This post has potentially manipulated dice roll results.
Varielky looks back at Benita, trying to convey that she doesn't want to split either but also that these are their orders. Varielky will stay near the entrance, or as close as she can be, so that she can quickly react if something happens or be there to accompany the others the moment they exit the building. She tries to remain alert to the danger she sensed and watches everyone that comes into the building. Although, now that the sun has set, she can no longer see as well.
(I'm not sure how well-illuminated the place is. As far as I understand, the sun has already set, or will have done so soon, and you didn't mention any lamps or anything similar to shed light either. So in conclusion, I don't know whether there's light and it's bright light, there's some and it's dim light or there isn't and it's darkness.)
Perception: 8. If it's dim light then disadvantage's second roll: 17. If it's darkness, Varielky should automatically fail.
Mittens snaps his fingers as an idea comes to him. "Oh! I can put a spell on the carriage that would tell us if someone was messing with it!" He pulls out his spellbook and thumbs through a few pages. He stops on one of them, and then he begins to slowly pace around the carriage and horses, muttering magical phrases under his breath for the next eleven minutes ((casting alarm as a ritual.))
((OOC: I was thinking he could have read about some ancient wizards in action. After seeing what kind of magic they could do, he spent time trying to replicate the spells that they knew. It was a lot of trial and error with a lot of miniature explosions and smells, but eventually learned a few new tricks))
Dolkum thinks the matter through, accompanied by much grinding noises, and arrives at a decision...
Since the carriage and horses are in the carriage house with it's own set of guards, our post ought to be by the opera house near the front entrance. My post shall be on the steps in front. Idiwalla!
Mittens snaps his fingers as an idea comes to him. "Oh! I can put a spell on the carriage that would tell us if someone was messing with it!" He pulls out his spellbook and thumbs through a few pages. He stops on one of them, and then he begins to slowly pace around the carriage and horses, muttering magical phrases under his breath for the next eleven minutes ((casting alarm as a ritual.))
((OOC: I was thinking he could have read about some ancient wizards in action. After seeing what kind of magic they could do, he spent time trying to replicate the spells that they knew. It was a lot of trial and error with a lot of miniature explosions and smells, but eventually learned a few new tricks))
(OOC: Very good. You’ll have to cast it after the carriage is parked in the carriage house. It’s between two other nice carriages, with about 5’ of space separating it from its neighbor. There’s a half-door in front of each, with the bottom closed, and open space behind the carriages. There are main entryways on either end of the long carriage house, and bored-looking guards at each doorway, sitting on stools.
***Please be specific about area of effect (“an area... that is no larger than a 20-foot cube,” I.e., the exact edges of the carriage, including the horses or not, the space above, below, in front, behind) ***and these other factors in the spell description:
“When you cast the spell, you can designate ***creatures that won't set off the alarm. You also choose whether the alarm is ***mental or audible.”)
Rollback Post to RevisionRollBack
DM for Candlekeep Mysteries //Dev Horndin Curious Critters
Ednyss' vision is not hampered by the darkness, and by this point the brilliance of the palace has set in and Ednyss' focus returns to the task at hand. Renewing the blessings of Takal Demesh on himself often enough to keep him vigilant. He will accompany Mitten's to the carriage house while Mittens casts his protective magic, and will walk the cat back to the steps of the building once Mittens is done performing his ritual.
(I'm not sure how well-illuminated the place is. As far as I understand, the sun has already set, or will have done so soon, and you didn't mention any lamps or anything similar to shed light either. So in conclusion, I don't know whether there's light and it's bright light, there's some and it's dim light or there isn't and it's darkness.)
Perception: 8. If it's dim light then disadvantage's second roll: 17. If it's darkness, Varielky should automatically fail.
(OOC: It’s just after 4 bells, early March (Beauty), so the sun will be up another hour or more. The specific feeling of dread Varielky had earlier has passed, btw.)
Rollback Post to RevisionRollBack
DM for Candlekeep Mysteries //Dev Horndin Curious Critters
((Sorry, I was going to go into specifics about the spell, but I had to go somewhere. Anyways, he will ward the area that extends 1 foot in every direction around the carriage. If the horses are still tied to the up to the carriage for some reason, he includes them in the spell. He designates the horses and anyone in his group so they won't trigger the spell. The alarm will be mental.))
Ednyss and Mittens walk around the amphitheater to the carriage house to find the carriage and for Mittens to cast his ritual.
Varielky & Dolkum
While Ednyss and Mittens are away, an older Orracan woman steps out from the amphitheater entrance holding a set of bells, and with an expression of quiet amusement, rings them, signaling that the performance will soon begin. There is a polite rush as the remaining concertgoers make their way inside -- most, without guards. Last to arrive is a palanquin carried by 10 men wearing Imperial colors, led and followed by members of the Bakar Elite. The Imperial Governor -- whom you had seen the prior day at the Arena Games, steps forth as soon as the palanquin is set down, and makes his way, with two elite guards, into the theater. Four guards take positions at the entrance, while one leads the palanquin with its carriers back to the palace.
Ednyss & Mittens
The gravel lane continues around the back of the amphitheater, and walking past a nicely landscaped little arbor or park, you approach one end of the carriage house, where two old guards wearing Imperial livery sit on stools. Not having seen you yet tonight, they ask your business, listen to your replies, and seem to connect your livery with Strewn’s carriage drivers. They let you pass. The carriage is parked perhaps 100 feet within the carriage house, neighbored by similar formal coaches. The one to left is very beautifully lacquered in a pattern you haven’t seen before in which many orange flowers dominate the design; and to the right, an older-looking affair with black varnish and gold trim.
You find your horses remain hitched to your coach, the leader is tied to a post at the wall, and the entire affair of horses and carriage are parked facing left at a sort of barn door, the top half of which is open to the outdoors. Presumably, the bottom door will be opened later to allow the carriage to exit and then turn right onto a lane behind the carriage house. Looking down to the far end of the carriage house, which is enormous, unlit, and mostly empty, you see two guards sitting on stools at that entrance too. Equestrian equipment hangs from the walls. There is an upper level with bales of hay and other equestrian implements stowed there.
Mittens sets to work, and must watch his footing due to manure having fallen here and there while, circling the carriage, he casts alarm, but soon it is done. You two return to the theater entrance without incident.
All, a few minutes later:
There are a few latecomers, but the area near the amphitheater is now mostly clear. The sun is low on the horizon, behind the amphitheater, and you stand in cool shade. Soon, the sound of music can be heard coming from within, and also emanating from the open top of the round theatre.
There are several dozen footmen and hand women waiting outside the hall, like yourselves. Some alone and others gathering in small groups, they chat or walk around the reflecting pool, sit on the benches which face it, or pull out snacks or small books to read.
The lighting is still fine by the way, and Varielky notes that there are lamps in front of the amphitheater and each of the buildings, and also lampposts up and down the lanes around the reflecting pool, although they have not yet been lit.
(OOC: The first half will go on for about 90 minutes. What do you do? ALL, please roll an additional Perception save, relevant to the next post.)
Rollback Post to RevisionRollBack
DM for Candlekeep Mysteries //Dev Horndin Curious Critters
While Varielky is still keeping watch from time to time, as there are not as many people, she only really pays attention to anyone coming near the group or towards the entrance. Meanwhile, she tries to replicate the symbol she saw in her dream two nights ago in the gravel. When she's satisfied with the result, she asks the others - especially Ednyss - to look at the symbol she tried to replicate. "I've seen this symbol in my dreams a few times but couldn't remember what it means. Have any of you seen it before?" She doubts they have but asks anyway. It's not like she had a better lead. (If you allow trying checks like this twice) She also tries to think of her past and the priest's teachings. Nothing happens for no reason, especially not dreams like that one. If the gods chose for her to see it, it must bear some meaning. She has to find what that meaning is.
Ednyss keeps a careful lookout on the area as he returns with Mittens and once he joins back with the others. He waits by the entrance to the amphitheatre, scanning the crowds for anyone dangerous. While he looks he chats with Mittens, "Hey. What's with those boots? They looked awfully interesting, although they did seem a little dangerous."
(OOC: I am not sure how often I should be able to add guidance to these checks, but I am just using my judgement and adding it when the stakes seem higher, the party is split up, or Ednyss specifically would have cast it beforehand. Let me know if there is another way that you want me to add it.)
(EDIT: Posted at the same time as @FireCat, so I am adding a post below this...)
Ednyss takes a look at the symbol that Varielky is showing on the gravel and racks his mind to think if he has seen it before. Asking for some divine guidance in identifying the symbol, Ednyss scratches his beard as he thinks...
Intelligence Check (-1 if History, +1 if Religion): 20
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Ednyss takes a look at the symbol that Varielky is showing on the gravel and racks his mind to think if he has seen it before. Asking for some divine guidance in identifying the symbol, Ednyss scratches his beard as he thinks...
Intelligence Check (-1 if History, +1 if Religion): 20
Ednyss and Varielky's discussion goes something like this, and Mittens and Dolkum likewise, if they are brought into it.
You know that you saw this symbol at the battle of Lokimarra. It could therefore be Dreyen. But what its exact meaning is, none of you know. It could have to do with the cult Varielky was raised in -- although after Lokimarra, she wonders if the cult was more widespread. It was certainly small in Indallia where she grew up, but in Drey, maybe more people worship the same way. After seeing people killed at the Games for "worshipping Dreyen Gods," you think it might be a good idea not to be too overt about your curiosity.
Of course, it might not be a religious symbol at all, although in Varielky's dream it certainly seemed like it was. For example, Ednyss' new War Pick has symbols engraved in it, one of which is Ingrid's family crest, another the "signature" of her collaborator, the one who made it magical. So the symbol could be a family crest or "signature." Or a holy glyph or unusual magical symbol. You just don't know. But you have all now seen the symbol, and I'll tell you if you see it again.
Rollback Post to RevisionRollBack
DM for Candlekeep Mysteries //Dev Horndin Curious Critters
Ednyss shakes his head, "Sorry, I don't know any more than you." Ednyss sighs and continues, "We'll keep our eyes peeled for it in case we see it again."
(OOC: I assume that Ingrid's crest is the only one I recognize from my War Pick, but just double checking. I don't recognize any of the other crests from my brief time in the Core?)
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Ednyss shakes his head, "Sorry, I don't know any more than you." Ednyss sighs and continues, "We'll keep our eyes peeled for it in case we see it again."
(OOC: I assume that Ingrid's crest is the only one I recognize from my War Pick, but just double checking. I don't recognize any of the other crests from my brief time in the Core?)
The crest from Ingrid’s collaborator is a common family name, huge clan. You don’t recognize the signature. The Dwarven symbol for Moeitu often appears on weapons, with a short epitaph, “death for life,” and that too is engraved on your pick’s haft in Dwarven block script.
Rollback Post to RevisionRollBack
DM for Candlekeep Mysteries //Dev Horndin Curious Critters
Aye Lass, that hammer is some fine craftsmanship...
Dolkum is still keeping an eye on their surroundings, of course, noting the gradual shift of the crowd from very purposeful hustle of scribes and other office workers headed home changing to the more laid back snd slower movements of families out for an evening of shopping and young couples out for a stroll...
On their way back to the group after casting his ritual, Mittens says, "I had a friend give them to me. She doesn't like heights, so she never used them. She figured I could use them more. I need to figure out what to give her in return. That book I have her isn't going to cut it... "
As the conversation about the symbol ensues, Mittens listens with interest, but doesn't add anything. Religious matters weren't really his strong point. In fact, anything not related to magic or mathematics and science wasn't really in his strengths.
After the conversation ends and the wait begins, he comments, "The thing about guard duty is that it's boring until something happens, but you don't want anything to happen!"
"Indeed."Varielky replies to Mittens. "During my service, I was posted as a guard many times. I kept asking to be transferred to the front lines but they just didn't let me. The only time I really did anything interesting all that time was when we got to Lokimorra." She keeps pondering why the gods chose to show her the symbol but doesn't speak more of it. She tries to keep watch but (as the dice gods chose) it seems she cannot focus her attention on it too much.
You are entranced by the distant sounds of music coming from inside the hall. (OOC: Ednyss’ very high passive perception chimes in in a moment.)
A pair of footmen, wearing livery embroidered with an orange floral design, stand beside a lamppost throwing tiny rocks at the flamingos, while passing a small bottle back-and-forth. Ednyss, while patrolling the area in front of the theater, happens to be walking behind the pair when he overhears them speaking quietly and conspiratorially.
“Yeah, I made a ton on that bet. Flock, I am swimming in gold, my friend, swimming in gold. I’ve got my eye on a nice farm up the coast, and now I’s gonna be able to buy and get out of this flocking flocked-up racket.”
“You better hurry up,” says the other one in a whisper, “before they figure out you bet, man! You gonna die, they find out.”
“They won’t find out, Pudding, nuh-uh. My cuz did it for me, no one will figure it out.”
They notice someone is close and the two men freeze then stare at Ednyss for a long moment.
“Come on,” says the first, and they cap the bottle and walk further down beside the pool.
Does Ednyss respond?
(OOC: All, please roll one more Perception save.)
Rollback Post to RevisionRollBack
DM for Candlekeep Mysteries //Dev Horndin Curious Critters
Varielky looks back at Benita, trying to convey that she doesn't want to split either but also that these are their orders. Varielky will stay near the entrance, or as close as she can be, so that she can quickly react if something happens or be there to accompany the others the moment they exit the building. She tries to remain alert to the danger she sensed and watches everyone that comes into the building. Although, now that the sun has set, she can no longer see as well.
(I'm not sure how well-illuminated the place is. As far as I understand, the sun has already set, or will have done so soon, and you didn't mention any lamps or anything similar to shed light either. So in conclusion, I don't know whether there's light and it's bright light, there's some and it's dim light or there isn't and it's darkness.)
Perception: 8. If it's dim light then disadvantage's second roll: 17. If it's darkness, Varielky should automatically fail.
Varielky
Mittens snaps his fingers as an idea comes to him. "Oh! I can put a spell on the carriage that would tell us if someone was messing with it!" He pulls out his spellbook and thumbs through a few pages. He stops on one of them, and then he begins to slowly pace around the carriage and horses, muttering magical phrases under his breath for the next eleven minutes ((casting alarm as a ritual.))
((OOC: I was thinking he could have read about some ancient wizards in action. After seeing what kind of magic they could do, he spent time trying to replicate the spells that they knew. It was a lot of trial and error with a lot of miniature explosions and smells, but eventually learned a few new tricks))
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Dolkum thinks the matter through, accompanied by much grinding noises, and arrives at a decision...
Since the carriage and horses are in the carriage house with it's own set of guards, our post ought to be by the opera house near the front entrance. My post shall be on the steps in front. Idiwalla!
(OOC: Very good. You’ll have to cast it after the carriage is parked in the carriage house. It’s between two other nice carriages, with about 5’ of space separating it from its neighbor. There’s a half-door in front of each, with the bottom closed, and open space behind the carriages. There are main entryways on either end of the long carriage house, and bored-looking guards at each doorway, sitting on stools.
***Please be specific about area of effect (“an area... that is no larger than a 20-foot cube,” I.e., the exact edges of the carriage, including the horses or not, the space above, below, in front, behind) ***and these other factors in the spell description:
“When you cast the spell, you can designate ***creatures that won't set off the alarm. You also choose whether the alarm is ***mental or audible.”)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
Ednyss' vision is not hampered by the darkness, and by this point the brilliance of the palace has set in and Ednyss' focus returns to the task at hand. Renewing the blessings of Takal Demesh on himself often enough to keep him vigilant. He will accompany Mitten's to the carriage house while Mittens casts his protective magic, and will walk the cat back to the steps of the building once Mittens is done performing his ritual.
Perception: 23
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
(OOC: It’s just after 4 bells, early March (Beauty), so the sun will be up another hour or more. The specific feeling of dread Varielky had earlier has passed, btw.)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
((Sorry, I was going to go into specifics about the spell, but I had to go somewhere. Anyways, he will ward the area that extends 1 foot in every direction around the carriage. If the horses are still tied to the up to the carriage for some reason, he includes them in the spell. He designates the horses and anyone in his group so they won't trigger the spell. The alarm will be mental.))
DM- Azalin's Doom
DM- Surviving the Unsurvivable
POST #6
Ednyss and Mittens walk around the amphitheater to the carriage house to find the carriage and for Mittens to cast his ritual.
Varielky & Dolkum
While Ednyss and Mittens are away, an older Orracan woman steps out from the amphitheater entrance holding a set of bells, and with an expression of quiet amusement, rings them, signaling that the performance will soon begin. There is a polite rush as the remaining concertgoers make their way inside -- most, without guards. Last to arrive is a palanquin carried by 10 men wearing Imperial colors, led and followed by members of the Bakar Elite. The Imperial Governor -- whom you had seen the prior day at the Arena Games, steps forth as soon as the palanquin is set down, and makes his way, with two elite guards, into the theater. Four guards take positions at the entrance, while one leads the palanquin with its carriers back to the palace.
Ednyss & Mittens
The gravel lane continues around the back of the amphitheater, and walking past a nicely landscaped little arbor or park, you approach one end of the carriage house, where two old guards wearing Imperial livery sit on stools. Not having seen you yet tonight, they ask your business, listen to your replies, and seem to connect your livery with Strewn’s carriage drivers. They let you pass. The carriage is parked perhaps 100 feet within the carriage house, neighbored by similar formal coaches. The one to left is very beautifully lacquered in a pattern you haven’t seen before in which many orange flowers dominate the design; and to the right, an older-looking affair with black varnish and gold trim.
You find your horses remain hitched to your coach, the leader is tied to a post at the wall, and the entire affair of horses and carriage are parked facing left at a sort of barn door, the top half of which is open to the outdoors. Presumably, the bottom door will be opened later to allow the carriage to exit and then turn right onto a lane behind the carriage house. Looking down to the far end of the carriage house, which is enormous, unlit, and mostly empty, you see two guards sitting on stools at that entrance too. Equestrian equipment hangs from the walls. There is an upper level with bales of hay and other equestrian implements stowed there.
Mittens sets to work, and must watch his footing due to manure having fallen here and there while, circling the carriage, he casts alarm, but soon it is done. You two return to the theater entrance without incident.
All, a few minutes later:
There are a few latecomers, but the area near the amphitheater is now mostly clear. The sun is low on the horizon, behind the amphitheater, and you stand in cool shade. Soon, the sound of music can be heard coming from within, and also emanating from the open top of the round theatre.
There are several dozen footmen and hand women waiting outside the hall, like yourselves. Some alone and others gathering in small groups, they chat or walk around the reflecting pool, sit on the benches which face it, or pull out snacks or small books to read.
The lighting is still fine by the way, and Varielky notes that there are lamps in front of the amphitheater and each of the buildings, and also lampposts up and down the lanes around the reflecting pool, although they have not yet been lit.
(OOC: The first half will go on for about 90 minutes. What do you do? ALL, please roll an additional Perception save, relevant to the next post.)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
Perception 6
Expecting trouble, Dolkum stays with Varielky, and continues scanning his surroundings, the crowd and the rooftops.
Apparently he is enjoying the performance a little much :(
Perception: 3
While Varielky is still keeping watch from time to time, as there are not as many people, she only really pays attention to anyone coming near the group or towards the entrance. Meanwhile, she tries to replicate the symbol she saw in her dream two nights ago in the gravel. When she's satisfied with the result, she asks the others - especially Ednyss - to look at the symbol she tried to replicate. "I've seen this symbol in my dreams a few times but couldn't remember what it means. Have any of you seen it before?" She doubts they have but asks anyway. It's not like she had a better lead.
(If you allow trying checks like this twice) She also tries to think of her past and the priest's teachings. Nothing happens for no reason, especially not dreams like that one. If the gods chose for her to see it, it must bear some meaning. She has to find what that meaning is.
18 (+2 if Religion, +0 if History.)
Varielky
Ednyss keeps a careful lookout on the area as he returns with Mittens and once he joins back with the others. He waits by the entrance to the amphitheatre, scanning the crowds for anyone dangerous. While he looks he chats with Mittens, "Hey. What's with those boots? They looked awfully interesting, although they did seem a little dangerous."
Perception: 8
(OOC: I am not sure how often I should be able to add guidance to these checks, but I am just using my judgement and adding it when the stakes seem higher, the party is split up, or Ednyss specifically would have cast it beforehand. Let me know if there is another way that you want me to add it.)
(EDIT: Posted at the same time as @FireCat, so I am adding a post below this...)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Ednyss takes a look at the symbol that Varielky is showing on the gravel and racks his mind to think if he has seen it before. Asking for some divine guidance in identifying the symbol, Ednyss scratches his beard as he thinks...
Intelligence Check (-1 if History, +1 if Religion): 20
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Ednyss and Varielky's discussion goes something like this, and Mittens and Dolkum likewise, if they are brought into it.
You know that you saw this symbol at the battle of Lokimarra. It could therefore be Dreyen. But what its exact meaning is, none of you know. It could have to do with the cult Varielky was raised in -- although after Lokimarra, she wonders if the cult was more widespread. It was certainly small in Indallia where she grew up, but in Drey, maybe more people worship the same way. After seeing people killed at the Games for "worshipping Dreyen Gods," you think it might be a good idea not to be too overt about your curiosity.
Of course, it might not be a religious symbol at all, although in Varielky's dream it certainly seemed like it was. For example, Ednyss' new War Pick has symbols engraved in it, one of which is Ingrid's family crest, another the "signature" of her collaborator, the one who made it magical. So the symbol could be a family crest or "signature." Or a holy glyph or unusual magical symbol. You just don't know. But you have all now seen the symbol, and I'll tell you if you see it again.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
Ednyss shakes his head, "Sorry, I don't know any more than you." Ednyss sighs and continues, "We'll keep our eyes peeled for it in case we see it again."
(OOC: I assume that Ingrid's crest is the only one I recognize from my War Pick, but just double checking. I don't recognize any of the other crests from my brief time in the Core?)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
The crest from Ingrid’s collaborator is a common family name, huge clan. You don’t recognize the signature. The Dwarven symbol for Moeitu often appears on weapons, with a short epitaph, “death for life,” and that too is engraved on your pick’s haft in Dwarven block script.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
Religion 3
Aye Lass, that hammer is some fine craftsmanship...
Dolkum is still keeping an eye on their surroundings, of course, noting the gradual shift of the crowd from very purposeful hustle of scribes and other office workers headed home changing to the more laid back snd slower movements of families out for an evening of shopping and young couples out for a stroll...
((Sorry, Internet was out for a while))
Perception: 6
On their way back to the group after casting his ritual, Mittens says, "I had a friend give them to me. She doesn't like heights, so she never used them. She figured I could use them more. I need to figure out what to give her in return. That book I have her isn't going to cut it... "
As the conversation about the symbol ensues, Mittens listens with interest, but doesn't add anything. Religious matters weren't really his strong point. In fact, anything not related to magic or mathematics and science wasn't really in his strengths.
After the conversation ends and the wait begins, he comments, "The thing about guard duty is that it's boring until something happens, but you don't want anything to happen!"
DM- Azalin's Doom
DM- Surviving the Unsurvivable
"Indeed." Varielky replies to Mittens. "During my service, I was posted as a guard many times. I kept asking to be transferred to the front lines but they just didn't let me. The only time I really did anything interesting all that time was when we got to Lokimorra." She keeps pondering why the gods chose to show her the symbol but doesn't speak more of it. She tries to keep watch but (as the dice gods chose) it seems she cannot focus her attention on it too much.
Varielky
POST #7
You are entranced by the distant sounds of music coming from inside the hall. (OOC: Ednyss’ very high passive perception chimes in in a moment.)
A pair of footmen, wearing livery embroidered with an orange floral design, stand beside a lamppost throwing tiny rocks at the flamingos, while passing a small bottle back-and-forth. Ednyss, while patrolling the area in front of the theater, happens to be walking behind the pair when he overhears them speaking quietly and conspiratorially.
“Yeah, I made a ton on that bet. Flock, I am swimming in gold, my friend, swimming in gold. I’ve got my eye on a nice farm up the coast, and now I’s gonna be able to buy and get out of this flocking flocked-up racket.”
“You better hurry up,” says the other one in a whisper, “before they figure out you bet, man! You gonna die, they find out.”
“They won’t find out, Pudding, nuh-uh. My cuz did it for me, no one will figure it out.”
They notice someone is close and the two men freeze then stare at Ednyss for a long moment.
“Come on,” says the first, and they cap the bottle and walk further down beside the pool.
Does Ednyss respond?
(OOC: All, please roll one more Perception save.)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
Perception: 19
Initiative if necessary: 19
Initiative with disadvantage: 20
Allo what have we here? Are those 2 layabouts drinking?