Does it seem like one could get close to it to get a better look without being noticed?
That depends on which corner Erric ended up in. If the room is a clock, the "bar" is at 4:00, the store area/door to private quarters is at 2:00, the game room door is at 10:00, and nothing is at 8:00.
If Erric is attracting attention, Jambiya will take advantage of her size to try to work her way unremarked to the vicinity of the game room door (at 10 on the clock). Then she will watch for her moment, and if she sees one where the people are not watching, she will quickly try the door (mostly expecting it to be locked) and slip inside if it opens, being sure to shut the door after her.
This post has potentially manipulated dice roll results.
OK ...
Maldorn, both windows must be either locked or stuck because neither opens with your gentle pressure.
The humans begin making their way back toward the front of the building.
Inside, Erric ends up in the corner nearest the store area, now getting the attention of the room, including Mara and Tassel. Mara looks nervous and hurries over. "What are you doing in here?" she whispers loudly, despite Erric's performance. She looks around.
On the other side of the room, Jambiya moves to the gaming room door. (Stealth: 6) Mara notices and snaps her fingers, getting Tassel's attention.
After seeing Mara motion toward the little goblin girl, Tassel heads over, shaking her head apologetically. "You can't go in there," she says to Jambiya. "Sergor wouldn't like it."
Let's have one more post by Jambiya and Erric before Maldorn enters.
"This is a great crowd! This sort of thing usually is so welcome wherever I go,"Erric says. He strums his lute again, casting minor illusion to cause a "Hear hear!" and some hearty applause burst from the tables.
He'll stop and join a table to order some food if he's really not welcome to play, but he's trying as best he can to make this work, even though it won't.
Mara is clearly conflicted as it appears her patrons are appreciating the halfling's entertainment. She almost seems to vibrate on the spot as her mind jumps from idea to idea.
Tassel frowns more deeply at Jambiya. "Danger?" she asks, sounding a little dubious, but also curious. "Largo and his sons are harmless. All they do is drink and play cards. What's the harm in that?"
Mara's eyes shift to Tassel and Jambiya and then back at Erric. "What's really going on?" she asks.
At that moment, the door opens and Maldorn and Aseid walk in, looking around for Erric and Jambiya. (Erric is currently to the right and back and appears to be being scolded by Mara. Jambiya is to the left kind of near the door to the game room in a hushed conversation with Tassel.)
Mara curses under her breath, but someone at one of the tables calls for her, and she looks that direction. "Coming," she says apologetically. She gives Erric a look that is equal parts anger and worry as she moves away toward the customer.
"That Erric wastes no time," Maldorn whispers to himself and, maybe, Aseid. Unsure of whether he can be of any help in the conversations taking place, Maldorn suggests that Aseid and he should split up. One should go stand near Erric and the other near Jambiya, just in case things escalate further.
With that, the old ranger moves closer to Erric but does not stand immediately next to him. Instead, he makes sure he is visible and available to help if needed, some 10 or 15 feet away from the skilled conversationalist of a bard.
"He sure did not," echoed Aseid. "Do you think we can get a bite while waiting?" To be honest, Aseid felt a bit lost. He was not sure the gnomes were anyhow related to the treasure he came to retrieve, and would rather get back outside searching for the entrance to the place the treasure could be. But Miss Jambiya was set on solving the mystery of the gnomes. He could not help with that but was willing to offer at least protection from any harm.
Maldorn answers Aseid's question before heading toward Erric: "I gather that'd be fine, assuming the folks here are willing to serve us food after what happened yesterday."
The four eventually find seats at the tables, and Mara begins to reluctantly serve them — it seems her desire to be hospitable is warring with her instinct to protect the Cadaver's Arms. Eventually, however, Sergor appears and is very unpleased that the foursome is being served. He insists — not necessarily rudely, but without room for argument — that they need to leave. Unfortunately, they've only half finished their lunches. They find themselves standing on the doorstep to the Cadaver's Arms once again.
"Well. I never. And I mean that, I have never pushed people out of a common room with their meals half eaten." Jambiya is fit to be tied. "I've a mind to confront these gnomes," and she begins crossing the open space to their storefront.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Wiping his mouth with the tip of his green cape, Maldorn clears his throat loudly once outside in hopes to get his companions' attention, including Jambiya who might be reacting somewhat emotionally to the situation. The old man explains his take on it all: "Friends from Seldom Spring, we might want to consider calling it a day here. We are obviously no longer welcome at the tavern, we came this close to being accused of destruction of public property (the fountain), and more than one resident of this here square already has their high suspicions regarding our intentions. I am afraid we are running out of options for reaching an above-board resolution to the matter at hand."
He sighs before continuing: "A moment ago I caught myself asking our newest friend here, Armoire, if he had skills at breaking and entering. I am now ashamed of that question. That is really not who I am or should be aiming to be. We are no closer to finding out what is happening here and, if we have to start resorting to crime, I say we quit before we do something we'll truly regret. Perhaps we should cut our losses here and simply inform the local guards of all the suspicious activity we uncovered here and the monsters we killed. OR maybe we can put it all in writing and deliver it at the Lockforges' home right over there. Perhaps the message will carry more weight coming from a local. It might not be a satisfying conclusion, but it might be the right thing to do at this point."
Jambiya is pulled up short by Maldorn's lengthy, well spoken, and rare speech. She smiles that he got the Lockforge name right, sort of a testament to all they have been through, and went through with Ebokk. And she is somewhat deflated by the thirst of his argument.
"You're not wrong, Maldorn," she says. "I haven't really felt myself since we got here. First I was so angry at that gnome woman for how she treated Erric, and... I think I never recovered. Maybe I just need a spell at home to gather myself again?"
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
As usual, Aseid did not try to correct Maldorn, and as usual, he agreed with the old hunter. "Reporting the suspicious activity seemed to be the best course of action. The temple is quite destroyed, I doubt we can find the treasure here while remaining in this place might harm Miss Jambiya. I am sure your fathers would value your safety over any amount of treasure. We can inform them of happenings once we are safely back home."
Deciding to cut their losses before stepping over the lines of the law, the quartet heads back to the stately home of the gnome Eilikasys to report their findings. They are met by Grendel, Eilikasys's employee/servant/friend. They explain that while they did not actually meet Largo, they spoke with many who know him, including one of his sons, and are certain the gnome is alive and well and going about his own business. Why he is ignoring Eilikasys's communications, they cannot say. Grendel thanks them for the information. Jambiya thinks to ask about Ebokk, and Grendel says that shortly after they left to find the Square, a message came from Ebokk's mother asking him to return to Waterdeep right away. She found him at his cousins' house easily enough and sent him on his way at her request.
Their last stop in Neverwinter is to the Neverwinter Guard. It takes much longer than they anticipated or felt necessary, and by the end of it, they are so frustrated in the process that they're not even sure they were able to convey what they feel is a threat to at least those living in and passing through Keeper's Square — but they tell them what they've experienced and found and their suspicions. The Guard take their statements and send them on their way, promising to follow up.
Washing their hands of the situation, Maldorn, Erric, Jambiya and Aseid make the journey back to Seldom Spring. Along the way, the trio gets to know Aseid a little better. Despite them all living in the same town for a while, they're surprised how little they know about the dark-haired young man. Of course, before being pulled together by Dirk, Maldorn, Erric and Jambiya didn't know each other that well, either. Over campfires, they tell bits and pieces of their previous journeys with Anafrey and Ebokk. Erric's ballads are becoming well polished, and Jambiya even hums along, she's heard them so often now.
It's surprising how long it takes them to get home from Neverwinter, but then they realize they've been in no hurry. Unknowingly, they want to prolong the journey. There's something about this return home that seems like an end to something. When the humble wall of Seldom Spring comes into view, they march on, ready to return to what some might call a normal life. Each is a little more experienced. Each is a little wiser. Who knows what the future might bring in the little town called Seldom Spring?
If you have an epilogue in you, go ahead and post it. Only read the spoiler below if you want to know what was going on in Keeper's Square:
In the game room was a secret passage below the Cadaver's Arms to a laboratory operated by Largo and his sons, who had recently become wererats. Further, Largo is in service to an otherworldly benefactor that is having him build a flesh golem to terrorize Neverwinter.
This particular module was pretty lacking in my estimation (perhaps one of the reasons it was hard to keep the momentum going), and I had planned to add a mystery to the end centered on a fire at the Shining Knight.
Does it seem like one could get close to it to get a better look without being noticed?
That depends on which corner Erric ended up in. If the room is a clock, the "bar" is at 4:00, the store area/door to private quarters is at 2:00, the game room door is at 10:00, and nothing is at 8:00.
Erric would try not to set up right by the game room door, so maybe 2 o’clock?
If Erric is attracting attention, Jambiya will take advantage of her size to try to work her way unremarked to the vicinity of the game room door (at 10 on the clock). Then she will watch for her moment, and if she sees one where the people are not watching, she will quickly try the door (mostly expecting it to be locked) and slip inside if it opens, being sure to shut the door after her.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Arriving at the front door of the tavern, Maldorn looks to get in unceremoniously and look for his friends inside.
OK ...
Maldorn, both windows must be either locked or stuck because neither opens with your gentle pressure.
The humans begin making their way back toward the front of the building.
Inside, Erric ends up in the corner nearest the store area, now getting the attention of the room, including Mara and Tassel. Mara looks nervous and hurries over. "What are you doing in here?" she whispers loudly, despite Erric's performance. She looks around.
On the other side of the room, Jambiya moves to the gaming room door. (Stealth: 6) Mara notices and snaps her fingers, getting Tassel's attention.
After seeing Mara motion toward the little goblin girl, Tassel heads over, shaking her head apologetically. "You can't go in there," she says to Jambiya. "Sergor wouldn't like it."
Let's have one more post by Jambiya and Erric before Maldorn enters.
(Before Maldorn and Aseid enter - Aseid would follow him inside.)
Meili Liang Lvl 5 Monk
Dice
"This is a great crowd! This sort of thing usually is so welcome wherever I go," Erric says. He strums his lute again, casting minor illusion to cause a "Hear hear!" and some hearty applause burst from the tables.
He'll stop and join a table to order some food if he's really not welcome to play, but he's trying as best he can to make this work, even though it won't.
Jambiya doesn’t like being false to nice people. “Well, then where is Sergor? He’s helping those gnomes put all of you in danger.”
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Mara is clearly conflicted as it appears her patrons are appreciating the halfling's entertainment. She almost seems to vibrate on the spot as her mind jumps from idea to idea.
Tassel frowns more deeply at Jambiya. "Danger?" she asks, sounding a little dubious, but also curious. "Largo and his sons are harmless. All they do is drink and play cards. What's the harm in that?"
Mara's eyes shift to Tassel and Jambiya and then back at Erric. "What's really going on?" she asks.
At that moment, the door opens and Maldorn and Aseid walk in, looking around for Erric and Jambiya. (Erric is currently to the right and back and appears to be being scolded by Mara. Jambiya is to the left kind of near the door to the game room in a hushed conversation with Tassel.)
Mara curses under her breath, but someone at one of the tables calls for her, and she looks that direction. "Coming," she says apologetically. She gives Erric a look that is equal parts anger and worry as she moves away toward the customer.
"That Erric wastes no time," Maldorn whispers to himself and, maybe, Aseid. Unsure of whether he can be of any help in the conversations taking place, Maldorn suggests that Aseid and he should split up. One should go stand near Erric and the other near Jambiya, just in case things escalate further.
With that, the old ranger moves closer to Erric but does not stand immediately next to him. Instead, he makes sure he is visible and available to help if needed, some 10 or 15 feet away from the skilled conversationalist of a bard.
"He sure did not," echoed Aseid. "Do you think we can get a bite while waiting?" To be honest, Aseid felt a bit lost. He was not sure the gnomes were anyhow related to the treasure he came to retrieve, and would rather get back outside searching for the entrance to the place the treasure could be. But Miss Jambiya was set on solving the mystery of the gnomes. He could not help with that but was willing to offer at least protection from any harm.
Meili Liang Lvl 5 Monk
Dice
Maldorn answers Aseid's question before heading toward Erric: "I gather that'd be fine, assuming the folks here are willing to serve us food after what happened yesterday."
The four eventually find seats at the tables, and Mara begins to reluctantly serve them — it seems her desire to be hospitable is warring with her instinct to protect the Cadaver's Arms. Eventually, however, Sergor appears and is very unpleased that the foursome is being served. He insists — not necessarily rudely, but without room for argument — that they need to leave. Unfortunately, they've only half finished their lunches. They find themselves standing on the doorstep to the Cadaver's Arms once again.
"Well. I never. And I mean that, I have never pushed people out of a common room with their meals half eaten." Jambiya is fit to be tied. "I've a mind to confront these gnomes," and she begins crossing the open space to their storefront.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Wiping his mouth with the tip of his green cape, Maldorn clears his throat loudly once outside in hopes to get his companions' attention, including Jambiya who might be reacting somewhat emotionally to the situation. The old man explains his take on it all: "Friends from Seldom Spring, we might want to consider calling it a day here. We are obviously no longer welcome at the tavern, we came this close to being accused of destruction of public property (the fountain), and more than one resident of this here square already has their high suspicions regarding our intentions. I am afraid we are running out of options for reaching an above-board resolution to the matter at hand."
He sighs before continuing: "A moment ago I caught myself asking our newest friend here, Armoire, if he had skills at breaking and entering. I am now ashamed of that question. That is really not who I am or should be aiming to be. We are no closer to finding out what is happening here and, if we have to start resorting to crime, I say we quit before we do something we'll truly regret. Perhaps we should cut our losses here and simply inform the local guards of all the suspicious activity we uncovered here and the monsters we killed. OR maybe we can put it all in writing and deliver it at the Lockforges' home right over there. Perhaps the message will carry more weight coming from a local. It might not be a satisfying conclusion, but it might be the right thing to do at this point."
Jambiya is pulled up short by Maldorn's lengthy, well spoken, and rare speech. She smiles that he got the Lockforge name right, sort of a testament to all they have been through, and went through with Ebokk. And she is somewhat deflated by the thirst of his argument.
"You're not wrong, Maldorn," she says. "I haven't really felt myself since we got here. First I was so angry at that gnome woman for how she treated Erric, and... I think I never recovered. Maybe I just need a spell at home to gather myself again?"
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
As usual, Aseid did not try to correct Maldorn, and as usual, he agreed with the old hunter. "Reporting the suspicious activity seemed to be the best course of action. The temple is quite destroyed, I doubt we can find the treasure here while remaining in this place might harm Miss Jambiya. I am sure your fathers would value your safety over any amount of treasure. We can inform them of happenings once we are safely back home."
Meili Liang Lvl 5 Monk
Dice
Deciding to cut their losses before stepping over the lines of the law, the quartet heads back to the stately home of the gnome Eilikasys to report their findings. They are met by Grendel, Eilikasys's employee/servant/friend. They explain that while they did not actually meet Largo, they spoke with many who know him, including one of his sons, and are certain the gnome is alive and well and going about his own business. Why he is ignoring Eilikasys's communications, they cannot say. Grendel thanks them for the information. Jambiya thinks to ask about Ebokk, and Grendel says that shortly after they left to find the Square, a message came from Ebokk's mother asking him to return to Waterdeep right away. She found him at his cousins' house easily enough and sent him on his way at her request.
Their last stop in Neverwinter is to the Neverwinter Guard. It takes much longer than they anticipated or felt necessary, and by the end of it, they are so frustrated in the process that they're not even sure they were able to convey what they feel is a threat to at least those living in and passing through Keeper's Square — but they tell them what they've experienced and found and their suspicions. The Guard take their statements and send them on their way, promising to follow up.
Washing their hands of the situation, Maldorn, Erric, Jambiya and Aseid make the journey back to Seldom Spring. Along the way, the trio gets to know Aseid a little better. Despite them all living in the same town for a while, they're surprised how little they know about the dark-haired young man. Of course, before being pulled together by Dirk, Maldorn, Erric and Jambiya didn't know each other that well, either. Over campfires, they tell bits and pieces of their previous journeys with Anafrey and Ebokk. Erric's ballads are becoming well polished, and Jambiya even hums along, she's heard them so often now.
It's surprising how long it takes them to get home from Neverwinter, but then they realize they've been in no hurry. Unknowingly, they want to prolong the journey. There's something about this return home that seems like an end to something. When the humble wall of Seldom Spring comes into view, they march on, ready to return to what some might call a normal life. Each is a little more experienced. Each is a little wiser. Who knows what the future might bring in the little town called Seldom Spring?
If you have an epilogue in you, go ahead and post it. Only read the spoiler below if you want to know what was going on in Keeper's Square:
In the game room was a secret passage below the Cadaver's Arms to a laboratory operated by Largo and his sons, who had recently become wererats. Further, Largo is in service to an otherworldly benefactor that is having him build a flesh golem to terrorize Neverwinter.
This particular module was pretty lacking in my estimation (perhaps one of the reasons it was hard to keep the momentum going), and I had planned to add a mystery to the end centered on a fire at the Shining Knight.