Exploration
A ladder in the northeast corner leads up to a trap door secured on this side with a sturdy iron bolt, which seems to be stuck. By your reckoning this should come out right next to the warehouse's front door. Oddly, you didn't notice a trapdoor when you were outside.
At the foot of the ladder are another trolley, and a hand truck.
What do you do?
Trolley & hand truck: Particularly heavy items might be difficult to move around, even for Fahlasi, who can push, drag, or lift heavier loads than most people. These wheeled conveyances at J3 and L4 might help get around such difficulties.
Ladder & trap door: The ladder at K3 leads up to a wooden trap door bolted on this side.
He wanders around looking at crates and barrels and gets curious as to the contents. Grabbing a crowbar he attempts to pop open a nearby crate.
"Nggh!" he grunts as he really tries to put his back into it.
Rolls
Alner Whistleboot, halfling wizard: Athletics (advantage) - (1d20-1, 1d20-1)
1d20-1 : (6) - 1 = 5
1d20-1 : (8) - 1 = 7
Trying to open the stuck bolt on the trapdoor - (1d20-1)
(12) - 1 = 11
Fahlasi means business and methodically searches for waterproof barrels.
Rolls
Fahlasi, human fighter: Perception - (1d20+1)
(4) + 1 = 5
"Okay okay!" he responds and starts looking in earnest.
Rolls
Alner Whistleboot, halfling wizard: Perception - (1d20+1)
(7) + 1 = 8
Fahlasi searches methodically but can't find the silphium. Suddenly, from the basement's south section comes the sound of a door opening and closing, then footsteps and tuneless whistling. There's someone back there!
What do you do?
Trolley & hand truck: Particularly heavy items might be difficult to move around, even for Fahlasi, who can push, drag, or lift heavier loads than most people. These wheeled conveyances at J3 and L4 might help get around such difficulties.
Ladder & trap door: The ladder at K3 leads up to a wooden trap door bolted on this side.
She rounds the corner quietly and approaches the whistler, blade and shield drawn. Once she makes contact she'll give a fierce command: "Make any sound and you're dead."
Rolls
Intimidaiton - (1d20+0)
(17) = 17
What do you do?
He checks his pits for comedic effect, and figures he catches a grin on Fahlasi's face for just a second. it bad!
"And look what we have here... jackpot!"
He gives a quick glance out of Barthelme's eyes to make sure no disturbance has been made. Then he tosses the keys into his pack, sits down cross-legged, casts Light on his wand and starts pouring over the ledger for silphium.
Rolls
Alner Whistleboot, halfling wizard: Investigation - (1d20+4)
(15) + 4 = 19
She gets busy gagging and binding the unconscious clerk.
Copper | 5 crates | 75 lb. | @5 Taler | 375 Taler | main floor B |
Silk | 5 bolts | 580 sq. yd. | @50 Taler | 2,900 Guilder | cellar A |
Silphium | 1 barrel | 240 lb. | @3 Guilder | 720 Guilder | cellar C |
Canvas | 8 bolts | 928 sq. yd. | @1 Taler | 928 Taler | basement A |
Steel bearings | 5 crates | 500 lb. | @50 Zlot | 250 Guilder | main floor B |
Soap | 2 crates | 800 bars | @2 Zlot | 160 Taler | main floor D |
Silphium | 2 barrels | 480 lb. | @5 Guilder | 2,400 Guilder | cellar C |
Brandy | 5 barrels | 200 gal. | @1 Guilder | 200 Guilder | cellar C |
Checking on the goings-on upstairs through Barthelme's senses, Alner sees that the man in the office is leaning out the windows overlooking the main floor and yelling at the two drinking fellows.
"What the hell is taking that four-eyed dipstick so long?" the man roars, gesturing towards the cellar. "Go check on him!"
What do you do?
She directed Alner to a shadowy crevice between crates to spring the trap from.
Rolls
Hiding - Stealth - (1d20+1)
(1) + 1 = 2
Alner ducks behind a barrel and gets his wand out, ready to zap the bad guys.
Rolls
Alner Whistleboot, halfling wizard: Stealth (advantage) - (1d20+3, 1d20+3)
1d20+3 : (1) + 3 = 4
1d20+3 : (19) + 3 = 22
The clerk quails when you rouse and interrogate him. "Please don't hurt me! Take anything you want, but don't make me tell you anything. I'm as good as dead if I talk! Take my keys. Dugan and Mutz are always threatening to cut my tongue out just for fun. Laslo tells them to quit tormenting me, but also says if I ever make any trouble he'll cut my eyes out along with my tongue and send the lot to my mother!" That was a lot of words for someone who says he doesn't want to talk, but the thought of his poor mother seems to be too much for him and he faints again.
You definitely heard a door open and close. It's got to be hidden somewhere in this corner here. Maybe there's a hole for one of those keys? (new terrain feature added)
What do you do about Dugan and Mutz? They're bound, gagged, and blindfolded, but Alner's sleep spell will only last about a minute.
Trolley & hand truck: Particularly heavy items might be difficult to move around, even for Fahlasi, who can push, drag, or lift heavier loads than most people. These wheeled conveyances at J3 and L4 might help get around such difficulties.
Ladder & trap door: The ladder at K3 leads up to a wooden trap door bolted on this side.
Secret door? There's a secret door here to somewhere called "Cellar C"
She returns to Alner. "Comon Alner, it's gotta be here somewhere. I'll help you look."
Alner ponders the ledger and tries to make sense of where it might be. He goes full Sherlock, considering the clerk's position, his footprints, and any other salient details.
Rolls
Investigation (advantage) - (1d20+4, 1d20+4)
1d20+4 : (20) + 4 = 24
1d20+4 : (17) + 4 = 21
You try the keys and soon find the right one. With a turn and a soft click, the lock disengages, and a door-sized section of shelf swings open to reveal a short stone passage that ends at another stone wall. It's blank, save for an arrow slit and another keyhole. What do you do?
Rolls
Alner Whistleboot, halfling wizard: Perception - (1d20+1)
(19) + 1 = 20