Exploration

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Aug 1, 2021 6:59 am
Fahlasi curses at her clumsiness but then sends a words prayer for their good luck. She moves slowly through the ball bearings and gets back to the plan, searching hurriedly. When Alner motions to the basement, she nods and takes the lead down the stairs.
Aug 1, 2021 5:34 pm
Down to the basement you go. Down here you can no longer hear the water. Everything is muffled, even your footsteps.

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?
[ +- ] Map
[ +- ] Basement Terrain Features
Aug 2, 2021 12:52 am
Alner takes a deep breath of the cool, musty air of the cellar. "This would be a great place to drag unconscious regards!" he says with gusto. "And that trap door could make a great back-up escape route." He climbs up the ladder and tries to undo the bolt.

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

Aug 2, 2021 12:55 am
"Quit messing around Alner! Help me find the silphium!"

Fahlasi means business and methodically searches for waterproof barrels.

Rolls

Fahlasi, human fighter: Perception - (1d20+1)

(4) + 1 = 5

Aug 2, 2021 12:56 am
Alner checks back with Barthelme's senses periodically to make sure everything is going okay above them.

"Okay okay!" he responds and starts looking in earnest.

Rolls

Alner Whistleboot, halfling wizard: Perception - (1d20+1)

(7) + 1 = 8

Aug 2, 2021 2:38 pm
Alner manages to wiggle the rusted bolt loose but no amount of pushing upward against the door, even by Fahlasi, can get it to budge. It's like something very heavy is resting on it.

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?
[ +- ] Map
[ +- ] Basement Terrain Features
Aug 3, 2021 6:32 am
"I think a tour guide might be helpful," she whispers to Alner as she draws her blade. "Have your sleep spell ready in case they try to yell."

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

Aug 3, 2021 6:35 am
Alner follows behind, wand in hand. "Go ahead, make my day!" he says to the whistler with heavy bravado, pointing the wand at him.
Aug 3, 2021 2:32 pm
One look at the two of you and the stick-thin man faints straightaway. It looks like Alner's sleep spell won't be needed just yet. The bespectacled man looks like some sort of clerk, complete with some kind of ledger and a set of keys on an iron ring. There's no sign anywhere of the door you heard him come through.

What do you do?
[ +- ] Map
Aug 4, 2021 4:51 am
"Was it something said? Or smelled?"

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

Aug 4, 2021 4:53 am
Fahlasi can't help but grin a little at the kid's remark, but stops herself. This isn't play time, don't encourage him.

She gets busy gagging and binding the unconscious clerk.
Aug 4, 2021 9:12 am
As Fahlasi secures the clerk, Alner flips through the leather-bound ledger. It's written in code, but it's hilariously easy for him to crack. He finds two relevant entries on the second-to-the-last page, dated two days, and three days ago:
Quote:
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
The prices are exorbitant, and soaring as the plague raises the demand, and the hoarding shorts the supply. But where are these three barrels right now?

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?
[ +- ] What Barthelelme sees
Aug 4, 2021 9:07 pm
"Hey Fahlasi, I think we got company," Alner say. "And we gotta figure out where 'Cellar C' is. The ledger says that's where they stashed the silphium."
Aug 4, 2021 9:16 pm
"Alright. Let's welcome our company with a nice sleep spell out of the shadows. Let's tie 'em up and blindfold them too. Rather not Bartoz know we stole from him. As for cellar c, we wake up the clerk (blindfolded of course) and get him to tell us. Sound good?"

She directed Alner to a shadowy crevice between crates to spring the trap from.

Rolls

Hiding - Stealth - (1d20+1)

(1) + 1 = 2

Aug 4, 2021 9:17 pm
"Sure thing!"

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

Aug 5, 2021 2:58 pm
OOC:
No rolls necessary, since I believe your intention is for Alner to zap these guys from behind full cover, they're half-drunk, and certainly not expecting you.
The two oafs stagger down the stairs and fall easily to Alner's magic, hitting the deck with loud thuds. There's plenty of rope stored down here to tie them up.

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.
[ +- ] Basement map
[ +- ] Basement Terrain Features
Aug 7, 2021 3:42 am
Fahlasi finishes tying up the two sleeping beauties, as well as gagging and blind folding them, tearing off expensive strips from a nearby bolt of silk. She also relieves them of any weapons or sharp objects the night have, tossing them into the bottom of a random barrel. As they awake from the magical sleep, she delivers sharp blows to the backs of their heads with Alner's crowbar.

She returns to Alner. "Comon Alner, it's gotta be here somewhere. I'll help you look."
OOC:
Providing help action to Alner to give him advantage on his search!
Aug 7, 2021 3:43 am
"Hmm, if I was a rare, expensive medicine, where would I hide?"

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

Aug 7, 2021 6:16 pm
Putting together the most minute details both seen and heard, Alner deduces the location of the secret door. Factoring in the clerk's height, the halfling directs Fahlasi to where the keyhole must be. The warrior woman starts clearing the shelf and soon enough finds the keyhole behind a loose wood panel.

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?
Aug 7, 2021 8:19 pm
Alner whistles at the mechanisms that operate the secret door. "Bartoz really is loaded if he can afford a setup like this." He casts Light on a small dagger and hoists it with his telekinetic Mage Hand. He floats the glowing dagger down the hall, looking for any sign of traps or secret doors. A loose flagstone might conceal a pressure plate, or a crack in the wall might shelter a switch.
OOC:
Looking for traps and secret doors!

Rolls

Alner Whistleboot, halfling wizard: Perception - (1d20+1)

(19) + 1 = 20

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