Gizzmo is going to investigate 23 the door. If it seems safe and there is a gap at the bottom he will take Charlotte out and send her through so he can see what is on the other side.
Anytime you want to use Charlotte, make a straight d20 perception check at disadvantage since Charlotte is damaged goods. 2
Charlotte returns with no good information. It appears the looking module appears Charlotte went through a snowstorm (static).
Skeekbad is a little worried that she's going to mess this up, but at Wensa's suggestion decides to try to creep up the stairs to have a look. (Does my initial stealth roll stand or should I roll stealth and perception again?) She tries to hold all of her bone charms to keep them from rattling.
I don't need so many rolls. If I need a roll, I'll ask for one. Mostly I'll use your initial rolls for most of the engagement unless something changes.
You all make your way up the stairs. About halfway up the creaky wooden steps, Skeekbad and Gizzmo notice the tapping has stopped and a low growl has replaced the tapping.
Seeing as how the reception is poor on Charlotte, he is going to put her back in his pocket. He will follow the other two upstairs.
As far as the door itself went, it was not trapped or anything like that. With your investigation, you assume it was going to a kitchen area most likely.
Skeekbad will take a few more slow steps up the stairs and then try to hide behind Wensa. (OOC: Assuming Wensa does the same, as happened last time Skeekbad tried to hide behind her, they will likely end up tumbling down the stairs, creating more commotion.)
For a moment it looks as though Wensa might reenact the same scene with Skeekbad. Then a look of determination comes across her face. She looks back at Gizzmo preparing something. ”Gizzmo have a trick? Gizzmo do trick then Wensa and Skeekbad check door. Goblins have job to do.” With that Wensa draws her shortswords.
Skeekbad looks at Wensa with newfound respect. "Skeekbad follow Wensa." She fishes in one of the pockets of her cloak for some small stones and arms her shield casting magic stone.
Once you sneak to the top of the stairs where there is a 30 foot hallway that runs east/west. On the north side of the hall, there is a large double door with a padlock holding the two doors closed. To the south area are two doors. The one on the east says for rent, the one on the west says manager.
Jallmur tries to break the window open as quietly as he can.
There's not a quiet way to break a window. You're able to punch the window out with one of your thieves tool.
Luck roll: 45
Oh, that's low.....................
At this point, two city guards come upon you while you were hanging from the gutter of the business. They have been watching you for a little while to see what you were up to. Now that you have broken out the window, one yells out, "Oi you limey ****! What is it you think you're doing up there!?" At this point, both have pulled out wooden clubs with brass caps. The one who hasn't yelled at you pulled something else from a pocket.
Anytime you want to use Charlotte, make a straight d20 perception check at disadvantage since Charlotte is damaged goods. 2
Charlotte returns with no good information. It appears the looking module appears Charlotte went through a snowstorm (static).
I don't need so many rolls. If I need a roll, I'll ask for one. Mostly I'll use your initial rolls for most of the engagement unless something changes.
I thought you wanted to go up the side of an adjacent building. If you want to make your way up the side of the target tavern, that's fine as well.
You look in the window and it appears to be a storeroom in the attic area. These windows are circular and do not appear to open.
PC: Fitzroy Hammerstone - The Mad Empiricist of Corinth
DM:
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Wensa
Wensa follows up the stairs with Skeekbad. Peaking around in corners as she goes.
Perception : 11
Gizzmo
Seeing as how the reception is poor on Charlotte, he is going to put her back in his pocket. He will follow the other two upstairs.
You all make your way up the stairs. About halfway up the creaky wooden steps, Skeekbad and Gizzmo notice the tapping has stopped and a low growl has replaced the tapping.
As far as the door itself went, it was not trapped or anything like that. With your investigation, you assume it was going to a kitchen area most likely.
PC: Fitzroy Hammerstone - The Mad Empiricist of Corinth
DM:
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Gizzmo
Gizzmo makes a slight adjustment to the glove and grasps the arcane tinkering focus. sleep
[Roll]5d8[/roll] hit points of creatures. Directed at the door where the growl is coming.
PC: Fitzroy Hammerstone - The Mad Empiricist of Corinth
DM:
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Skeekbad
Skeekbad will take a few more slow steps up the stairs and then try to hide behind Wensa. (OOC: Assuming Wensa does the same, as happened last time Skeekbad tried to hide behind her, they will likely end up tumbling down the stairs, creating more commotion.)
~♡~
Wensa
For a moment it looks as though Wensa might reenact the same scene with Skeekbad. Then a look of determination comes across her face. She looks back at Gizzmo preparing something. ”Gizzmo have a trick? Gizzmo do trick then Wensa and Skeekbad check door. Goblins have job to do.” With that Wensa draws her shortswords.
Skeekbad
Skeekbad looks at Wensa with newfound respect. "Skeekbad follow Wensa." She fishes in one of the pockets of her cloak for some small stones and arms her shield casting magic stone.
~♡~
Ooc: didn't get the dice code to work in earlier post. Didn't know if you were waiting for me to roll it. 28
Once you sneak to the top of the stairs where there is a 30 foot hallway that runs east/west. On the north side of the hall, there is a large double door with a padlock holding the two doors closed. To the south area are two doors. The one on the east says for rent, the one on the west says manager.
PC: Fitzroy Hammerstone - The Mad Empiricist of Corinth
DM:
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Wensa
Wensa pauses for a moment after Gizzmo casts his spell. Trying to listen for more growling and to see if she can tell where it was/is coming from.
perception : 17
Gizzmo
Listens to determine if the dog was put to sleep. Perception16
If the dog is asleep he check the padlocked door.
Investigation: 24
Tools: 11
Jallmur
While all of this is going on, Jallmur is trying to find a way in through the windows
Thieves' Tools : 15
(Hopefully it works this time) 13(I rolled again because the dice roller wasn't working sorry about that)
Which room were you casting the spell in? You’re not sure which room the growling was in, but assume it was toward one of the south rooms.
The window doesn’t open. You’ll have to break it out if you’re wanting to get in that way.
PC: Fitzroy Hammerstone - The Mad Empiricist of Corinth
DM:
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Ooc: yes we'll go with that one. Padlocked room.
Skeekbad
Skeekbad runs over and carefully opens the door that has the "For Rent" sign on it and has a look around trying to be as sneaky as she can manage.
~♡~
Jallmur
Jallmur tries to break the window open as quietly as he can.
Just noticed a typo. Thats what I get for trusting my ipad....... see below Gizzmo before I set up the rest.
Which room were you casting the spell in? You’re not sure which room the growling was in, but assume it was toward one of the south rooms.
PC: Fitzroy Hammerstone - The Mad Empiricist of Corinth
DM:
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There's not a quiet way to break a window. You're able to punch the window out with one of your thieves tool.
Luck roll: 45
Oh, that's low.....................
At this point, two city guards come upon you while you were hanging from the gutter of the business. They have been watching you for a little while to see what you were up to. Now that you have broken out the window, one yells out, "Oi you limey ****! What is it you think you're doing up there!?" At this point, both have pulled out wooden clubs with brass caps. The one who hasn't yelled at you pulled something else from a pocket.
Give me a perception check.
PC: Fitzroy Hammerstone - The Mad Empiricist of Corinth
DM:
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