As your discussions of the day wind down, you eventually separate into your rooms and settle down for the night. No trouble comes to pass overnight, and you find the somewhat lavish beds give you a comforting kind of rest you maybe haven't had in a while. A servant is waiting outside your rooms when you all come out, quietly leading you to a dining area where breakfast is soon served. Jalen appears only briefly, taking a plate of food with him back to his study.
After you finish your meal, you gather whatever things you might need for the day and meet at the front of the manor.
With a night to herself to process everything they've learned, Sylnora shifts uncomfortably at the mention of the priest. "If not seeing him is an option, I'll gladly take it. Something about him just feels wrong to me."Remembering the other thing they came to the city for,"we do also still have those items that need to be returned. Maybe some of us can go do that while others check out Clayus?"
"Given it was their notes that let us navigate the ruin in the first place, I'd say it's likely they would have valuable information for us." Kal says, once again out of his armor. At some point he needed to stop somewhere and purchase a chain shirt. It felt strange to walk in areas of relative safety fully geared out in plate, but he wouldn't mind some protection. "If we're splitting up like this, I wouldn't mind going to help deliver the items. I've got some questions I'd like to ask."
Silthras shakes his head vigorously at the suggestion of splitting up, "We are stronger together; and you are right -- they are the most promising lead, though given their nature and location I'd also suggest the most dangerous." He looks in the direction of the quarter from which they operate. "Let's see what they have to say for themselves."
He rummages in his pack for a few moments before pulling out a sack, which he hands to Velyra. "That's their stuff. I think you still have the amulet."
"Today we should stick together. We'll be happy to show you more around town." Usul says looking around the outside of the manor and at the neighborhood in general, Dib scampering around his shoulders, Muad at his side. He again glances towards the gates where thieves might make their mark ((23)) just in case the symbol has appeared over the night.
Does he? If so, he replies in the affirmative, happy to guide the group.
Also Usul's passive perception is 15, not amazing, but not bad. He'll be constantly on the lookout now for that symbol (or others) as they walk around town now. I'll make specific rolls when we stop at specific locations.
This post has potentially manipulated dice roll results.
In my head as I read this post I was like, "alrighty. I'll let everyone who is proficient in Perception to look for the symbol as you all walk through town, that way it isn't one of those ordeals where everyone is rolling ad infinitum." And then I checked, and everyone is proficient in Perception anyway lol.
Usul probably wouldn't know this specific tavern. But judging by the name he'd know it's probably in Squall Ward, and it'd be easy to ask for directions along the way. So technically no. But functionally yes and I won't have you roleplay that bit.
With your things gathered for the day, you leave the manor and begin the long trek towards the eastern end of the city. On your way out, Usul turns to check the manor and the rest of the property for signs of thieves' marks. He cases over everything extremely carefully and finds nothing. And again, this would be an expected result to him. Despite its wealth, this ward doesn't get targeted due to the relatively high chance of being caught.
As you cross through the gates to the Graystone Ward, where many of the merchants make their home, you remember Jamis mentioning something about that group targeting some of the homes here. You alert the others, and everyone keeps a close eye out for the symbol. This ward isn't quite as wealthy as the other two well-off districts you've been in, but the people here still live comfortably. Though they don't own as much property, the buildings that make up their residences still tend to be at least two stories and well made. As you're crossing through about the dead center of the ward, Velyra calls for everyone to stop, pointing towards a nearby residence off the street. Along the very bottom brick on the corner, you can see the symbol has been carved into it.
I'll leave this if anyone wants to do anything here. If not I'll move on!
(( Silthras' passive perception now 18, if that makes a difference ))
Silthras looks around, trying to get his bearings like any tourist, while trying to carefully note where they are in case they need to come back. He does not spend much time looking at any specific building, just the area and the streets.
He turns to Usul, "We should probably keep moving, don't you think? Do you know if they have a preferred time at which they work? It would be a shame to miss them."
"We... don't..." Usul replies, adding, "Though it's unlikely that they work in broad daylight. For now, Dib will stay here and watch. Then the rest of us can continue on, and perhaps this evening we can stake it out."
Before they head off Usul will try to find a tree that Dib can perch in to watch the building. He's only a ferret, so can't do much, but he simply will have the instructions to watch for anyone entering and leaving. should be simple enough. Later when they pass by again, Usul can communicate with him and see if who went in, and then he can decide if they were 'strange' or not.
There isn't a nearby tree for Dib to climb into, but one of the buildings across the street have a sort of inset ledge that runs all the way around it about where the second floor would be. The little ferret is able to hop up onto the ledge, settling into the alley such that he's mostly hidden, but can still watch the windows and doors of the marked building. With that settled, your group continues on to your main destination.
Fifteen minutes later, you cross through the gates into the Squall Ward. Most that have lived here for a long time refer to as Old Town, as this was where the city was initially built and grew out of. It's definitely the roughest of all the wards you've been in, with laborers in dirty work clothes populating the streets. The forges and workshops run nearly year round here, producing tools and the raw materials used by the various artisan guilds in the city. You briefly stop to ask someone where to find Ozmoto's Den. After looking you over, they throw up an amused eyebrow and chuckle to themselves before giving you directions.
You arrive at your destination after a short ten minute walk. In comparison to the refined establishment you visited last night, Ozmoto's Den looks like a run down shack. It's a moderately sized tavern constructed from wood, and you can see some bit of unrepaired damage around the walls. About thirty feet from the front door you can see a man sitting passed out against the wall. Whether he's a drunk from last night or already had his fill this morning, you can't tell.
The scene inside the bar is little improvement. It's fairly empty inside, save for a scattered few patrons passed out in booths or at tables, and about half a dozen others eating some sludge-like creation that might be a breakfast porridge. Behind the bar stands a tall man built something like a grizzly bear. He doesn't look up at you as you walk in, consumed with his task of wiping off the countertop with a wash rag.
Velyra refrains from pinching her nose shut as they enter the tavern. She expected somewhere discreet, but nothing like this. Glancing around at the occupants, "I guess we don't have to worry about an ambush here at least," she remarks quietly to her companions. Recalling the instruction she was given upon arriving, her attention turns to the bar, and she approaches the man tending to it. "I was told by a friend I could find a rare drink here, something called a Black Cheshire."
As you approach the counter, the man stops his task and draws to his full height, crossing his arms. He regards you all for a moment, then nods towards a door on the wall to your right. "Yeah we got it. Take the side room, I'll bring it to you when it's ready." He lets out a loud whistle after that, and a younger man comes scampering out of the door behind him in a dirty apron. To your surprise, you recognize this blonde half elf - your host from the Kebun last night. "Watch the front." The large man says to him, disappearing in the back. The half elf looks at you all sheepishly, removing the apron. "Well ah...Work to be done." He says, grabbing the rag left by the other man and picking up where he left off.
Kal eyes their former host suspiciously for a moment before turning to walk to the room the other man had pointed them towards. "I hate coincidences,"he mutters as the cross the tavern common room, glancing backwards at the blonde half elf again. He'll open the door to the room, taking a quick look around before moving out of the doorway so the others can walk in.
Taking a glance around the room, nothing really strikes you as odd or suspicious. A table that could sit about ten people sits in the center of the room, and a stage with a variety of instruments leaning up against the wall is built into one side of the room. Looks like the room is used for private parties.
As they walk into the side room, Sylnora takes a seat at the table on the opposite side, facing the door. "Well. I guess now we wait. I presume we're going to meet the person you've been talking to now Velyra?"
Silthras tries to settle into a corner, leaning against the wall opposite the doors. As he moves, he clumsily bumps each wall near him with his shield, then smiles sheepishly. "Damned thing's bigger than I'm used to."
After a little more clattering, and checking to make sure he has not damaged the wall too much, he finally settles to wait.
Perception: 17 (if appropriate: general sense of anything unusual in wall or room; passive 18, sees in darkness as if daylight -- eg. spyholes might be easily visible!) Investigation: 22 (if appropriate: scanning for secret panels, doors or spy holes)
As your discussions of the day wind down, you eventually separate into your rooms and settle down for the night. No trouble comes to pass overnight, and you find the somewhat lavish beds give you a comforting kind of rest you maybe haven't had in a while. A servant is waiting outside your rooms when you all come out, quietly leading you to a dining area where breakfast is soon served. Jalen appears only briefly, taking a plate of food with him back to his study.
After you finish your meal, you gather whatever things you might need for the day and meet at the front of the manor.
What're you doing/where are you going first?
Silthras adjusts his pack, "Clayus first?" He asks, "Should we all go, or just a few of us?"
With a night to herself to process everything they've learned, Sylnora shifts uncomfortably at the mention of the priest. "If not seeing him is an option, I'll gladly take it. Something about him just feels wrong to me." Remembering the other thing they came to the city for, "we do also still have those items that need to be returned. Maybe some of us can go do that while others check out Clayus?"
"Given it was their notes that let us navigate the ruin in the first place, I'd say it's likely they would have valuable information for us." Kal says, once again out of his armor. At some point he needed to stop somewhere and purchase a chain shirt. It felt strange to walk in areas of relative safety fully geared out in plate, but he wouldn't mind some protection. "If we're splitting up like this, I wouldn't mind going to help deliver the items. I've got some questions I'd like to ask."
Silthras shakes his head vigorously at the suggestion of splitting up, "We are stronger together; and you are right -- they are the most promising lead, though given their nature and location I'd also suggest the most dangerous." He looks in the direction of the quarter from which they operate. "Let's see what they have to say for themselves."
He rummages in his pack for a few moments before pulling out a sack, which he hands to Velyra. "That's their stuff. I think you still have the amulet."
Velyra drops the amulet inside the sack, briefly looking over the items. "If this is everything then I think we're good to go."
"Usul, do you know the way to Ozmoto's Den?"
"Today we should stick together. We'll be happy to show you more around town." Usul says looking around the outside of the manor and at the neighborhood in general, Dib scampering around his shoulders, Muad at his side. He again glances towards the gates where thieves might make their mark ((23)) just in case the symbol has appeared over the night.
Does he? If so, he replies in the affirmative, happy to guide the group.
Also Usul's passive perception is 15, not amazing, but not bad. He'll be constantly on the lookout now for that symbol (or others) as they walk around town now. I'll make specific rolls when we stop at specific locations.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
In my head as I read this post I was like, "alrighty. I'll let everyone who is proficient in Perception to look for the symbol as you all walk through town, that way it isn't one of those ordeals where everyone is rolling ad infinitum." And then I checked, and everyone is proficient in Perception anyway lol.
Usul Perception: 18
Kal Perception: 13
Silthras Perception: 20
Sylnora Perception: 7
Velyra Perception: 25
Usul probably wouldn't know this specific tavern. But judging by the name he'd know it's probably in Squall Ward, and it'd be easy to ask for directions along the way. So technically no. But functionally yes and I won't have you roleplay that bit.
With your things gathered for the day, you leave the manor and begin the long trek towards the eastern end of the city. On your way out, Usul turns to check the manor and the rest of the property for signs of thieves' marks. He cases over everything extremely carefully and finds nothing. And again, this would be an expected result to him. Despite its wealth, this ward doesn't get targeted due to the relatively high chance of being caught.
As you cross through the gates to the Graystone Ward, where many of the merchants make their home, you remember Jamis mentioning something about that group targeting some of the homes here. You alert the others, and everyone keeps a close eye out for the symbol. This ward isn't quite as wealthy as the other two well-off districts you've been in, but the people here still live comfortably. Though they don't own as much property, the buildings that make up their residences still tend to be at least two stories and well made. As you're crossing through about the dead center of the ward, Velyra calls for everyone to stop, pointing towards a nearby residence off the street. Along the very bottom brick on the corner, you can see the symbol has been carved into it.
I'll leave this if anyone wants to do anything here. If not I'll move on!
(( Silthras' passive perception now 18, if that makes a difference ))
Silthras looks around, trying to get his bearings like any tourist, while trying to carefully note where they are in case they need to come back. He does not spend much time looking at any specific building, just the area and the streets.
He turns to Usul, "We should probably keep moving, don't you think? Do you know if they have a preferred time at which they work? It would be a shame to miss them."
"We... don't..." Usul replies, adding, "Though it's unlikely that they work in broad daylight. For now, Dib will stay here and watch. Then the rest of us can continue on, and perhaps this evening we can stake it out."
Before they head off Usul will try to find a tree that Dib can perch in to watch the building. He's only a ferret, so can't do much, but he simply will have the instructions to watch for anyone entering and leaving. should be simple enough. Later when they pass by again, Usul can communicate with him and see if who went in, and then he can decide if they were 'strange' or not.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
There isn't a nearby tree for Dib to climb into, but one of the buildings across the street have a sort of inset ledge that runs all the way around it about where the second floor would be. The little ferret is able to hop up onto the ledge, settling into the alley such that he's mostly hidden, but can still watch the windows and doors of the marked building. With that settled, your group continues on to your main destination.
Fifteen minutes later, you cross through the gates into the Squall Ward. Most that have lived here for a long time refer to as Old Town, as this was where the city was initially built and grew out of. It's definitely the roughest of all the wards you've been in, with laborers in dirty work clothes populating the streets. The forges and workshops run nearly year round here, producing tools and the raw materials used by the various artisan guilds in the city. You briefly stop to ask someone where to find Ozmoto's Den. After looking you over, they throw up an amused eyebrow and chuckle to themselves before giving you directions.
You arrive at your destination after a short ten minute walk. In comparison to the refined establishment you visited last night, Ozmoto's Den looks like a run down shack. It's a moderately sized tavern constructed from wood, and you can see some bit of unrepaired damage around the walls. About thirty feet from the front door you can see a man sitting passed out against the wall. Whether he's a drunk from last night or already had his fill this morning, you can't tell.
The scene inside the bar is little improvement. It's fairly empty inside, save for a scattered few patrons passed out in booths or at tables, and about half a dozen others eating some sludge-like creation that might be a breakfast porridge. Behind the bar stands a tall man built something like a grizzly bear. He doesn't look up at you as you walk in, consumed with his task of wiping off the countertop with a wash rag.
Velyra refrains from pinching her nose shut as they enter the tavern. She expected somewhere discreet, but nothing like this. Glancing around at the occupants, "I guess we don't have to worry about an ambush here at least," she remarks quietly to her companions. Recalling the instruction she was given upon arriving, her attention turns to the bar, and she approaches the man tending to it. "I was told by a friend I could find a rare drink here, something called a Black Cheshire."
As you approach the counter, the man stops his task and draws to his full height, crossing his arms. He regards you all for a moment, then nods towards a door on the wall to your right. "Yeah we got it. Take the side room, I'll bring it to you when it's ready." He lets out a loud whistle after that, and a younger man comes scampering out of the door behind him in a dirty apron. To your surprise, you recognize this blonde half elf - your host from the Kebun last night. "Watch the front." The large man says to him, disappearing in the back. The half elf looks at you all sheepishly, removing the apron. "Well ah...Work to be done." He says, grabbing the rag left by the other man and picking up where he left off.
Silthras leans down, whispering in Usul's ear. "Can we talk privately for a moment? I really need to learn that spell."
Kal eyes their former host suspiciously for a moment before turning to walk to the room the other man had pointed them towards. "I hate coincidences," he mutters as the cross the tavern common room, glancing backwards at the blonde half elf again. He'll open the door to the room, taking a quick look around before moving out of the doorway so the others can walk in.
Kal Perception: 12
Taking a glance around the room, nothing really strikes you as odd or suspicious. A table that could sit about ten people sits in the center of the room, and a stage with a variety of instruments leaning up against the wall is built into one side of the room. Looks like the room is used for private parties.
As they walk into the side room, Sylnora takes a seat at the table on the opposite side, facing the door. "Well. I guess now we wait. I presume we're going to meet the person you've been talking to now Velyra?"
Silthras tries to settle into a corner, leaning against the wall opposite the doors. As he moves, he clumsily bumps each wall near him with his shield, then smiles sheepishly. "Damned thing's bigger than I'm used to."
After a little more clattering, and checking to make sure he has not damaged the wall too much, he finally settles to wait.
Perception: 17 (if appropriate: general sense of anything unusual in wall or room; passive 18, sees in darkness as if daylight -- eg. spyholes might be easily visible!)
Investigation: 22 (if appropriate: scanning for secret panels, doors or spy holes)