IC Story Thread: Ch.1,Ad.1 - A Sensitive Matter

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Sep 25, 2023 8:38 pm
Seònaid follows Duinhir, grabbing her tinderbox on the way.
OOC:
Also giving a roll for Short Rest

Rolls

Short Rest (1D8 + 1 for CON modifier) - (1d8+1)

(3) + 1 = 4

Sep 26, 2023 3:53 pm
OOC:
Just wanted to verify before moving on, is there anything Onar wants to do with his new development @GreyWord ?
Sep 27, 2023 5:27 am
Nothing. Promissed to wait for others and I will.
Oct 3, 2023 3:02 pm
Duinhir, Seonaid, Cirion, and Eothain hurry back to the docks of Easterly Rock as Onar sits in waiting at the spot within view of the ship.

A few scant minutes after the chests were hauled off, the gang-planks are drawn onto the deck of the Storm-tide, and the voices of Corsairs begin to holler out the status of the final checks before sail.

Just a couple minutes more and, as the heavy chain of an anchor grinds against an iron eyelet, Onar sees the approach of his comrades down the darkened streets, and at about that time the jib is pulled tight, and the boom of the aft gaff-sail swings outward, and the timbers of the Storm-tide groan and creak as the slight breeze brings the ship to life and it begins to maneuver away from the dock.

The streets of Easterly Rock are quiet at the moment, however there are lights burning yet inside the shuttered windows of a few random buildings and floors.

As the Storm-tide drifts out toward the greater bay, the Company re-unites in the shadow of buildings lining the Easterly Rock dock...
Oct 3, 2023 6:46 pm
Here you come. Ónar reveals himself stretching his arms and legs - not used to hide for a long without movement.
The basket is moved, but eggs are not in there. And I wouldn't mind a drink
Even walls have ears, believe Ónar and talk in riddles even in this environment. He will only share with party what he have just seen and learned once he believe it is safe to talk.

He has no idea what to do next though. Who's "the Lady"?
OOC:
Did the Corsairs who carried chests to the Lady returned back on the ship? Not that it matter, just curios.
Oct 3, 2023 8:47 pm
Seeing the ship depart as they reach the dock, Duinhir's heart sinks. They are too late! The chest must be on the ship by now, he reckons.
But then they meet up with Ónar who talks in riddle. Duinhir doesn't get it at first. However, as he is about to demand answers from the dwarf, it dawns on him. The chests are not onboard. The children must be somewhere in the city.
"Then let's hurry off to ... get a drink" he replies
Oct 4, 2023 2:30 pm
GreyWord says:
OOC:
Did the Corsairs who carried chests to the Lady returned back on the ship? Not that it matter, just curios.
OOC:
They did not.
As the Company catches up with Onar, they can discuss quietly enough but with 5 of them there, it will be impossible to conceal their physical presence for long without deliberate measures to do so.

Some way off amongst the buildings - it can't be that far, despite the stillness of the night - you all hear a door creak open, followed by the clamour of a few sets of feet.

The voice of a woman can be heard speaking in Southron, but Onar can only make out a few words, "... poor dears... *muffled words*... keep them ...*muffled words* ... so long ..." ... and then a door slamming shut.
Oct 4, 2023 7:21 pm
Éothain finally deciphers Ónar's meaning and realizes the children are not on the ship. "Fate has smiled upon us and kept us in town. I say we move off the dock." He points in the direction of where the corsairs took the chests.
Oct 4, 2023 8:09 pm
Duinhir discreetly moves closer to where he guesses the sound comes from. Maybe it will be possible to locate the house.
OOC:
leaving a perception roll if that is any good.
EDIT: it wasn't
Last edited October 4, 2023 8:10 pm

Rolls

Perception - (1d20+3)

(1) + 3 = 4

Oct 4, 2023 8:44 pm
Seònaid follows behind Duinhir and Éothain, as they move away from the docks. Spotting Duinhir's actions to locate the voices
OOC:
She has no skill in Perception, but does have a +1 from WIS, so giving a roll to see what can be made of it.

Rolls

Perception - (1d20+1)

(17) + 1 = 18

Oct 5, 2023 8:29 am
That's it! They are with the lady! Ónar whispers Beware Corsairs, four of them he steps back looking for some shadows, prepared to see the Corsairs moving out of the house.

Rolls

Stealth - (1d20-1)

(16) - 1 = 15

Oct 5, 2023 3:44 pm
Drakis2 says:
OOC:
She has no skill in Perception, but does have a +1 from WIS, so giving a roll to see what can be made of it.
OOC:
Wanted to give a rules perspective here real quick...

Generally, you can't tell that someone has failed a Perception check, so it is kind of meta-gaming for others to then want to see how it goes for them.

That said, it's certainly plausible that more than one person would actively want to search in a scenario like this.

So what I like to do in these scenarios, is this becomes a Group Check once someone has "piled on". i.e. half the group must succeed in a Perception check to gain any useful information.

However, no check is really needed in this specific scenario, as you guys could hear them without a check and can just move toward that point anyway.
You all move toward the sounds you heard echoing through the streets, and find yourselves moving toward the center of the Easterly Rock neighborhood. It's not that large of a neighborhood so it doesn't take much time, and you soon find yourselves amongst sets of buildings that largely look the same - squat, square structures covered in stucco and lime, stacked upon each other, winding in a disorganized mass around you - like other domiciles and shops you've seen around the city.

But there is one building that stands out from the others here, where your ears have taken you, as this one building is much larger, and has more exposed timbers making up the bulk of it's height and girth.

It appears to be a single structure three stories tall, though it's hard to tell if the stories are separate with separate rooms, or if it's essentially one large enclosure.

There is a wide street that goes straight out to the docks, and there are well worn cart tracks that lead from there straight up to the large building. Looking at it, it could be some sort of manse, or it could be something like a warehouse.

There are no windows on the ground level, however there is a large double door, and there are several tall windows on the upper height of it.

This large building is nested amongst the other smaller, stacked structures, so it gives the visual impression of a large square brick protruding powerfully out of a pile of rubble.

Rolls

A roll of the dice... - (1d20)

(14) = 14

Oct 7, 2023 7:54 pm
"I think they went into that house. I wonder what it is. Probably a warehouse of sorts. It looks ominous. Duinhir looks up at the big brick house.

We better try to find a way in. Knocking on the front door is always an option but I feel it would be wiser to find another way in. Do we dare spend some time looking around for a discreet way in?" he asks.
Oct 8, 2023 7:10 am
"I think it would be best. If they carried those boxes in there, they did it by stealth. I expect they will be hostile to interlopers..."

He starts observing the construction for ways in. Maybe a basement window, a trapdoor for the goods, or a way to climb to an access upstairs.

Rolls

Perception - (1d20+4)

(5) + 4 = 9

Oct 9, 2023 3:07 pm
There doesn't appear to be much for entry ways on the ground level (again, no windows, for example), other than the big double doors - unless the big square building could be accessed from inside one of the adjacent structures, which have their own doors.

And it's hard to see what all might be going on, on the upper levels, aside from the windows, from here on the streets. But there is a ladder that could be used to get up to the second level of the amalgam of buildings, where you could see better what is going on up there and if there are other access points on the upper levels.
OOC:
I was hoping we could get by without a zoomed in map here, I don't have one prepped, but if you guys are having a hard time picturing what might be going on, or understanding your options, just let me know and I will put one together.
Oct 9, 2023 9:05 pm
Duinhir spots the ladder. He looks around to see if the coast is clear and once it seems like it is safe, he climbs the ladder to get a better idea of how to get into the building.
OOC:
I don't think I need a map but what time of the day is it? In my head, it is night time but that may be wrong. Is the streets around the building crowded or empty?
Oct 9, 2023 9:31 pm
Éothain speaks in hushed tones. "We can't just stand here. We need to get a look inside, but I haven't climbed a hill since my youth. Someone get up on the ladder to see if that helps. I"ll walk closely around the building and check if there's another way in. If nothing else, I can provide a distraction."

As silently as possible, Éothain circles the large square building with his left hand on the wall, feeling for tell-tale cracks.
OOC:
I'm OK without a map right now. If Perception is more appropriate, the die roll is at +2.

Rolls

Checking for secret doors (Investigation) - (1d20+4)

(6) + 4 = 10

Oct 10, 2023 12:10 am
As Éothain leaves to scout the building, Seònaid slides into whatever shadow she can find and watches Duinhir climb the ladder. She watches and listens for anyone approaching that may spy them out.

"Master Cirion, keep to the shadows as you can," she whispers a cautious warning to the young man.
OOC:
I do not need a map. Am going to roll Stealth for Seònaid in case it is needed. Not sure if it is still nighttime, and badly lit in this area, but hoping there are shadows she can slip into.

Rolls

Stealth (+2) - (1d20+2)

(19) + 2 = 21

Oct 10, 2023 10:02 am
I can pretend yo be doctor sent by their patron to check children health. It is a risky play if the Lady is a boss if her own...

Onar comment to anyone who is still around. Also suggests not to risk staying on the street, but go some pub discuss plans and wait those who sneak around
Oct 10, 2023 3:59 pm
You figure it must be nearing midnight by now.

There are still lights on, scattered across the interiors of the buildings in the area, but not many. And windows are mostly shuttered.

The streets here, amongst the contiguous buildings and winding ways, are a bit more shadowed from the stars and moon than the more open area out by the docks. So you don't feel quite as exposed as earlier.

But still anyone who looked would see that "someone" was out there.

The streets are fairly silent, aside from sporadic laughs and shouts echoing from some merry-making far away.

The ladder creaks and there is lots of wind blown grit that crunches beneath the feet of Duinhir on top of the lower tier of roofs. But he is so far undisturbed. And once up there, he can see there is a door on the roof of the second tier of buildings, that appears to enter into the blocky structure of the large manse/warehouse.
OOC:
I can tell there's some disconnect with the setting, so I want to try to communicate what the city is "organized" like... which is: it's not very organized.

There are basically no free-standing structures, at all. Everything is built right next to/touching something else, and everything is piled on top of each other.

Including this manse/warehouse.

There are buildings that are physically continuous with it.

It is "nested" in amongst other smaller structures around it.

You can't walk around the exterior of the manse/warehouse without walking around an entire section of the neighborhood. So I don't know if @rpgventurer Eothain intended to separate himself from the group that much... if so that's fine, and you can check out what's on the back side of the building, but it's just several rounds of movement away. So I wanted to verify.

Here's a visual reference point for how the buildings and neighborhood looks and is structured:
https://i.imgur.com/QGut0qj.png
OOC:
Just picture a big cube shaped building in the middle of one of those rows of tiered and erratically shaped buildings.
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