To prove oneself as the leader of the Kobold clan, one had to show that they were indeed the most fitting of such a role. In truth, leadership is a very complicated thing and comes in many different layers and what makes someone "The most fitting" is differs greatly from person to person and society to society. As far as the kobolds were concerned however, the most fitting leader was one who could defend the clan against attacks. What this usually boiled downed to was all candidates trying to slay the biggest and baddest beast they could find and bringing it back to the clan. The bigger the beast, the "More worthy" the leader. This brings us to our trio of Kobold's lead by Varn of the Dragonbloods who is out with his trusted friend, Komos and his advisor, and in a sense guardian, Sniv. To succeed his father as the leader of the Kobolds, Varn has to prove himself just like every other leader that had to do before him, which was the reason they had traveled so far away from the safe cave networks of their home. There was only one problem though: They had no idea where to even begin. It was one thing to hunt any old beast and bring it back. It was completely another to bring something that would guarantee to be more dangerous than whatever Varn's rival, Arix would bring.
A lead on their problem came in the form of a letter from an old acquaintance of Sniv's back when he stayed in the forest near a trade outpost. An acquaintance of Debrak, a dwarf by the name of Gundren Rockseeker wanted to see him as he had a job he needed done. A pay of 10 GP per head was promised for Sniv and anyone else he brings with him to help in the task. He asked Sniv to meet him at the "Nectar Dream" inn in the city of Neverwinter. Though the pay itself may not have been too enticing, the job did provide the only lead they currently had for Varn's own quest. Thus the trio made their way to the large city of Neverwinter.
It took a few days worth of travel through the cold snowy enthronement of mid-winter. There was a few inches of snow on the ground which crackled under their feet. Icy howling winter winds were chilly against the skin. It took a few days of travel through the snowy roads before the group came close to Neverwinter. It was already dark when they were a few hours away from the city. Being Kobolds with a superior vision in darkness combined with the fact that a warm meal and a warm bed seemed more inviting than the chilly winter climate. They pushed on through the darkness and arrived at the city at the dead of night, as thick fog began rolling in. The fog prevented them from being able to see anything further than 60ft away and it felt like the fog was getting thicker by the minute. They walked through the large city which was deathly quiet and devoid of life. It wasn't too unusual given the bitter cold combined with how late into the night it was. The only sound that could be heard was the howling winds, their own footsteps and the occasional banging sounds produced by wooden store signs blowing in the strong winds. All the shops and the houses were closed, no lights could be seen inside the buildings as everyone has long since gone to bed.
Following the directions given to them in the letter, the group doesn't have much trouble finding the "Nectar Dream". The fog had started to thicken even more as they stand over in front of the two storied building. It was a moderately larger tavern. Though the exact rooms it had is hard to say from outside, it did have a garden space as evident from the tall wooden fence and a lack of a ceiling on the east side of the building. It is still quiet but from the cracks of the closed wooden doors and windows of the tavern, they see light coming from inside. What do you do?
Varn dismounts off his mastiff and holds it by the leash. "Well," he says, "he could have picked a better place, but if that's what I have to do to become the next leader... so be it." He hands the leash to Sniv, "Find a place where you can tie him up for the night. Meanwhile, Komos, you make sure we have a room for the night. I'll search for thedwarf." If Sniv takes the leash, Varn pushes the door open and steps in. If Sniv doesn't, he grunts something about the days when everyone used to listen to him and still steps inside, holding the leash and leading the dog in, hoping to ask someone where he can tie the dog for the night, or just let him sleep with them. His only concern was that Garu - the mastiff - usually snores louder than all three Kobolds together and that really made him hard to sleep next to.
Without even looking whether Komos does as he told him or not, Varn looks around and searches for a dwarf. He never met any dwarves, but he was told they're just smaller humans with beards. If there's any small human with a beard nearby, he'll approach them.
Varn pushes the door but strangely, it does not open. It makes a short rattling sound as he hears the internal parts and machinations of the door's locking mechanism hold the door in place against his push. For some strange reason, the door is locked. There is still no sound that he can hear from the inside of the tavern though he can clearly see that there is light inside.
Sniv mumbles agreement to Varn as he takes the mastiff that the noble was riding on by the leash. It's not that I am listening to his orders, Sniv thinks, but Garu did need a place to stay, and Sniv didn't mind spending a little more time with the mastiff, they had gotten to know each other a bit better on the trip. After all, the travel had been mostly uneventful until now. The fog was creeping Sniv out a bit and he shivered a bit. He begins to wander away with Garu, but when Varn pulls the door and it doesn't open, Sniv stops and doubles back to the tavern. "It's locked? Why would a tavern be locked if the lights are on?" Sniv stops and scratches Garu's back while he thinks.
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.”
Hopping down of his own mastiff, the first he’d ever ridden! Komos looks nervously around. This city is by far the biggest he’d ever been in. And there were bound to be more big folk that he’d need to deal with than he’d prefer. But, that was the task that Sniv gave him. As the door rattled locked he almost sighed in relief as he didn’t have to deal with anyone quite yet. Then again, what was the purpose of learning those languages if not to converse with folk? At least Sniv’s contact here was not much taller than they, being a dwarf. Walking up to the door he pulls out his Icosahedron ((a 20 sided shape, ie a 20 sided dice ^^)). His friends knew that this was the culmination of his years of research... though it clearly still had some bugs to work out.
Rotating the device in his hands he found the side with the picture of a hammer and screwdriver. Pushing the side in a bit, and rotating it just so, out popped a small drawer with some thieves’ tools. He walks up to the door and says to the others, “Shall I attempt to open the door? It is rather cold out here.”
"Go for it. It's outrageous to invite someone and then lock the door before them. Especially nobles." He already didn't like the place. Instead of going out to welcome him with a fine carpet, they locked the door in front of him. Those giants know nothing of manners, so it seems. Also, he liked to watch Komos at work. It always fascinated him.
The lock picks rattled and scratched against the gears inside the locking mechanism. He fiddles around and pushes and pulls. It almost seems like it would open but then something clicks and the tools get stuck. After a few more poking and prodding, Kosmos is able to get his tools back but the door remains locked.
Sniv scratches his head, a bit confused that the lock isn't opening and calls out to the rest of the group, "Hey guys. I'm going to check around back, maybe try that lock again?" Before he leaves, he places his hand on Komos' face, almost crushing his nose, and offers him a word of advice, "Try not to mess up this time." With that, he begins walking around to the back of the tavern. As he walks, he leads the three mastiffs and looks around for any windows that he might be able to see through. If he sees any windows on the way, he will attempt to climb onto the back of one of the mastiffs and peer through the window to see what is inside this odd tavern.
DM: Sorry but you can't do the same check twice after you failed. Though you are free to try to pick a different lock.
Going around the tavern, Sniv notices that there are a good number of windows but all of them are closed and barred from the inside. As stated previously, there is a garden on the east wing of the building, protected by a fence. Through a hole in the fence, Sniv spots another door leading to the tavern itself. The fence itself is a bit on the tall side to keep people out. It may be difficult but not impossible to climb over it. There is a gate on the fence which also appears to be locked. However, this one is locked from the inside and cannot be picked. The Gate on the fence might be easier to break down though than the normal doors. There is also a backdoor on the tavern which is also locked. Though this door at least, made more sense to be locked at this hour. While going around he notices a small hole in the wooden wall on the west side of the tavern. A tiny insect might be able to squeeze through it to get inside.
Disappointed that he didn't get to see the lock picked, Varn approaches closer to the door. "Well, there's only one thing to do then." He knocks four knocks on the door. They aren't very loud, he's just a Kobold after all, but if somebody's in they'll probably be able to hear them, he assumes. Just to be sure, he also tries to shout: "Open the door! One does not simply invite one of the Dragonbloods and then locks the door!"
Sniv seeing the hole has a brilliant idea and so he heads quickly around to the others and attempts to hand the leashes on the mastiffs off to Varn promising, "This won't take long! But if it works, then I should be able to open the door. Just give me one minute." Assuming Varn holds onto the leashes for a bit, Sniv leads the others around to the west side of the tavern and concentrates for a moment. His form flickers for a second before shifting into that of a tiny wasp. With a buzz, he flies into the hole and makes his way towards the locked front door of the tavern.
Expending a single use of Wildshape as a Bonus Action to take the form of a Wasp.
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.”
Flying through the hole Sniv finds himself in the foyer room. The howls of the winter winds are muffled inside. It is very quiet. The only sounds he hears aside from the low muffled winds from outside are the crackling sounds from the burning wood in the fireplace and the buzzing sound of his own wings while in wasp form. The foyer has a bunch of leather seats placed around the north and south walls of the large room. A cozy red carpet covers the wooden floor of the warm tavern. A small bronze chandelier hangs from the ceiling at the middle of the room. An arched passage on the east side of the room leads to the main hall of the tavern.
The main hall of the tavern has the bar on the east side. Shelves on the east wall of the main hall are lined with various ales and wines as well as empty glasses for serving them. Close to the shelves, going north is a small door way to what is presumably the kitchen. A set of stairs on the north end of the main hall leads upstairs. Various round wooden tables decorate the main hall. The tables are surrounded by small wooden stools. A few unlit candles are placed in the middle of some of the tables. The main hall is illuminated by the light of burning lamps fixed to the walls and support beams of the tavern. The main hall and the foyer are completely devoid of any people. Given the late hour of night, it is not surprising that the main hall would be this empty and barren but it is a little unexpected for the foyer to be empty as well. Finally the absence of any innkeep or bartender is stranger still. The locked door that Komos attempted to open is on the south side of the main hall. Unfortunately, it seems that even on this side, it would require a key to open. However the barred window next to said entrance door does not have the same problem. Now that Sniv is on the inside, it would be fairly easy for him to lift the bar on that window and open it to let the others in. He would need to revert back to his Kobold form to do so though.
Challenge Complete Everyone gets 118 XP.
Sniv, Please give me a perception check. Others can also take that check once they enter the tavern.
This post has potentially manipulated dice roll results.
(OOC: I was confused when I looked at my sheet for a second, but then I realized you must have added our XP... Will you be doing that everytime we gain XP? Or just this once?)
Sniv is a bit confused about the lack of people, especially when Debrak had said that there would be a dwarf waiting here. Perhaps one of the others will have a better idea when he lets them in. He glances around in fly form a bit before he shifts back into his natural form. In his natural form, he unbars the window and opens it before trotting back to the hole that he entered through and calling out of it, "If you come around front, there is a window that I opened for you guys. I couldn't get the door open, but you should be able to fit through the window if you tie the dogs up outside. It's weird though. There's nobody here." Once he says that, he heads back to the open window to help his allies through.
While flying around he would spot a piece of parchment on the ground behind the bar. It wasn't hidden but having fallen under the shade of the bar table, it was hard to spot. The parchment has some words written in common.
It is getting extremely late and I am to wake up early next morning for the task ahead. As you have not arrived yet, I have written this note and given it to the innkeeper to give to you when you do arrive. I am to head to Phandalin with a person named Sildar to take care of some business in preparation for your arrival. Your task is to take a large cart that has already been loaded with the necessary payload to Phandalin. You will find the cart as well as horses to pull it at the stables of the Nectar Dream Inn. The stables are located next to the large gardens on the east wing of the building. I have also requested the innkeep to hand you 10 GP each for the task. Godspeed.
Signed, Gundren Rockseeker.
Flying around further, Sniv notices something shiny tucked away between two empty wine glasses. It's a key. It seems to be for the front door.
((OOC: Yes I will be adding XP to your sheets. I will also be adding/removing items as they are picked up or used and I will also be adding and removing HP when damage is taken or healing is done))
Once Sniv has let the others in, he informs them of the key and the note although he mutters something under his breath about no innkeep and no payment.
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.”
Varn ties the dogs to the fence before going to the front and entering through the window. "Why did you make me climb through the window then?" He says when the key is brought to his attention. He tries to open the front door with the key and then holds the door open. "One of you go and bring the dogs to the stables mentioned in the note." He then walks and picks up the other key. "But still," he remarks, "not even a single person to welcome me. The audacity of those people. The room better be a fancy one, for their own sake."
Sniv rolls his eyes, Varn could be a bit pretentious sometimes, but he was responsible for the youngling so he put up with it. "I didn't know if there was anything on the floor that triggered a trap or anything. The place is empty after all, so something must've happened to everyone that used to be here. I wasn't willing to risk walking all the way back and triggering some kind of trap. Besides, it's a good workout for you." Sniv pokes at Varn's arm as he says that last part and is about to call a warning as Varn proceeds to walk straight across the floor of the inn without a care in the world. Sniv buries his face in his hands and just walks out the door (if Varn opened it, otherwise going through the window) and takes the dogs out to the stable.
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.”
The stables have to be reached by going through garden. To reach the garden they party had to take the north facing door close to the bar table. It lead to a wide hallway that went east and had a set of large double doors on the north wall in the middle of it. At the east end of this hall was a wooden door that led to the garden. Of course, this door too was locked. It seems Sniv would have to find a key or get Kosmos to pick the lock if he is to reach the stables with the dogs.
Rollback Post to RevisionRollBack
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To prove oneself as the leader of the Kobold clan, one had to show that they were indeed the most fitting of such a role. In truth, leadership is a very complicated thing and comes in many different layers and what makes someone "The most fitting" is differs greatly from person to person and society to society. As far as the kobolds were concerned however, the most fitting leader was one who could defend the clan against attacks. What this usually boiled downed to was all candidates trying to slay the biggest and baddest beast they could find and bringing it back to the clan. The bigger the beast, the "More worthy" the leader. This brings us to our trio of Kobold's lead by Varn of the Dragonbloods who is out with his trusted friend, Komos and his advisor, and in a sense guardian, Sniv. To succeed his father as the leader of the Kobolds, Varn has to prove himself just like every other leader that had to do before him, which was the reason they had traveled so far away from the safe cave networks of their home. There was only one problem though: They had no idea where to even begin. It was one thing to hunt any old beast and bring it back. It was completely another to bring something that would guarantee to be more dangerous than whatever Varn's rival, Arix would bring.
A lead on their problem came in the form of a letter from an old acquaintance of Sniv's back when he stayed in the forest near a trade outpost. An acquaintance of Debrak, a dwarf by the name of Gundren Rockseeker wanted to see him as he had a job he needed done. A pay of 10 GP per head was promised for Sniv and anyone else he brings with him to help in the task. He asked Sniv to meet him at the "Nectar Dream" inn in the city of Neverwinter. Though the pay itself may not have been too enticing, the job did provide the only lead they currently had for Varn's own quest. Thus the trio made their way to the large city of Neverwinter.
It took a few days worth of travel through the cold snowy enthronement of mid-winter. There was a few inches of snow on the ground which crackled under their feet. Icy howling winter winds were chilly against the skin. It took a few days of travel through the snowy roads before the group came close to Neverwinter. It was already dark when they were a few hours away from the city. Being Kobolds with a superior vision in darkness combined with the fact that a warm meal and a warm bed seemed more inviting than the chilly winter climate. They pushed on through the darkness and arrived at the city at the dead of night, as thick fog began rolling in. The fog prevented them from being able to see anything further than 60ft away and it felt like the fog was getting thicker by the minute. They walked through the large city which was deathly quiet and devoid of life. It wasn't too unusual given the bitter cold combined with how late into the night it was. The only sound that could be heard was the howling winds, their own footsteps and the occasional banging sounds produced by wooden store signs blowing in the strong winds. All the shops and the houses were closed, no lights could be seen inside the buildings as everyone has long since gone to bed.
Following the directions given to them in the letter, the group doesn't have much trouble finding the "Nectar Dream". The fog had started to thicken even more as they stand over in front of the two storied building. It was a moderately larger tavern. Though the exact rooms it had is hard to say from outside, it did have a garden space as evident from the tall wooden fence and a lack of a ceiling on the east side of the building. It is still quiet but from the cracks of the closed wooden doors and windows of the tavern, they see light coming from inside. What do you do?
Varn dismounts off his mastiff and holds it by the leash. "Well," he says, "he could have picked a better place, but if that's what I have to do to become the next leader... so be it." He hands the leash to Sniv, "Find a place where you can tie him up for the night. Meanwhile, Komos, you make sure we have a room for the night. I'll search for the dwarf."
If Sniv takes the leash, Varn pushes the door open and steps in. If Sniv doesn't, he grunts something about the days when everyone used to listen to him and still steps inside, holding the leash and leading the dog in, hoping to ask someone where he can tie the dog for the night, or just let him sleep with them. His only concern was that Garu - the mastiff - usually snores louder than all three Kobolds together and that really made him hard to sleep next to.
Without even looking whether Komos does as he told him or not, Varn looks around and searches for a dwarf. He never met any dwarves, but he was told they're just smaller humans with beards. If there's any small human with a beard nearby, he'll approach them.
Varielky
Varn pushes the door but strangely, it does not open. It makes a short rattling sound as he hears the internal parts and machinations of the door's locking mechanism hold the door in place against his push. For some strange reason, the door is locked. There is still no sound that he can hear from the inside of the tavern though he can clearly see that there is light inside.
Sniv mumbles agreement to Varn as he takes the mastiff that the noble was riding on by the leash. It's not that I am listening to his orders, Sniv thinks, but Garu did need a place to stay, and Sniv didn't mind spending a little more time with the mastiff, they had gotten to know each other a bit better on the trip. After all, the travel had been mostly uneventful until now. The fog was creeping Sniv out a bit and he shivered a bit. He begins to wander away with Garu, but when Varn pulls the door and it doesn't open, Sniv stops and doubles back to the tavern. "It's locked? Why would a tavern be locked if the lights are on?" Sniv stops and scratches Garu's back while he thinks.
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Hopping down of his own mastiff, the first he’d ever ridden! Komos looks nervously around. This city is by far the biggest he’d ever been in. And there were bound to be more big folk that he’d need to deal with than he’d prefer. But, that was the task that Sniv gave him. As the door rattled locked he almost sighed in relief as he didn’t have to deal with anyone quite yet. Then again, what was the purpose of learning those languages if not to converse with folk? At least Sniv’s contact here was not much taller than they, being a dwarf. Walking up to the door he pulls out his Icosahedron ((a 20 sided shape, ie a 20 sided dice ^^)). His friends knew that this was the culmination of his years of research... though it clearly still had some bugs to work out.
Rotating the device in his hands he found the side with the picture of a hammer and screwdriver. Pushing the side in a bit, and rotating it just so, out popped a small drawer with some thieves’ tools. He walks up to the door and says to the others, “Shall I attempt to open the door? It is rather cold out here.”
((If the others agree, thieves tools check: 11
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
"Go for it. It's outrageous to invite someone and then lock the door before them. Especially nobles." He already didn't like the place. Instead of going out to welcome him with a fine carpet, they locked the door in front of him. Those giants know nothing of manners, so it seems. Also, he liked to watch Komos at work. It always fascinated him.
Varielky
The lock picks rattled and scratched against the gears inside the locking mechanism. He fiddles around and pushes and pulls. It almost seems like it would open but then something clicks and the tools get stuck. After a few more poking and prodding, Kosmos is able to get his tools back but the door remains locked.
Check Failed (DC was 13).
Thieves Tools HP: 23/25
Sniv scratches his head, a bit confused that the lock isn't opening and calls out to the rest of the group, "Hey guys. I'm going to check around back, maybe try that lock again?" Before he leaves, he places his hand on Komos' face, almost crushing his nose, and offers him a word of advice, "Try not to mess up this time." With that, he begins walking around to the back of the tavern. As he walks, he leads the three mastiffs and looks around for any windows that he might be able to see through. If he sees any windows on the way, he will attempt to climb onto the back of one of the mastiffs and peer through the window to see what is inside this odd tavern.
Perception (If there are any windows): 11
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
DM: Sorry but you can't do the same check twice after you failed. Though you are free to try to pick a different lock.
Going around the tavern, Sniv notices that there are a good number of windows but all of them are closed and barred from the inside. As stated previously, there is a garden on the east wing of the building, protected by a fence. Through a hole in the fence, Sniv spots another door leading to the tavern itself. The fence itself is a bit on the tall side to keep people out. It may be difficult but not impossible to climb over it. There is a gate on the fence which also appears to be locked. However, this one is locked from the inside and cannot be picked. The Gate on the fence might be easier to break down though than the normal doors. There is also a backdoor on the tavern which is also locked. Though this door at least, made more sense to be locked at this hour. While going around he notices a small hole in the wooden wall on the west side of the tavern. A tiny insect might be able to squeeze through it to get inside.
Disappointed that he didn't get to see the lock picked, Varn approaches closer to the door. "Well, there's only one thing to do then." He knocks four knocks on the door. They aren't very loud, he's just a Kobold after all, but if somebody's in they'll probably be able to hear them, he assumes. Just to be sure, he also tries to shout: "Open the door! One does not simply invite one of the Dragonbloods and then locks the door!"
Varielky
The sound of the knocks echo through the quiet night... no response. Perhaps everyone's asleep? This situation is getting... stranger by the minute.
Sniv seeing the hole has a brilliant idea and so he heads quickly around to the others and attempts to hand the leashes on the mastiffs off to Varn promising, "This won't take long! But if it works, then I should be able to open the door. Just give me one minute." Assuming Varn holds onto the leashes for a bit, Sniv leads the others around to the west side of the tavern and concentrates for a moment. His form flickers for a second before shifting into that of a tiny wasp. With a buzz, he flies into the hole and makes his way towards the locked front door of the tavern.
Expending a single use of Wildshape as a Bonus Action to take the form of a Wasp.
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Flying through the hole Sniv finds himself in the foyer room. The howls of the winter winds are muffled inside. It is very quiet. The only sounds he hears aside from the low muffled winds from outside are the crackling sounds from the burning wood in the fireplace and the buzzing sound of his own wings while in wasp form. The foyer has a bunch of leather seats placed around the north and south walls of the large room. A cozy red carpet covers the wooden floor of the warm tavern. A small bronze chandelier hangs from the ceiling at the middle of the room. An arched passage on the east side of the room leads to the main hall of the tavern.
The main hall of the tavern has the bar on the east side. Shelves on the east wall of the main hall are lined with various ales and wines as well as empty glasses for serving them. Close to the shelves, going north is a small door way to what is presumably the kitchen. A set of stairs on the north end of the main hall leads upstairs. Various round wooden tables decorate the main hall. The tables are surrounded by small wooden stools. A few unlit candles are placed in the middle of some of the tables. The main hall is illuminated by the light of burning lamps fixed to the walls and support beams of the tavern. The main hall and the foyer are completely devoid of any people. Given the late hour of night, it is not surprising that the main hall would be this empty and barren but it is a little unexpected for the foyer to be empty as well. Finally the absence of any innkeep or bartender is stranger still. The locked door that Komos attempted to open is on the south side of the main hall. Unfortunately, it seems that even on this side, it would require a key to open. However the barred window next to said entrance door does not have the same problem. Now that Sniv is on the inside, it would be fairly easy for him to lift the bar on that window and open it to let the others in. He would need to revert back to his Kobold form to do so though.
Challenge Complete
Everyone gets 118 XP.
Sniv, Please give me a perception check. Others can also take that check once they enter the tavern.
(OOC: I was confused when I looked at my sheet for a second, but then I realized you must have added our XP... Will you be doing that everytime we gain XP? Or just this once?)
Sniv is a bit confused about the lack of people, especially when Debrak had said that there would be a dwarf waiting here. Perhaps one of the others will have a better idea when he lets them in. He glances around in fly form a bit before he shifts back into his natural form. In his natural form, he unbars the window and opens it before trotting back to the hole that he entered through and calling out of it, "If you come around front, there is a window that I opened for you guys. I couldn't get the door open, but you should be able to fit through the window if you tie the dogs up outside. It's weird though. There's nobody here." Once he says that, he heads back to the open window to help his allies through.
Perception: 7
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
While flying around he would spot a piece of parchment on the ground behind the bar. It wasn't hidden but having fallen under the shade of the bar table, it was hard to spot. The parchment has some words written in common.
Flying around further, Sniv notices something shiny tucked away between two empty wine glasses. It's a key. It seems to be for the front door.
((OOC: Yes I will be adding XP to your sheets. I will also be adding/removing items as they are picked up or used and I will also be adding and removing HP when damage is taken or healing is done))
(OOC: Sounds good!)
Once Sniv has let the others in, he informs them of the key and the note although he mutters something under his breath about no innkeep and no payment.
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
DM: Sorry forgot to say this as well:
Along with the note was another key. The note also said the following (Again, this was a slip up on my part):
The key with the note was probably the room key... but where's the innkeep?
Varn ties the dogs to the fence before going to the front and entering through the window. "Why did you make me climb through the window then?" He says when the key is brought to his attention. He tries to open the front door with the key and then holds the door open. "One of you go and bring the dogs to the stables mentioned in the note." He then walks and picks up the other key. "But still," he remarks, "not even a single person to welcome me. The audacity of those people. The room better be a fancy one, for their own sake."
Varielky
Sniv rolls his eyes, Varn could be a bit pretentious sometimes, but he was responsible for the youngling so he put up with it. "I didn't know if there was anything on the floor that triggered a trap or anything. The place is empty after all, so something must've happened to everyone that used to be here. I wasn't willing to risk walking all the way back and triggering some kind of trap. Besides, it's a good workout for you." Sniv pokes at Varn's arm as he says that last part and is about to call a warning as Varn proceeds to walk straight across the floor of the inn without a care in the world. Sniv buries his face in his hands and just walks out the door (if Varn opened it, otherwise going through the window) and takes the dogs out to the stable.
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
The stables have to be reached by going through garden. To reach the garden they party had to take the north facing door close to the bar table. It lead to a wide hallway that went east and had a set of large double doors on the north wall in the middle of it. At the east end of this hall was a wooden door that led to the garden. Of course, this door too was locked. It seems Sniv would have to find a key or get Kosmos to pick the lock if he is to reach the stables with the dogs.