The group gathers for a trip outside again. The rain is falling heavier than ever as you step outside. I am assuming you are looking for the Dancing Spider now. How do you wish to do this?
OOC: Didn't we get directions? If not, we should ask Cicero. If so:
"I'm knowin' this place, the buildin's like tuh move 'bout, so I'm thinkin' our good bard should take tuh the skies on 'is broom-o-wonder...go flyin', see what might be seen. Or, if'n yer OK with the idea, I could do the flyin'. With me magic eyes, here," he taps his goggles, "I'm thinkin' might be a bit easier fer me to be findin' what we are seekin'."
Kale holds up the directions to the Dancing Spider Inn. "The easy way, I hope. With our feet, and not some haunted staircase." He reads the directions aloud carefully, for all the others to hear. Before they set off, Kale reaches into his back of tricks to throw out his next friend of the day:
As with all directions in this city, they are only about as useful as trying to not get wet while walking outdoors here. You walk around, following the instructions... It takes a bit longer, and a few turns that weren't turns before, until you come up to...
As you wander the streets, you see a broken tavern sign hanging from one hinge. The image painted onto the boards is of something many-legged and wriggling. An abandoned sandwich board lying in the street tells you this was once the Inn of the Dancing Spider.
All the windows have been boarded up, and the front door lies broken in the entranceway. It seems dark inside, and water has clearly seeped into the building’s foundations. Graffiti scrawled on the side of the building in charcoal reads ‘WHO CALLS?’, ‘A SMILE FOR THEE, BELOVED’ and ‘LILIES FOR THE DEAD. LILIES IN MY HEAD.’
"Strange... I had an impression Cecilia was here just a couple of weeks ago. But id this destruction is not an illusion - it looks older than two weeks. May be it would be safer to send a familiar first. Or to go through Eterial plane again."
"Hmm," Kale says. Taking out a piece of string, he murmurs a spell, casting Light on it. Then, he motions to the brown bear and ties the string around a tuft of the bear's shaggy fur. "Break the door down and go inside. It's already run down, I'm sure no one will mind. Have a look around, big guy, tell us what you see." Giving the bear a pat on the butt, he motions towards the door expectantly.
The bear shambles forward, pushing its way through the the broken door and into the interior of the building.
Kale follows, but stops at the doorway, watching what happens inside.
The area inside is dark, but the light on the string around the bear's neck illuminates some of it.
This wide open space has tabled piled up against the wall. Water drips from the ceiling and spills out over the floor in large puddles. The smell of damp is choking, and a chill mist covers the floor. Behind the bar, a skeleton is wiping down the bar with a rag. As the bear enters, the skeleton cocks its head curiously, then performs a florid little curtsey. Stairs next to the bar lead upwards to the first floor, and downwards, presumably to a cellar.
Kale sticks his head back out and shrugs. "Bears are apparently welcome inside. The bartender is a skeleton, and perhaps this inn is not so defunct as we had thought it was. After all... didn't we see a skeleton prisoner while touring through the Asylum? Maybe this sort of thing is normal here. Well, I'm going in. I wouldn't mind having someone at my back, but suit yourselves," he says before he enters the bar, only too happy to get out of the incessant rain. He joins his bear in the center of the room and gives it a good scratch behind the ears for a job well done. "Say," he calls out to the skeletal bartender. "Has this place seen any business from the living lately?"
While talking and scratching behind the bear's ears, he covertly scans the interior of the bar, looking for more "guests" -- alive or not -- as well as anything else of interest he can catch sight of.
Al-Ashari followed Kale few seconds later, not interfering with the conversation, just observing behaviour of the skeleton.
(By the way, from this moment on and for 6 hours Kale and Al-Ashari share Telepathic Speech - they can speak telepathically while they are within the same number of miles.)
"I'll watch ye back, me fren. And please tuh do it," says Merric. He moves in right behind Kale, sweeping his eyes in all directions, not forgetting the floor.
Whitegaze would follow Kale in, standing behind and to one side with his usual thug routine, but on the way in will whisper to him, "Didn't we have a key that was supposed to help with something?"
Kale sticks his head back out and shrugs. "Bears are apparently welcome inside. The bartender is a skeleton, and perhaps this inn is not so defunct as we had thought it was. After all... didn't we see a skeleton prisoner while touring through the Asylum? Maybe this sort of thing is normal here. Well, I'm going in. I wouldn't mind having someone at my back, but suit yourselves," he says before he enters the bar, only too happy to get out of the incessant rain. He joins his bear in the center of the room and gives it a good scratch behind the ears for a job well done. "Say," he calls out to the skeletal bartender. "Has this place seen any business from the living lately?"
While talking and scratching behind the bear's ears, he covertly scans the interior of the bar, looking for more "guests" -- alive or not -- as well as anything else of interest he can catch sight of.
Perception: 30
The skeleton gives Kale a curtsy as well, though it looks odd without any clothes on the skeleton. It cocks its head as he speaks, but appears not to understand the words as it goes back to wiping down the counter.
Kale spots no one else in the tap room, stairs go up and down.
Lia moves in with the others, letting out a shiver at the unnaturally chilly air inside the tavern. She stays back as Kale speaks with the skeleton.
Kale and Merric would notice a series of more room keys, hanging from pegs near the bar, easily reached if someone wanted to grab more of the room keys.
As everyone enters you would feel that the cold of this place is unnaturally cold, so cold that you know it would be unhealthy to stay in this place longer than absolutely needed.
Mind Over Body for 5 hours to see any invisible creature within 60 ft. of you that is not behind total cover.
"May be it's better if we just go and see Cecilia's room here. Is there room number on the key?" She would not mind to walk first, though, in that case her familiar would walk in front of her.
Room 13, Kale telepathically sends to Al-Ashari, passing over the key discreetly.
He turns back to the skeleton behind the bar and uses his Universal Speech to force her to understand his words. "So, miss... can you point us in the direction of Room 13? And you know, as extremely discerning patrons, we're always on the lookout for a room fully stocked with only the finest wares and comforts for its guests. Is there any particular room you would recommend for that? If so, just hand over that key as well, so we can have a look and see if it meets our standards."
Persuasion for another room key: 16
He also takes a few moments to [Tooltip Not Found] some very-nearly uncomfortable warmth into everyone's clothing so as to mitigate the cold of their surroundings.
Boy is it a good thing I forgot to add Universal Speech inspiration to that persuasion roll, haha. Advantage persuasion roll 2: 28
(the spell was prestidigitation, I wrote prestidigitate instead so the tooltip isn't working.)
This post has potentially manipulated dice roll results.
Merric wanders around, seemingly at random, but somehow manages to wind up behind the bar, taking a gander at what is back there.
Deception: 21, Perception: 20.
As the party moves to the stairs, Merric, slips into the lead, all senses on alert, testing the stairs carefully and scanning all quadrants for danger or surprise.
Perception (sight): 25, Perception (other): 26
"I'm thinkin' we should try upstairs, first, and then explore downstairs. What think ye all?"
Whitegaze will take the rearguard position unless folk want him leading, at this point, he takes the skeleton in stride having given up on understanding this place’s oddity.
Room 13, Kale telepathically sends to Al-Ashari, passing over the key discreetly.
He turns back to the skeleton behind the bar and uses his Universal Speech to force her to understand his words. "So, miss... can you point us in the direction of Room 13? And you know, as extremely discerning patrons, we're always on the lookout for a room fully stocked with only the finest wares and comforts for its guests. Is there any particular room you would recommend for that? If so, just hand over that key as well, so we can have a look and see if it meets our standards."
Persuasion for another room key: 16
He also takes a few moments to [Tooltip Not Found] some very-nearly uncomfortable warmth into everyone's clothing so as to mitigate the cold of their surroundings.
Boy is it a good thing I forgot to add Universal Speech inspiration to that persuasion roll, haha. Advantage persuasion roll 2: 28
(the spell was prestidigitation, I wrote prestidigitate instead so the tooltip isn't working.)
The skeleton stares at Kale for a long moment, then shrugs. It reaches over and hands the entire mass of keys to him.
Merric wanders around, seemingly at random, but somehow manages to wind up behind the bar, taking a gander at what is back there.
Deception: 24, Perception: 21.
As the party moves to the stairs, Merric, slips into the lead, all senses on alert, testing the stairs carefully and scanning all quadrants for danger or surprise.
Perception (sight): 20, Perception (other): 14
"I'm thinkin' we should try upstairs, first, and then explore downstairs. What think ye all?"
Behind the bar are empty shelves and broken glass, nothing of interest.
As you go up the stairs you come to a blank wall. The stairs do not appear to go anywhere. Whitegaze and Merric though both notice that there is an entrance to the infinite stairs here.
Rollback Post to RevisionRollBack
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OOC: Didn't we get directions? If not, we should ask Cicero. If so:
"I'm knowin' this place, the buildin's like tuh move 'bout, so I'm thinkin' our good bard should take tuh the skies on 'is broom-o-wonder...go flyin', see what might be seen. Or, if'n yer OK with the idea, I could do the flyin'. With me magic eyes, here," he taps his goggles, "I'm thinkin' might be a bit easier fer me to be findin' what we are seekin'."
Tandor the White, Human Life Cleric
Kale holds up the directions to the Dancing Spider Inn. "The easy way, I hope. With our feet, and not some haunted staircase." He reads the directions aloud carefully, for all the others to hear. Before they set off, Kale reaches into his back of tricks to throw out his next friend of the day:
8 (That's a brown bear)
(OOC: so how exact are these directions anyway? ;-) )
As with all directions in this city, they are only about as useful as trying to not get wet while walking outdoors here. You walk around, following the instructions... It takes a bit longer, and a few turns that weren't turns before, until you come up to...
As you wander the streets, you see a broken tavern sign hanging from one hinge. The image painted onto the boards is of something many-legged and wriggling. An abandoned sandwich board lying in the street tells you this was once the Inn of the Dancing Spider.
All the windows have been boarded up, and the front door lies broken in the entranceway. It seems dark inside, and water has clearly seeped into the building’s foundations. Graffiti scrawled on the side of the building in charcoal reads ‘WHO CALLS?’, ‘A SMILE FOR THEE, BELOVED’ and ‘LILIES FOR THE DEAD. LILIES IN MY HEAD.’
Whitegaze will pause outside the building, "This is not promising."
"Strange... I had an impression Cecilia was here just a couple of weeks ago. But id this destruction is not an illusion - it looks older than two weeks. May be it would be safer to send a familiar first. Or to go through Eterial plane again."
Meili Liang Lvl 5 Monk
Dice
"Hmm," Kale says. Taking out a piece of string, he murmurs a spell, casting Light on it. Then, he motions to the brown bear and ties the string around a tuft of the bear's shaggy fur. "Break the door down and go inside. It's already run down, I'm sure no one will mind. Have a look around, big guy, tell us what you see." Giving the bear a pat on the butt, he motions towards the door expectantly.
The bear shambles forward, pushing its way through the the broken door and into the interior of the building.
Kale follows, but stops at the doorway, watching what happens inside.
The area inside is dark, but the light on the string around the bear's neck illuminates some of it.
This wide open space has tabled piled up against the wall. Water drips from the ceiling and spills out over the floor in large puddles. The smell of damp is choking, and a chill mist covers the floor. Behind the bar, a skeleton is wiping down the bar with a rag. As the bear enters, the skeleton cocks its head curiously, then performs a florid little curtsey. Stairs next to the bar lead upwards to the first floor, and downwards, presumably to a cellar.
Kale sticks his head back out and shrugs. "Bears are apparently welcome inside. The bartender is a skeleton, and perhaps this inn is not so defunct as we had thought it was. After all... didn't we see a skeleton prisoner while touring through the Asylum? Maybe this sort of thing is normal here. Well, I'm going in. I wouldn't mind having someone at my back, but suit yourselves," he says before he enters the bar, only too happy to get out of the incessant rain. He joins his bear in the center of the room and gives it a good scratch behind the ears for a job well done. "Say," he calls out to the skeletal bartender. "Has this place seen any business from the living lately?"
While talking and scratching behind the bear's ears, he covertly scans the interior of the bar, looking for more "guests" -- alive or not -- as well as anything else of interest he can catch sight of.
Perception: 30
Al-Ashari followed Kale few seconds later, not interfering with the conversation, just observing behaviour of the skeleton.
(By the way, from this moment on and for 6 hours Kale and Al-Ashari share Telepathic Speech - they can speak telepathically while they are within the same number of miles.)
Meili Liang Lvl 5 Monk
Dice
"I'll watch ye back, me fren. And please tuh do it," says Merric. He moves in right behind Kale, sweeping his eyes in all directions, not forgetting the floor.
Perception (sight): 23
Perception (other senses): 11
Tandor the White, Human Life Cleric
Whitegaze would follow Kale in, standing behind and to one side with his usual thug routine, but on the way in will whisper to him, "Didn't we have a key that was supposed to help with something?"
The skeleton gives Kale a curtsy as well, though it looks odd without any clothes on the skeleton. It cocks its head as he speaks, but appears not to understand the words as it goes back to wiping down the counter.
Kale spots no one else in the tap room, stairs go up and down.
Lia moves in with the others, letting out a shiver at the unnaturally chilly air inside the tavern. She stays back as Kale speaks with the skeleton.
Kale and Merric would notice a series of more room keys, hanging from pegs near the bar, easily reached if someone wanted to grab more of the room keys.
As everyone enters you would feel that the cold of this place is unnaturally cold, so cold that you know it would be unhealthy to stay in this place longer than absolutely needed.
Mind Over Body for 5 hours to see any invisible creature within 60 ft. of you that is not behind total cover.
"May be it's better if we just go and see Cecilia's room here. Is there room number on the key?" She would not mind to walk first, though, in that case her familiar would walk in front of her.
Meili Liang Lvl 5 Monk
Dice
Room 13, Kale telepathically sends to Al-Ashari, passing over the key discreetly.
He turns back to the skeleton behind the bar and uses his Universal Speech to force her to understand his words. "So, miss... can you point us in the direction of Room 13? And you know, as extremely discerning patrons, we're always on the lookout for a room fully stocked with only the finest wares and comforts for its guests. Is there any particular room you would recommend for that? If so, just hand over that key as well, so we can have a look and see if it meets our standards."
Persuasion for another room key: 16
He also takes a few moments to [Tooltip Not Found] some very-nearly uncomfortable warmth into everyone's clothing so as to mitigate the cold of their surroundings.
Boy is it a good thing I forgot to add Universal Speech inspiration to that persuasion roll, haha. Advantage persuasion roll 2: 28
(the spell was prestidigitation, I wrote prestidigitate instead so the tooltip isn't working.)
Merric wanders around, seemingly at random, but somehow manages to wind up behind the bar, taking a gander at what is back there.
Deception: 21, Perception: 20.
As the party moves to the stairs, Merric, slips into the lead, all senses on alert, testing the stairs carefully and scanning all quadrants for danger or surprise.
Perception (sight): 25, Perception (other): 26
"I'm thinkin' we should try upstairs, first, and then explore downstairs. What think ye all?"
Tandor the White, Human Life Cleric
Whitegaze will take the rearguard position unless folk want him leading, at this point, he takes the skeleton in stride having given up on understanding this place’s oddity.
The skeleton stares at Kale for a long moment, then shrugs. It reaches over and hands the entire mass of keys to him.
Behind the bar are empty shelves and broken glass, nothing of interest.
As you go up the stairs you come to a blank wall. The stairs do not appear to go anywhere. Whitegaze and Merric though both notice that there is an entrance to the infinite stairs here.