Murph nods in thanks. "I have an idea. Never tried it before. But, well, here goes."Without explaining, he opens the door and in the same motion, casts disguise self on himself to look exactly like the gnome proprietor of the tailor shop. He looks back, winks, and sets off walking down the sidewalk. He perambulates in an easy orbit the building, keeping a close eye for any secondary entrance. Otherwise, he comes back to the duo still in the shop and rifles through his robes as if looking for something missing. He whispers. "I may be able to get the lock picked, but it'll be easier of I look like this. You can be friends of mine I want to show the automatons. Sound good?"
Impressed with the display of magic I nod quietly in agreement, “Sounds good.” Then as an afterthought add, “any chance you can teach me how to do that?”
Looking around, you notice no one in particular paying attention to you and your two friends in the street. As the investigations the morning prior showed you though, there are no obvious back entrances. Judging the moment opportune, you approach the shop, where to your discomfort, you see the two automata face you and seem to watch you with curiousity.
You may attempt to pick the lock yourself or use mage hand: If you do so yourself, please use a sleight of hand (dex) check + your proficiency modifier for thieves tools (doubled if you have expertise). This is the formula I use for any character that attempts to pick a lock.
Any arcane trickster using their mage hand to do so can choose to stick with the same formula, or use arcana (int) + proficiency modifier for thieves tools instead.
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
Murph tries not to seem nervous or out of place and walks up to the door in the same manner he saw the gnome tailor depart.
Sleight of hand using thieves tools check below, attempting to hunch over the door with his frilly shirt and green coat concealing what he's doing, and palm the tools so that it just looks like he's fumbling with the lock. He staggers forward with a little hiccup and giggle, bumping his forehead lightly into the doorjamb, as if he's had a few too many. He'll look behind him at whoever's accompanied him and smile, muttering apologies. If the automata do anything more, he'll look up and wave amiably and then return to the doorknob.
One of the tools gets momentarily stuck, but you manage to wiggle it free, and with a slight tug on the doorknob, the shopdoor swings open. The automata besides the door both seem to face you. One of them tilts its head at your hand wave, but straightens out when the door opens.
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
Murph just walks in, a bit more drunkenly-seeming than the gait of the proprietor. He's quietly singing to himself, more humming than anything. He walks inside and looks briefly around the showroom, trying to see if there's a door to the back, where he'd assume plans might be stored. He also glances at the feet of the automata to see if they are stuck to the ground or ambulatory. If the automata make angry movements toward his two new friends, he'll make apologetic noises whilst still laughing to himself and gesture to them that they can wait outside. A small cough that sounds a bit like "lookout" escapes his mouth.
As Murph enters, the two automata face him, curiously following every move you make. Looking around, the shop is crammed full with different fabrics and displays of buttons, and other materials. You see three mannequinns in the corner, with two beatuiful dresses on them, and a suit being finished on the third. Up on the shelves, there are also large teddybears, and a creepy looking mechanical doll, similar in design to the automata in the window, though not moving.
As you look around the show room, you can make out a strongbox underneath the counter. There is a door to the back as well.
Dart, as you enter the shop, the automata turn to face you, and similarly watch curiously as you move about the 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
With Dart moving on inside with Murph to investigate, Blair would react to the shopkeepers gestures to wait outside with the appropriate response. She'd pad around in front of the window, mimicking the earlier passersby in hopes the automotons would delight her with a dance. If they did, she would playfully try to dance along with them. The dancer hoped she could keep a believable facade outside while she kept a look out. By remaining outside, she could at least be aware of what's coming, and using the window to remain informed on the state of her comrades.
Dart, you are about to start helping Murph, when you realise something. Although Blair is looking into the shop like many of the passersby where before, the two automata seem to be entirely focused on the two of you.
It feels uncomfortable, as if you're being watched. You get unnerved more than once, turning around to see their mute stare, focussed on the movements that Murph and you make. You try to put it out of your mind, but when you head towards the back door of the shop, you hear one of the automata actually leave their pedestal and start to walk on the shop floor, heading towards you. As you turn around, both automata are approaching you and Murph. They don't seem to rush, and as far as you can tell they aren't threatening you, coming to a halt within five feet or so of where you are.
Looking them over, there doesn't seem to be any way for them to alert anyone, but you do realise that their "hands" are made of sharp scissorblades, likely because they assist the owner in his tasks.
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.
Murph walks toward the back door with intended familiarity and purpose, tracking the automata in his peripheral vision. He gestures amiably at Dart to precede him into the back room, as if the owner was welcoming a friend in, and gives the automata a sidelong smile and nod.
Do the automata seem to have an on-off switch?
Investigation: 9 (minus 4 if perception)
Turning back, he casts minor illusion to make the sound of a bunch of bolts of fabric and other junk fall on the ground at a point where if the robits turn to the source of the noise, they would look away from the back door. He's less looking for a distraction and more checking to see if the automata can hear things.
“I got a bad feeling about this.” I whisper quietly to Murph. ‘It just feels wrong these robots following us like this’
Being completely on edge, my hand rests on the hilt of my dagger for comfort and to be ready to slash at these automatons to ... disarm them, should they prove hostile.
Blair's head would quirk in curiosity when the automoton's wouldn't take their focus off those inside. With them turning away from her, she'd wonder how they were operated and if they had a weak point should anything go unexpectedly. They did have scissors for hands after all.
Murph, there doesn't appear to be any obvious offswitch, or powersource for that matter. One of the automata turns at the noise, but they both fixate on you and your movements soon after realising that nothing was amiss.
You try the door and to your surprise find that it isn't locked. You quickly step through, but find yourself in the shop owner's living room, with the kitchen off to the left, and a further door to the private chambers further in the back. While always possible that he kept his plans here, it seems more likely that they are within the strongbox in the shop.
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
Murph grabs something interesting, small, and not too valuable. A tool, a pouch, a piece of paper, something, nothing in particular. An ostensible reason he went into the living quarters.
He then walks back into the shop, closing the door behind him, and heads behind the counter, still humming to himself. What do the automata do?
As you return, the automata let you step through the door and follow, again roughly five feet between them and yourself.
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
“Oh it’s still a surprise, you be patient!”Murph-as-tailor says, slurring his speech a bit. He moves toward the strongbox, alert for any traps or connection between anything else in the store.
He will politely instruct the automata to go entertain the woman outside with a little dance, mainly with distracted, bored gestures, but with a few vocalizations as well.
I begin tapping my foot impatiently. “You know I’m not a very patient man” I will assist Murph in his inspection of the box. I will also keep my eyes peeled for any keys laying about.
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Murph nods in thanks. "I have an idea. Never tried it before. But, well, here goes." Without explaining, he opens the door and in the same motion, casts disguise self on himself to look exactly like the gnome proprietor of the tailor shop. He looks back, winks, and sets off walking down the sidewalk. He perambulates in an easy orbit the building, keeping a close eye for any secondary entrance. Otherwise, he comes back to the duo still in the shop and rifles through his robes as if looking for something missing. He whispers. "I may be able to get the lock picked, but it'll be easier of I look like this. You can be friends of mine I want to show the automatons. Sound good?"
Impressed with the display of magic I nod quietly in agreement, “Sounds good.” Then as an afterthought add, “any chance you can teach me how to do that?”
Looking around, you notice no one in particular paying attention to you and your two friends in the street. As the investigations the morning prior showed you though, there are no obvious back entrances. Judging the moment opportune, you approach the shop, where to your discomfort, you see the two automata face you and seem to watch you with curiousity.
You may attempt to pick the lock yourself or use mage hand: If you do so yourself, please use a sleight of hand (dex) check + your proficiency modifier for thieves tools (doubled if you have expertise). This is the formula I use for any character that attempts to pick a lock.
Any arcane trickster using their mage hand to do so can choose to stick with the same formula, or use arcana (int) + proficiency modifier for thieves tools instead.
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
Murph tries not to seem nervous or out of place and walks up to the door in the same manner he saw the gnome tailor depart.
Sleight of hand using thieves tools check below, attempting to hunch over the door with his frilly shirt and green coat concealing what he's doing, and palm the tools so that it just looks like he's fumbling with the lock. He staggers forward with a little hiccup and giggle, bumping his forehead lightly into the doorjamb, as if he's had a few too many. He'll look behind him at whoever's accompanied him and smile, muttering apologies. If the automata do anything more, he'll look up and wave amiably and then return to the doorknob.
Sleight of hand (+2 prof bonus, +3 dex bonus): 10
One of the tools gets momentarily stuck, but you manage to wiggle it free, and with a slight tug on the doorknob, the shopdoor swings open. The automata besides the door both seem to face you. One of them tilts its head at your hand wave, but straightens out when the door opens.
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
Murph just walks in, a bit more drunkenly-seeming than the gait of the proprietor. He's quietly singing to himself, more humming than anything. He walks inside and looks briefly around the showroom, trying to see if there's a door to the back, where he'd assume plans might be stored. He also glances at the feet of the automata to see if they are stuck to the ground or ambulatory. If the automata make angry movements toward his two new friends, he'll make apologetic noises whilst still laughing to himself and gesture to them that they can wait outside. A small cough that sounds a bit like "lookout" escapes his mouth.
I go along with Murph’s plan/ruse and keep a sharp eye out for any trouble.
Does Blair enter too?
As Murph enters, the two automata face him, curiously following every move you make. Looking around, the shop is crammed full with different fabrics and displays of buttons, and other materials. You see three mannequinns in the corner, with two beatuiful dresses on them, and a suit being finished on the third. Up on the shelves, there are also large teddybears, and a creepy looking mechanical doll, similar in design to the automata in the window, though not moving.
As you look around the show room, you can make out a strongbox underneath the counter. There is a door to the back as well.
Dart, as you enter the shop, the automata turn to face you, and similarly watch curiously as you move about the 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
Investigation: 4
With Dart moving on inside with Murph to investigate, Blair would react to the shopkeepers gestures to wait outside with the appropriate response. She'd pad around in front of the window, mimicking the earlier passersby in hopes the automotons would delight her with a dance. If they did, she would playfully try to dance along with them. The dancer hoped she could keep a believable facade outside while she kept a look out. By remaining outside, she could at least be aware of what's coming, and using the window to remain informed on the state of her comrades.
just an unstable unicorn.
Dart, you are about to start helping Murph, when you realise something. Although Blair is looking into the shop like many of the passersby where before, the two automata seem to be entirely focused on the two of you.
It feels uncomfortable, as if you're being watched. You get unnerved more than once, turning around to see their mute stare, focussed on the movements that Murph and you make. You try to put it out of your mind, but when you head towards the back door of the shop, you hear one of the automata actually leave their pedestal and start to walk on the shop floor, heading towards you. As you turn around, both automata are approaching you and Murph. They don't seem to rush, and as far as you can tell they aren't threatening you, coming to a halt within five feet or so of where you are.
Looking them over, there doesn't seem to be any way for them to alert anyone, but you do realise that their "hands" are made of sharp scissorblades, likely because they assist the owner in his tasks.
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
Murph walks toward the back door with intended familiarity and purpose, tracking the automata in his peripheral vision. He gestures amiably at Dart to precede him into the back room, as if the owner was welcoming a friend in, and gives the automata a sidelong smile and nod.
Do the automata seem to have an on-off switch?
Investigation: 9 (minus 4 if perception)
Turning back, he casts minor illusion to make the sound of a bunch of bolts of fabric and other junk fall on the ground at a point where if the robits turn to the source of the noise, they would look away from the back door. He's less looking for a distraction and more checking to see if the automata can hear things.
“I got a bad feeling about this.” I whisper quietly to Murph. ‘It just feels wrong these robots following us like this’
Being completely on edge, my hand rests on the hilt of my dagger for comfort and to be ready to slash at these automatons to ... disarm them, should they prove hostile.
Blair's head would quirk in curiosity when the automoton's wouldn't take their focus off those inside. With them turning away from her, she'd wonder how they were operated and if they had a weak point should anything go unexpectedly. They did have scissors for hands after all.
just an unstable unicorn.
Murph, there doesn't appear to be any obvious offswitch, or powersource for that matter. One of the automata turns at the noise, but they both fixate on you and your movements soon after realising that nothing was amiss.
You try the door and to your surprise find that it isn't locked. You quickly step through, but find yourself in the shop owner's living room, with the kitchen off to the left, and a further door to the private chambers further in the back. While always possible that he kept his plans here, it seems more likely that they are within the strongbox in the shop.
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
Murph grabs something interesting, small, and not too valuable. A tool, a pouch, a piece of paper, something, nothing in particular. An ostensible reason he went into the living quarters.
He then walks back into the shop, closing the door behind him, and heads behind the counter, still humming to himself. What do the automata do?
As you return, the automata let you step through the door and follow, again roughly five feet between them and yourself.
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 continue shadowing Murph, “So what’s this great thing you want to show me?”
“Oh it’s still a surprise, you be patient!” Murph-as-tailor says, slurring his speech a bit. He moves toward the strongbox, alert for any traps or connection between anything else in the store.
He will politely instruct the automata to go entertain the woman outside with a little dance, mainly with distracted, bored gestures, but with a few vocalizations as well.
I begin tapping my foot impatiently. “You know I’m not a very patient man” I will assist Murph in his inspection of the box. I will also keep my eyes peeled for any keys laying about.