW corner.
3-a small hatch in the base of the allosaurus exhibit covering a panel of buttons. As you are preoccupied with your investigation a group of half-orc children began pushing the buttons causing the allosaurus to roar and stomp in place.
Windare detects the following magic:
1-the satyr statue has an aura of transmutation surrounding it for 5’ in all directions
2-the door to the gemstone wing has an aura of abjuration
3-the hallway to west leading to the cafe has an aura of abjuration
4-all guards you encounter have a faint aura of divination coming from a pouch on their belts
Picks, trowels, brushes, and other archaeological tools are on display here. Informational placards label them as tools famous local experts used to dig up the wonders found in the museum. Murals along the south wall depict famous digs.
The door to the gemstone wing is closed and guarded.
Parr’s investigation reveals:
1- a secret door in the north wall, presumably leading to the gemstone wing
2- the items on display include two flawless weapons: a +1 dagger and a +1 hand axe. The weapons are inside a glass case that is locked.
Windare also detects the same weapons are giving off an aura of evocation.
Unfortunately, or perhaps fortunately, there is nothing remarkable about the privies. There are 5 stalls. A simple latch allows the door of each privy to be locked from the inside.
No other magic is detected on the second floor and Windare’s spell elapses before she can make it back to the first floor.
Ancient Cultures Exhibit:
Glass display cases boast objects related to life in ancient Varkenbluff. Clay pots, stone tools, and scraps of leather clothes are interspersed with informational placards about their historical use.
This post has potentially manipulated dice roll results.
Stowing his dagger in the bag of holding along with the gear of the other members, Joorin spends most of the hour looking over the offerings of the first floor. While trying to give the air of a basic patron he wanders casually through the Ancient Plants area looking for anything of note that could come in handy this evening. Perhaps a convenient place to set a distraction or an entry into the "backstage" area of the museum as it were...the hallways and archives that are the life's blood of any institution like this.
Investigation 18 + guidance 3
Know (nature) 14 + guidance 1
After learning what there is to learn about the ancient botany from the placards as well as what he remembers from his studying, he makes his way towards the east side of the first floor. Intent to make an attempt at the offices. He observes quietly while making a show of window shopping the gift shop area that flanks the stairs leading to the second floor. When an opportunity seems to present itself (the guards perhaps rotating through to a different part of their patrol...or someone from an office stepping out to head somewhere for example) Joorin casually walks up to the doors and attempts to open it...planning to act the role of a patron that didn't see any of the signs identifying the offices as off limits if there are such signs.
Perception (casing the offices)17 + guidance 4
Stealth to attempt to slip into an office: 10.
(If he gets caught we can role-playing through the conversation, but I have the staring point there in the text... he will play off getti.g caught as just being turned around and not realizing the offices are no go.)
This post has potentially manipulated dice roll results.
Seeing his crew efficiently go to work, Luci approches the dwarven woman and pays the admission fee. "I was hoping to meet with the curator of this esteemed institution."He says with a charming smile.
Accepting his admission fee cheerfully, the dwarven woman says with a smile, “Miss Alda Arkin is the curator, but she is very busy today setting up for a private event being held this evening. Do you have an appointment? You are free to knock on her door,” she says gesturing to the southernmost door, “but if you don’t have an appointment, don’t be surprised if she’s a bit short with you.”
Artificial plants made of wood, silk, and other materials sprout from artfully arranged planters. Tall ferns, bushes with strange berries, and slender trees are represented alongside placards about ancient plant life.
Joorin’s investigation reveals two different secret doors concealed by the fake foliage, both in the west wall seemingly leading to the ancient cultures exhibit.
This post has potentially manipulated dice roll results.
"Now that is a pity, I was hoping to meet with someone who could give me a tour of this amazing exhibition. It is said that something extraordinary was excavated from the Murkmire that is now kept here in safety for some reason and I'm dying to know more about this fascinating item." Luci continues with a pleading look.
Display racks here are filled with tunics, bandannas, books, and bric-a-brac, most emblazoned with the museum's logo. Plush benches serve as seating areas.
The eastern shop sells cheap souvenirs and bears a sign that reads, "The Historian's Gifts." The western shop sells books and artifact replicas and is labeled "The Archaeologist's Spade."
Each shop has a small door the appears to lead to a space under the stairs/landing.
No one pays much attention to the Halfling as he approaches the northernmost door. Reaching out to try the handle he finds it locked. After jiggling the handle a few times to make sure, the door is opened from the inside by a human easily identified as a guard. He pokes his head out and looks left, and then right, and finally down to where he sees a Halfling looking lost. “Staff only mate,” he says, “privies are upstairs to the right.”
Before he closes the door, Joorin is able to peek between his legs to see a room with boxes lining the walls and a small table and chairs in the middle. A second guard sits at the table smoking a cigarette and sipping a cup of tea.
“Oh, you must be talking about the Murkmire Stone,” the dwarven woman replies, “but that exhibit doesn’t open until tomorrow.” She looks a bit confused until she finally notices Lucifer’s swanky clothing. “Are you one of the donors?” she asks, “you’re a bit early for the gala. Just wait here a moment please.” The woman hops down of her stool and hurries over to the curator’s door, knocking softly. The door opens a crack and after a brief conversation the dwarven woman waves for Luci to come over.
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So it seems that the whole crew is going to scout the museum, if anyone is not please clarify. Anyone wearing armor can take a few moments to remove it and stash it in the bag of holding (assuming you have clothes, if not you will need to find some!).
The same goes for weapons or you can try to conceal them by some other means which you can describe.
You can find your way to the museum quite easily as its right beside the Sage’s Quill.
The facade of the Varkenbluff Museum of Natural History boasts enormous columns and elegant archways hewn from marble. Cosmopolitan visitors bustle about the entrance.
"Oh dear, I hope I will be able to stay awake in this dreary building." Luci says as he steps inside, glancing over at the offices. "I will try to find the curator and get to know her a bit better, let's meet at the cafés in an hour or so and decide our next move."
Dubh will stash his short sword in the bag of holding and adjust the location of his darts a bit so as to hide them in his clothing. Otherwise he is set to go as he wears no armor.
Dubh will fall back from the rest of the party once the plan to meet at the cafes in an hour is made. Dubh want to examine the perimeter of the building. He is looking for placement of windows and doors as well as to see if there are any fire escapes or such. The map seemed unsure about basement access so that is definitely something he would look for.
He’s also checking out the buildings near the museum. He wants to see if anything nearby is high enough that it would allow him to see the museum roof. Also if anything is high and close enough to prove access to said roof… He also wants to do some scouting for getaway plans - make sure he knows where any nearby dead ends are, that kind of thing.
He’d also keep an eye out for any guards leaving the museum but doubts he will get that lucky…
Dubh spends about an hour scouting the building exterior. He does not notice any nearby buildings that would allow a bird’s eye view of the museum roof. He also does not notice any easy way to access the roof, no fire escape or ladder.
The building does not appear to have any windows.
Around back he finds a ramp sloping down from street level to a loading dock. Large metal doors block access to the basement. The doors are locked and the hinges appear rusty and unused in some time.
Dubh is able to mentally map out an emergency escape route through the surrounding streets and alleyways.
No museum guards are encountered during this time.
As Luci (and anyone accompanying him) enters the museum you notice that the doctor’s map was fairly accurate.
Statues depicting robed human women flank the sides of this public mingling space, which boasts a marble column in the center. The museum's information desk is situated just inside the front doors. To the north is a grand staircase draped in rich carpet and flanked by gift shops on each side. On the east wall are three wooden doors, currently closed. Mirroring those doors, on the west wall, are three short hallways leading to the exhibits.
Two guards in chain shirts with short swords on their hips patrol the Grand Entrance.
Seated at the desk is a smiling dwarf woman. “Come on in, don’t be shy. We have a special price for admission today, just 1sp per guest.”
Parr nods to Dubh, she trusts his ability to find what they need on the outside....she heads into the museum and does her own interior scout.
Parr is dressed in loose fitting clothes, good quality but obviously faded and repaired, she has her thieves tools and daggers on her but not her backpack/crowbar etc. She does not need to feign interest in the contents of the museum reading each and every plaque she comes across, though she is at the same time determining lines of sight and blindspots within the building.
Heading up she moves through Prehistoric Predators and then slipping through the cafe heads down and along Creatures of the past>Underground Wonders and Archaelology before passing into the gemstone wing, covertly examining the stairs up to the attic, security measures in place and guards before moving back through P.P. and to the cafes.....in truth she is a little dubious about them all converging together within the building they are intending on robbing but she trusts Luci to know what he's doing.
Stealth ( Covert observation, not attracting attention etc.)-20
Perception ( Guard movements, entrances and exits, overt security measures)-11
Investigation ( Alarms, traps, blindspots/line of sight etc)-23
Sleight of Hand ( skimming keys, passwords, documents etc. she may come across)- 23
(OOC: ok that’s a lot. I’ll say that you spend the hour touring the various rooms but if you want to investigate every single room you will need to take more time and post systematically room-by-room. I would say it takes about 15 mins to thoroughly investigate a whole room. For now I’m not going to describe every room but if you want to focus your attention on say 3 of them, let me know which ones and make the additional investigation rolls. I’ll Similarly, if your going to try to pickpocket anyone, you will need a more detailed post describing how you intend to do it.)
Parr does not attract any unwanted attention and her illicit weapons and thieving tools are not noticed by the guards.
The guards change positions too often for you to accurately assess their patrol routes.
You notice a trap door in the ceiling above the main doors but its purpose is unclear (Applying your Investigation roll to the grand entrance).
You are able to confirm the doctor’s map is generally accurate with a few minor inconsistencies. You confirm there is a narrow staircase going up at the end of the hall with the privies.
When you come to the Gemstone Wing, the doors are closed and there is a guard stationed at each door.
( Oh, no pickpocketing. Just swiping stuff off desks and tables if its easy otherwise not pushing her luck.
Ok, lets go with:
Prehistoric Predators: Investigation- 20
Archaeology: Investigation- 11
Privvies: Investigation- 24 )
Windarërremoves her armor, and puts her shield and daggers into the bag. And the rest of her equipment, keeping only her amulet with the symbol of Deneir
Shw decides to start with going upstairs to the privies. Making sure they are pirvate, she then casts Detect Magic as a ritual.
With 10 minutes for that spell, she would start with the area outside the privies leading to stairs going up. From there she would check around the area near the entrance to the gem exhibit near the allosaurus. After, she goes to the Crestures of the Past, following all the way through to the Archaeology Display fairly briskly. Her intent is to focus on the other entrance to the gem hall, but try to notice any other magic.
Hopefully time for her spell will allow her to makes her way down the stairs to check out the entry space. She looks for magic there as well.
The rest of her time she'll make her way to the Ancient Cultures section, more to just look like a museum guest. It shouldn't be hard as she would be more than happy to spend the entire day here.
After about an hour, she make her way to the gift area to meet the others. She tries to get there early and look for any signs other people might be paying extra attention to anyone in the group. She prays to Deneir for Guidance in this task (Insight: 20)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Prehistoric Predators:
The intact skeletons of several large prehistoric monsters are on display here, including the museum's most famous display: the beautifully preserved body of an allosaurus, its leathery skin appearing supple to the touch. An informational placard next to the dinosaur explains it died in the Murkmire millennia ago and was naturally preserved. Display cases along the room's walls hold fossils of other ancient local predators.
The statue west of the stairs depicts a winged satyr.
The door to the gemstone wing on the east side is closed and guarded.
Parr’s investigation reveals:
1- an air vent 10’ above the floor on the east wall, presumably leading to the gemstone wing.
2-a secret door behind a tapestry in the SW corner.
3-a small hatch in the base of the allosaurus exhibit covering a panel of buttons. As you are preoccupied with your investigation a group of half-orc children began pushing the buttons causing the allosaurus to roar and stomp in place.
Windare detects the following magic:
1-the satyr statue has an aura of transmutation surrounding it for 5’ in all directions
2-the door to the gemstone wing has an aura of abjuration
3-the hallway to west leading to the cafe has an aura of abjuration
4-all guards you encounter have a faint aura of divination coming from a pouch on their belts
Archeology Display:
Picks, trowels, brushes, and other archaeological tools are on display here. Informational placards label them as tools famous local experts used to dig up the wonders found in the museum. Murals along the south wall depict famous digs.
The door to the gemstone wing is closed and guarded.
Parr’s investigation reveals:
1- a secret door in the north wall, presumably leading to the gemstone wing
2- the items on display include two flawless weapons: a +1 dagger and a +1 hand axe. The weapons are inside a glass case that is locked.
Windare also detects the same weapons are giving off an aura of evocation.
Privies:
Unfortunately, or perhaps fortunately, there is nothing remarkable about the privies. There are 5 stalls. A simple latch allows the door of each privy to be locked from the inside.
No other magic is detected on the second floor and Windare’s spell elapses before she can make it back to the first floor.
Ancient Cultures Exhibit:
Glass display cases boast objects related to life in ancient Varkenbluff. Clay pots, stone tools, and scraps of leather clothes are interspersed with informational placards about their historical use.
Stowing his dagger in the bag of holding along with the gear of the other members, Joorin spends most of the hour looking over the offerings of the first floor. While trying to give the air of a basic patron he wanders casually through the Ancient Plants area looking for anything of note that could come in handy this evening. Perhaps a convenient place to set a distraction or an entry into the "backstage" area of the museum as it were...the hallways and archives that are the life's blood of any institution like this.
Investigation 18 + guidance 3
Know (nature) 14 + guidance 1
After learning what there is to learn about the ancient botany from the placards as well as what he remembers from his studying, he makes his way towards the east side of the first floor. Intent to make an attempt at the offices. He observes quietly while making a show of window shopping the gift shop area that flanks the stairs leading to the second floor. When an opportunity seems to present itself (the guards perhaps rotating through to a different part of their patrol...or someone from an office stepping out to head somewhere for example) Joorin casually walks up to the doors and attempts to open it...planning to act the role of a patron that didn't see any of the signs identifying the offices as off limits if there are such signs.
Perception (casing the offices)17 + guidance 4
Stealth to attempt to slip into an office: 10.
(If he gets caught we can role-playing through the conversation, but I have the staring point there in the text... he will play off getti.g caught as just being turned around and not realizing the offices are no go.)
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Seeing his crew efficiently go to work, Luci approches the dwarven woman and pays the admission fee. "I was hoping to meet with the curator of this esteemed institution." He says with a charming smile.
Persuasion if needed: 14
Accepting his admission fee cheerfully, the dwarven woman says with a smile, “Miss Alda Arkin is the curator, but she is very busy today setting up for a private event being held this evening. Do you have an appointment? You are free to knock on her door,” she says gesturing to the southernmost door, “but if you don’t have an appointment, don’t be surprised if she’s a bit short with you.”
Ancient Plants Exhibit:
Artificial plants made of wood, silk, and other materials sprout from artfully arranged planters. Tall ferns, bushes with strange berries, and slender trees are represented alongside placards about ancient plant life.
Joorin’s investigation reveals two different secret doors concealed by the fake foliage, both in the west wall seemingly leading to the ancient cultures exhibit.
"Now that is a pity, I was hoping to meet with someone who could give me a tour of this amazing exhibition. It is said that something extraordinary was excavated from the Murkmire that is now kept here in safety for some reason and I'm dying to know more about this fascinating item." Luci continues with a pleading look.
Another persuasion if applicable: 18
Museum Shops:
Display racks here are filled with tunics, bandannas, books, and bric-a-brac, most emblazoned with the museum's logo. Plush benches serve as seating areas.
The eastern shop sells cheap souvenirs and bears a sign that reads, "The Historian's Gifts." The western shop sells books and artifact replicas and is labeled "The Archaeologist's Spade."
Each shop has a small door the appears to lead to a space under the stairs/landing.
No one pays much attention to the Halfling as he approaches the northernmost door. Reaching out to try the handle he finds it locked. After jiggling the handle a few times to make sure, the door is opened from the inside by a human easily identified as a guard. He pokes his head out and looks left, and then right, and finally down to where he sees a Halfling looking lost. “Staff only mate,” he says, “privies are upstairs to the right.”
Before he closes the door, Joorin is able to peek between his legs to see a room with boxes lining the walls and a small table and chairs in the middle. A second guard sits at the table smoking a cigarette and sipping a cup of tea.
“Oh, you must be talking about the Murkmire Stone,” the dwarven woman replies, “but that exhibit doesn’t open until tomorrow.” She looks a bit confused until she finally notices Lucifer’s swanky clothing. “Are you one of the donors?” she asks, “you’re a bit early for the gala. Just wait here a moment please.” The woman hops down of her stool and hurries over to the curator’s door, knocking softly. The door opens a crack and after a brief conversation the dwarven woman waves for Luci to come over.