“No time like the present I suppose...” I get up and head out of the Stubborn mule and glance over to the slaughterhouse to see if there’s any activity over there.
The slaughterhouse looks shuttered for the night. Passing around back, you see no lights shining out of the second-story windows onto the back alley.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
I’ll look around to make sure no one is watching and attempt to open the back door. If the back door should be locked and after checking to see if anyone is watching I’ll attempt to pick the lock.
Getting up close to the door, you notice a gap of about an inch between the tow parts, and behind the door you see a solid chain locking them together. Luckily for you, the lock on the chain is dangling in front of the gap, but the space is narrow for your tools.
Roll a sleight of hand check and add your proficiency for thief's tools.
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Despite the lock being on the other side of the door, Dart gets his picks in their and within a matter of seconds, the satisfying click confirms that the lock is open, and with a simple jerk upward it unhooks from the chain, and the door swings open.
Entering the slaughterhouse from the back end, you immediately find yourself in a back room, with hooks on rails to directly push the hanging meat onto carts waiting outside. The floor is rough stone, with a slight slant to a gutter in the middle of the room to make sure that any blood can easily be washed down. At the moment, all the hooks are empty, but the smell of blood still hangs in the air. Although it's dark inside, you can make out a door on the other end of the hall, about twenty feet away.
----------------------
Parker, you get to the city gates. The guards look at you: "Sorry, gates're locked now, you gotta wait till sunrise to get inside."
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
I’ll head towards the door attempting to be as quiet as possible. Upon reaching the door, I’ll press my ear to the door to listen for anything that may be on the other side.
"Its that time already....the council said i would be back before closing. Is there a way you could let me back i have to have these inspection reports befire morning meetings
The younger of the guards looks at the other, unsure. The older of the two responds: "I'm sorry, sir, but we need some proof to let you inside, you understand."
--------------------
Dart quickly gets across the stone floor up to the door at the other end of the hall. Listening, he hears nothing but the wind blowing in from the open doors, and maybe the squeeking of a mouse coming from the other side of the door.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
"Pardon, sir. Have a good evening." With that, the two guards step aside, and the older of the two pounds on the door for the pair of guards on the other side to remove the large bar keeping the gate closed.
You thank them and quickly head to your offices, glad for having gotten through the gate so easily.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
This post has potentially manipulated dice roll results.
Not sensing any immediate danger or having been noticed, (I did close the door behind me by the way. Did not just leave it swinging open in the wind) I’ll try the door and step threw if it opens and scan the next room.
OOC: The door is closed, but there's a one inch gap between the two parts of the door, enough for the wind to pass through.
The inner door is unlocked, and swings open easily, until the hinges give off a creak on the last few inches. You tense up, but nothing seems to have noticed you. Ahead, you see a chamber with a large wooden bench in the middle, and a set of tables against each of the four walls of the rectangular room. On two of them, you see large wooden blocks with several knives, the other two tables each have a large meatgrinder on them. If it wasn't clear already, the strong scent of blood confirms that this is most likely where the butchering is done. The room has a large set of double doors in front, and a smaller one to the right.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
I’ll carefully make my way toward the smaller door to the right reasoning that the double doors are likely the main entrance. When I get to the door, I’ll inspect it for any sort of alarm mechanisms, listen to see if I hear anything the other side of the door(Just in case) then gentle open the door. Hoping that this one isn’t creaky.
This door is locked. Judging from the absence of any sounds, it leads to another abandoned room.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Parker, you try a couple different variations, trying to give each of them a different "voice", trying to emulate different potential commanders. The writing style isn't the only thing you vary though, you also practice different slants, and even script types. Pretty happy with the results, you're selecting some of the best ones to write out properly, for the necessary fake.
Please give me a dexterity check with your proficiency bonus for the forgery kit added.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
The letters look very convincing, with concise writing and just enough smudges and corrections to make them believable as something scribbled up by a Flame on the go. With the right seal, that should get you past any suspicious guards.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
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“No time like the present I suppose...” I get up and head out of the Stubborn mule and glance over to the slaughterhouse to see if there’s any activity over there.
perception: 20
The slaughterhouse looks shuttered for the night. Passing around back, you see no lights shining out of the second-story windows onto the back alley.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
I’ll look around to make sure no one is watching and attempt to open the back door. If the back door should be locked and after checking to see if anyone is watching I’ll attempt to pick the lock.
Getting up close to the door, you notice a gap of about an inch between the tow parts, and behind the door you see a solid chain locking them together. Luckily for you, the lock on the chain is dangling in front of the gap, but the space is narrow for your tools.
Roll a sleight of hand check and add your proficiency for thief's tools.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Parker returns to his office and looks to see if he has any of the official paper or seals
Laissez les bons temps rouler
Thieves tools: 26
Despite the lock being on the other side of the door, Dart gets his picks in their and within a matter of seconds, the satisfying click confirms that the lock is open, and with a simple jerk upward it unhooks from the chain, and the door swings open.
Entering the slaughterhouse from the back end, you immediately find yourself in a back room, with hooks on rails to directly push the hanging meat onto carts waiting outside. The floor is rough stone, with a slight slant to a gutter in the middle of the room to make sure that any blood can easily be washed down. At the moment, all the hooks are empty, but the smell of blood still hangs in the air. Although it's dark inside, you can make out a door on the other end of the hall, about twenty feet away.
----------------------
Parker, you get to the city gates. The guards look at you: "Sorry, gates're locked now, you gotta wait till sunrise to get inside."
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
I’ll head towards the door attempting to be as quiet as possible. Upon reaching the door, I’ll press my ear to the door to listen for anything that may be on the other side.
Stealth: 17
perception: 10
"Its that time already....the council said i would be back before closing. Is there a way you could let me back i have to have these inspection reports befire morning meetings
Laissez les bons temps rouler
The younger of the guards looks at the other, unsure. The older of the two responds: "I'm sorry, sir, but we need some proof to let you inside, you understand."
--------------------
Dart quickly gets across the stone floor up to the door at the other end of the hall. Listening, he hears nothing but the wind blowing in from the open doors, and maybe the squeeking of a mouse coming from the other side of the door.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Parker pulls out his Notary credentials and shows the guard
Laissez les bons temps rouler
"Pardon, sir. Have a good evening." With that, the two guards step aside, and the older of the two pounds on the door for the pair of guards on the other side to remove the large bar keeping the gate closed.
You thank them and quickly head to your offices, glad for having gotten through the gate so easily.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Not sensing any immediate danger or having been noticed, (I did close the door behind me by the way. Did not just leave it swinging open in the wind) I’ll try the door and step threw if it opens and scan the next room.
Perception: 18
OOC: The door is closed, but there's a one inch gap between the two parts of the door, enough for the wind to pass through.
The inner door is unlocked, and swings open easily, until the hinges give off a creak on the last few inches. You tense up, but nothing seems to have noticed you. Ahead, you see a chamber with a large wooden bench in the middle, and a set of tables against each of the four walls of the rectangular room. On two of them, you see large wooden blocks with several knives, the other two tables each have a large meatgrinder on them. If it wasn't clear already, the strong scent of blood confirms that this is most likely where the butchering is done. The room has a large set of double doors in front, and a smaller one to the right.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
I’ll carefully make my way toward the smaller door to the right reasoning that the double doors are likely the main entrance. When I get to the door, I’ll inspect it for any sort of alarm mechanisms, listen to see if I hear anything the other side of the door(Just in case) then gentle open the door. Hoping that this one isn’t creaky.
This door is locked. Judging from the absence of any sounds, it leads to another abandoned room.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Parker spends time practicing writing orders that may be needed
Laissez les bons temps rouler
Parker, you try a couple different variations, trying to give each of them a different "voice", trying to emulate different potential commanders. The writing style isn't the only thing you vary though, you also practice different slants, and even script types. Pretty happy with the results, you're selecting some of the best ones to write out properly, for the necessary fake.
Please give me a dexterity check with your proficiency bonus for the forgery kit added.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Dex check 5 +2 prof
so 19
Laissez les bons temps rouler
The letters look very convincing, with concise writing and just enough smudges and corrections to make them believable as something scribbled up by a Flame on the go. With the right seal, that should get you past any suspicious guards.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms