(Ok, it seems this game is dying. I apologize for not keeping your interest. If there is no response within the next day I will move the side game to this thread.
Keth watches Rictor go to the door. Thinking it might help he goes to the gruesome task of gripping the zombies and dragging their bloating, rotting corpses as far away from their exit path as possible and letting them bob away.
Jimmy rushes forward, sloshing through the water. He makes his way forward as you hear the voice of a young girl, "Over Here. Over Here"
Jimmy reaches the far cell and the small hands of a child can be seen sticking out of a small window in the cell door. "Anna Bell?" Jimmy says. "Uncle Jimmy!" the young girl responds.
Jimmy turns to the group. "This door is locked. Can you help me get my niece Anna Bell out?" he asks.
Rictorgapes in disbelief at Jimmy before shaking his head and wading over to the door. He fumbles around on his belt until he finds a set of thieves' tools, all the gadgets necessary to pick a lock. "Oh, don't worry, little lady. No lock's a match for Rictor Graves. Weren't a single shop in Brooklyn could keep me out if I got hungry back in the day," he boasts before setting to work.
(OOC: What kind of check should I make to pick the lock?)
Rictorgapes in disbelief at Jimmy before shaking his head and wading over to the door. He fumbles around on his belt until he finds a set of thieves' tools, all the gadgets necessary to pick a lock. "Oh, don't worry, little lady. No lock's a match for Rictor Graves. Weren't a single shop in Brooklyn could keep me out if I got hungry back in the day," he boasts before setting to work.
(OOC: What kind of check should I make to pick the lock?)
Tool proficiencies allows you to add your Proficiency Bonus to a d20 to roll to see if you beat the DC. The lock is a simple 1 with a DC of 10 so, roll d20 with your proficiency bonus added to the roll and beat a 10 :D
(I read it and it says you add your proficiency bonus to any ability checks. So maybe a Dex check with the proficiency bonus added on?)
Lockpick attempt (with Dex bonus): 16
At the top of your character sheet, alongside Stats, is a box that has Proficiency bonus-Rictor's is a +2, but with the roll and the +2 instead of the +5 Rictor succeeds.
Rictor struggles only for a moment with the lock before his tools pop it open with a satisfying click. He swings open the door with a theatrical bow like a doorman at a fancy hotel despite his fine, black clothing dripping with corpse-water.
Jimmy lurches forward, forcing the door open as Rictor opens the lock. Jimmy scopes up a young girl in a small tattered dress and pigtails. She can be no more than 10. Jimmy and Annabell hug each other fiercely and Jimmy picks the young girl up.
"Annabell, How'd you get yerself in this mess?" he asks.
The young girl pulls herself back a bit to look Jimmy in the face. "Strangers come to the house. They killed Ma and Pa and Billy. They was gonna take me somewheres but out of nowhere that crazy man steps out of a magic door and took me away from them.' The girl says, her voice quivers and her eyes begin to tear up. "He put me in here when his goblin boys went to meet whatever came into the cave. He told me I'd be safe."
Jimmy doesn't say anything more. He holds Annabell close as he sloshes through the stagnant water. He gets to the dry steps and puts Annabell down then makes his way up the steps and out into the hall with her.
Rictor puts the gold piece between his teeth and bites softly, nodding at the slight give of the metal. "Much obliged, pal," he says with a lopsided grin before hurrying after Jimmy and Annabelle, eager to be out of the twisting tunnels. He speaks quietly to Keth and Val so the traumatized little girl doesn't overhear. "I don't much like the idea of some insane old kidnapper who can make portals and befriend small armies of goblins and rats running amok around here, not to mention murderers."
"It is certainly disconcerting to know such a being is within these lands but our first priority here is to get this girl and the cattle away from here and back to the ranch," Keth states as he pours water from his skin onto his hands to wash them as best he is able from his filthy task.
(going to continue. if there is something else you want to do in here let me know)
With Val's statement, the party agrees it is time to go. Keth is able to guide the party out quickly, using the side entrance he had found earlier that led to where the cattle were kept. All of you saddle up and are able to start guiding the cattle back towards the ranch. The only treasure you took with you from the place was a sock puppet (Val), a knife (Keth) and that left Rictor with the smelly old pair of boots. (:P)
Annabell rides with Jimmy and they talk some but in hushed tones and keep to themselves mostly. The troublesome burro seems to have taken a liking to Val and tends to stay close to him though he still is protective of the cattle.
The journey takes 4 days. Almost a week longer than Boss Bennet had given you to complete the task. On the morning of the 4th day is cool and there is dew on the ground and a chill in the air. You have kept the mountain range in your western view the entire time and it paid off, by mid-morning you can see the ranch. Jimmy stops his horse and says: "Alright, I got to get Annabell to someplace safe so we're gonna part ways and head for Old Bull. Tell Mr. Henry I am grateful for the offer but my kin comes first. I'll see ya'll when I see ya." Jimmy smiles and turns his horse to go. Annabell waves goodbye to all of you. Just as they are about to get out of earshot Jimmy turns and yells back. "Mr. Rictor. don't let the devil take ya, Sir. There is a better way." With that, they ride off in the direction of Old Bull.
You watch Jimmy and Annabell disappear in the distance and then turn back to the task at hand. It does take a little bit longer but, you manage to get the cattle headed in the right direction and after an hour you are riding into the ranch. Your arrival causes quite a stir among the other ranch hands as Boss Bennett and the men come out to greet you.
(will be bringing the rest of the group in on the next post)
Ravoskan follows the others out to the main area, looking to some of the other hands, "Excuse me, sir, missing cattle? I must have missed hearing about it, being fairly new. But does this happen often? It isn't related to the unpleasantness of last night, is it?"
(For the established players) Ravoskan Krifinas stands 6' tall with blonde hair and eyes with golden irises, fairly slightly built, obviously not too used to hard labor yet. He wears a dark blue woolen greatcoat over a black linen vest and white linen shirt. His black linen trousers are tucked neatly into the tops of his well maintained, but older styled hessian boots. A dark red silk bandana hangs around his neck, ready to be pulled up to protect him from the dust and a second hand union blue cavalry hat protects his pale features from the sun. He has a pair of daggers, one at his side and another in his boot and, strangely, carries a hunting crossbow with some familiarity.
"Nah" one of the ranch hands responds, you think his name is Carl. "I wasn't part of it but, some of the guys went to get a part of the herd that got run off by something. Boss Bennet was with them and brought most of the herd back. They was" Carl points to the 3 coming in with the herd, "to go find them. There was 5 of 'em. Must have run into some trouble. Jimmy went out to find them I hear tell but I don't see him anywheres."
Once the herd gets close enough the main gate is opened and the other ranch hands work to get the cattle inside the fences. the 3 riders move up to Boss Bennett's location. They look a bit worn and dirty from the ride. Bennett looks up to them and says:
"I'd done given up on seeing you or them cattle.", he states. "I am glad to see ya'll come back safe and with them cows."
Bennett looks around then asks.
"Where's Miss Celeste and Clay Henry? Did you meet up with Jimmy? I sent him out to find ya'll and help if he could." Bennett smiles and appears to wait for a response.
Keth, Rictor, and Val see 3 new faces in the crowd of men that meet them at the gate but also notice 4 men, a couple of them joined up when you did, are gone as well.
(Ok, it seems this game is dying. I apologize for not keeping your interest. If there is no response within the next day I will move the side game to this thread.
Rictor breaks any clinging vines and trudges through the water until he reaches the cell where he heard the voice. He peers inside.
(Not dying!)
Keth watches Rictor go to the door. Thinking it might help he goes to the gruesome task of gripping the zombies and dragging their bloating, rotting corpses as far away from their exit path as possible and letting them bob away.
“Rictor, call out to her,” Val whispers.
Paladin - warforged - orange
"Is... is anyone there?" he says at Val's behest, heedless of the disgusting task that Keth had set about to while he tried to open the door.
Jimmy rushes forward, sloshing through the water. He makes his way forward as you hear the voice of a young girl, "Over Here. Over Here"
Jimmy reaches the far cell and the small hands of a child can be seen sticking out of a small window in the cell door. "Anna Bell?" Jimmy says.
"Uncle Jimmy!" the young girl responds.
Jimmy turns to the group. "This door is locked. Can you help me get my niece Anna Bell out?" he asks.
Rictor gapes in disbelief at Jimmy before shaking his head and wading over to the door. He fumbles around on his belt until he finds a set of thieves' tools, all the gadgets necessary to pick a lock. "Oh, don't worry, little lady. No lock's a match for Rictor Graves. Weren't a single shop in Brooklyn could keep me out if I got hungry back in the day," he boasts before setting to work.
(OOC: What kind of check should I make to pick the lock?)
Tool proficiencies allows you to add your Proficiency Bonus to a d20 to roll to see if you beat the DC. The lock is a simple 1 with a DC of 10 so, roll d20 with your proficiency bonus added to the roll and beat a 10 :D
(I read it and it says you add your proficiency bonus to any ability checks. So maybe a Dex check with the proficiency bonus added on?)
Lockpick attempt (with Dex bonus): 18
At the top of your character sheet, alongside Stats, is a box that has Proficiency bonus-Rictor's is a +2, but with the roll and the +2 instead of the +5 Rictor succeeds.
Rictor struggles only for a moment with the lock before his tools pop it open with a satisfying click. He swings open the door with a theatrical bow like a doorman at a fancy hotel despite his fine, black clothing dripping with corpse-water.
Val tips his hat before stepping through, and gives Rictor a coin (have a gold you goober lol).
”Ya’ll alright in ‘ere? Annabelle?”
Paladin - warforged - orange
Jimmy lurches forward, forcing the door open as Rictor opens the lock. Jimmy scopes up a young girl in a small tattered dress and pigtails. She can be no more than 10. Jimmy and Annabell hug each other fiercely and Jimmy picks the young girl up.
"Annabell, How'd you get yerself in this mess?" he asks.
The young girl pulls herself back a bit to look Jimmy in the face. "Strangers come to the house. They killed Ma and Pa and Billy. They was gonna take me somewheres but out of nowhere that crazy man steps out of a magic door and took me away from them.' The girl says, her voice quivers and her eyes begin to tear up. "He put me in here when his goblin boys went to meet whatever came into the cave. He told me I'd be safe."
Jimmy doesn't say anything more. He holds Annabell close as he sloshes through the stagnant water. He gets to the dry steps and puts Annabell down then makes his way up the steps and out into the hall with her.
Rictor puts the gold piece between his teeth and bites softly, nodding at the slight give of the metal. "Much obliged, pal," he says with a lopsided grin before hurrying after Jimmy and Annabelle, eager to be out of the twisting tunnels. He speaks quietly to Keth and Val so the traumatized little girl doesn't overhear. "I don't much like the idea of some insane old kidnapper who can make portals and befriend small armies of goblins and rats running amok around here, not to mention murderers."
Val shakes. “Folks like that are never what they appear at first glance. But I’m not sure it matters. Let’s get the cows and get them back.”
Paladin - warforged - orange
"It is certainly disconcerting to know such a being is within these lands but our first priority here is to get this girl and the cattle away from here and back to the ranch," Keth states as he pours water from his skin onto his hands to wash them as best he is able from his filthy task.
(going to continue. if there is something else you want to do in here let me know)
With Val's statement, the party agrees it is time to go. Keth is able to guide the party out quickly, using the side entrance he had found earlier that led to where the cattle were kept. All of you saddle up and are able to start guiding the cattle back towards the ranch. The only treasure you took with you from the place was a sock puppet (Val), a knife (Keth) and that left Rictor with the smelly old pair of boots. (:P)
Annabell rides with Jimmy and they talk some but in hushed tones and keep to themselves mostly. The troublesome burro seems to have taken a liking to Val and tends to stay close to him though he still is protective of the cattle.
The journey takes 4 days. Almost a week longer than Boss Bennet had given you to complete the task. On the morning of the 4th day is cool and there is dew on the ground and a chill in the air. You have kept the mountain range in your western view the entire time and it paid off, by mid-morning you can see the ranch. Jimmy stops his horse and says: "Alright, I got to get Annabell to someplace safe so we're gonna part ways and head for Old Bull. Tell Mr. Henry I am grateful for the offer but my kin comes first. I'll see ya'll when I see ya." Jimmy smiles and turns his horse to go. Annabell waves goodbye to all of you. Just as they are about to get out of earshot Jimmy turns and yells back. "Mr. Rictor. don't let the devil take ya, Sir. There is a better way." With that, they ride off in the direction of Old Bull.
You watch Jimmy and Annabell disappear in the distance and then turn back to the task at hand. It does take a little bit longer but, you manage to get the cattle headed in the right direction and after an hour you are riding into the ranch. Your arrival causes quite a stir among the other ranch hands as Boss Bennett and the men come out to greet you.
(will be bringing the rest of the group in on the next post)
Ravoskan follows the others out to the main area, looking to some of the other hands, "Excuse me, sir, missing cattle? I must have missed hearing about it, being fairly new. But does this happen often? It isn't related to the unpleasantness of last night, is it?"
(For the established players) Ravoskan Krifinas stands 6' tall with blonde hair and eyes with golden irises, fairly slightly built, obviously not too used to hard labor yet. He wears a dark blue woolen greatcoat over a black linen vest and white linen shirt. His black linen trousers are tucked neatly into the tops of his well maintained, but older styled hessian boots. A dark red silk bandana hangs around his neck, ready to be pulled up to protect him from the dust and a second hand union blue cavalry hat protects his pale features from the sun. He has a pair of daggers, one at his side and another in his boot and, strangely, carries a hunting crossbow with some familiarity.
"Nah" one of the ranch hands responds, you think his name is Carl. "I wasn't part of it but, some of the guys went to get a part of the herd that got run off by something. Boss Bennet was with them and brought most of the herd back. They was" Carl points to the 3 coming in with the herd, "to go find them. There was 5 of 'em. Must have run into some trouble. Jimmy went out to find them I hear tell but I don't see him anywheres."
Once the herd gets close enough the main gate is opened and the other ranch hands work to get the cattle inside the fences. the 3 riders move up to Boss Bennett's location. They look a bit worn and dirty from the ride. Bennett looks up to them and says:
"I'd done given up on seeing you or them cattle.", he states. "I am glad to see ya'll come back safe and with them cows."
Bennett looks around then asks.
"Where's Miss Celeste and Clay Henry? Did you meet up with Jimmy? I sent him out to find ya'll and help if he could." Bennett smiles and appears to wait for a response.
Keth, Rictor, and Val see 3 new faces in the crowd of men that meet them at the gate but also notice 4 men, a couple of them joined up when you did, are gone as well.
“Jimmy’s fine. A good boy, that one. We were lucky he came along. Boss... sump’n happened out there. Maybe Rictor would be the one to explain.”
Val gives Rictor a meaningful look as though raising the question of “how do you want to explain alllll of this?”
Paladin - warforged - orange