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Ravendoer
2012-07-28, 05:13 PM
the hideout isn't much to look at but its defiantly one of the nicer warehouses if a bit small. the furnishings are simple but sturdy and you didn't know this was a warehouse you would probably think its a house.

"my name well that's not really important" says the cloaked figure.
"however you can think of me as wise mentor" you can feel the smile even with out seeing his face
"this city famed for its law and order and its peace keepers, has grown arrogant and corrupt and with your help we'll take it down a peg or two and expose its little secrets." he chuckles
"and if in the process we happen to find a little money, why I'm sure no one would fault us if we keep it, after all we are doing so much for this city I'm sure a reward is appropriate" he gestures at you
"each of you has been chosen to join this family because of your special talents and together we'll leave our mark in history"


He pauses and begins again, "now the job tonight is important, and extremely dangerous. but a little story first, an old man who at one time was quite profitable as a merchant, and who's family can be traced back to the founding of this great city" he sarcastically states.
"was forced out of business by rivals, and who's home and business was in the way of new development that new political figures wanted, any way the old man managed to prevent that by putting up a family heir loom a picture of the city as collateral, unfortunately the police raided his home on trumped up charges, and took the picture as evidence, and somehow it was lost, the man lost everything and his home was demolished to pave the way for others to grab power." he stops and seems to look at you even with out his face being seen.
"I'm sure your wondering how this is important to us right, well through great difficulty we've found were it went... the chief of police seems to have it hanging in his home, unfortunately I couldn't find were. I want that painting, fame and all." he hands you a rough sketch of what the fame looks like and the painting.
"I also want you to send a CLEAR message to the chief that he no longer has power in this city, that he should be afraid of the dark and us that dwell in it." he venomously spits
"Understood"

Archmage1
2012-07-28, 05:52 PM
Serena, looking directly at the mysterious Stranger, asks a simple question
"Pay? Also, define what you mean by clear message: do you mean burn the place down, leave dead animals around, mess the place up, what?"

Erik Vale
2012-07-28, 06:47 PM
"If you can't think of the message he means, then you shouldn't come."
The Half elves voice is rather deep and gruff. Very much the opposite of the normal image if the diplomatic race.

"We'll then. We Better take a look at this man's house."

TaiLiu
2012-07-28, 07:02 PM
"No, no, I agree with the Gnome."

"It would be nice to clarify what the cloaked figure meant."

Kosjvrak has the typical voice of a typical Kobold: That of a yapping dog.

Kosjvrak looks at the cloaked figure again. Who is hiding under that cloak, anyway?

Maybe I saw or heard of him somewhere... Kosjvrak thinks.

Rolls:
Lore (Ex) aka Bardic Knowledge for Cloistered Clerics [roll0]

Current Character Sheet:
Current Stat Block:
Kosjvrak Aurix (http://www.myth-weavers.com/sheetview.php?sheetid=427312)
Male Neutral Good Dragonwrought Kobold, Level 5, Init +1, HP 14/14, Speed 30
AC 13, Touch 12, Flat-Footed 12, Fort +4, Ref +1, Will +8, Base Attack Bonus +2
Wooden Quarterstaff Damage: (1d4-3)
Abilities Str 5, Dex 12, Con 10, Int 12, Wis 18, Cha 14
Other Spell-Like Abilities 1/Day Hoard Gullet (Self Only) [Unused]
Condition None

Prepared Spells for the Day:
Level 0: Detect Magic, Detect Magic, Detect Poison, Read Magic, Create Water
Level 1: Cause Fear, Command, Comprehend Languages, Entropic Shield
Level 2: Aid, Hold Person, Summon Monster 2
Level 3: Dispel Magic, Bestow Curse
Domain Spells: Mage Armour (Spell Domain 1), Detect Thoughts (Knowledge Domain 2), Fire Trap (Kobold Domain 3)

Items:
Items Equipped:
Holy Symbol; Silver
Sundark Goggles (Stops Dazzle from light)
Anklet of Translocation
Silk Robe
Hat of Disguise
Collar of Perpetual Attendance
Crossbow Bolts (Quantity: 100)

Items in Handy Haversack:
Holy Symbol; Wooden (Quantity: 10)
Shapesand (Jug)
Waterskin (Quantity: 10)
Magic Bedroll
Light Crossbow

Ravendoer
2012-07-28, 07:12 PM
''Pay?" he dryly asks.
"100 platinum, on completion" he stresses the last word.
"Plus whatever you happen to find" he pauses and shrugs his shoulders in indifference.
"As for the message, Be creative. But he is an excellent fighter, unafraid of others, So the message will have to be a firm and costly one, to come across properly to him" he steeples his slender hands as talks.

Kosjvrak Aurix
you have heard of no mysterious cloaked figures in recent news. also he could be one any number of figures in history, myth, and stories. there is just nothing to go on, for all you can see about him, and his clothing, he could be just about anyone in a cloak

Archmage1
2012-07-28, 07:27 PM
Serena frowns upon hearing the description of pay.
"Do you mean 100 plat each, or 100 plat total? Sounds like burning the place down is probably the better option then. Unless he has property/people he cares for, which could be used to send a message, or a ransom"
Serena also attempts to analyze the odd behavior of he mysterious stranger. He does not seem to care about the cost, or the methods. He also stressed on completion, and did not mention pay at the start. She is getting a bad feeling about this job. (Try to roll sense motive 1d20+3)

Archmage1
2012-07-28, 07:31 PM
sorry about the double post, apparently it did not like my roll.
[roll0]+3
epic fails :(

Ravendoer
2012-07-28, 07:55 PM
the figure tenses up and the ire is visible in his words. "Each" He pauses to collect himself, and continues "As for burning you can try, but his home is large, and has more money then you would think, someone in his profession would have. As for loved ones, I'm sure his wife and daughter would count. But I doubt ransom would send the right message. And I don't need anything from him but the painting."


Serena
he seems cranky. He also seems to really want the painting and is willing to pay what ever, to get it.

Azoth
2012-07-28, 07:59 PM
Kylar rises from a knee and sighs slightly. His eyes turning to the others.
Burnin it to the ground? To simple and impersonal. This should have a much more personal touch to it. We have our orders though, so let us wait for nightfall and then commence.

Archmage1
2012-07-28, 08:03 PM
"Fair enough. We will eliminate the family then, as well as stealing the painting. We will meet tonight then."

TaiLiu
2012-07-28, 08:09 PM
"Woah! Eliminate the family?"

Kosjvrak did not like where this plan was going.

Current Character Sheet:
Current Stat Block:
Kosjvrak Aurix (http://www.myth-weavers.com/sheetview.php?sheetid=427312)
Male Neutral Good Dragonwrought Kobold, Level 5, Init +1, HP 14/14, Speed 30
AC 13, Touch 12, Flat-Footed 12, Fort +4, Ref +1, Will +8, Base Attack Bonus +2
Wooden Quarterstaff Damage: (1d4-3)
Abilities Str 5, Dex 12, Con 10, Int 12, Wis 18, Cha 14
Other Spell-Like Abilities 1/Day Hoard Gullet (Self Only) [Unused]
Condition None

Prepared Spells for the Day:
Level 0: Detect Magic, Detect Magic, Detect Poison, Read Magic, Create Water
Level 1: Cause Fear, Command, Comprehend Languages, Entropic Shield
Level 2: Aid, Hold Person, Summon Monster 2
Level 3: Dispel Magic, Bestow Curse
Domain Spells: Mage Armour (Spell Domain 1), Detect Thoughts (Knowledge Domain 2), Fire Trap (Kobold Domain 3)

Items:
Items Equipped:
Holy Symbol; Silver
Sundark Goggles (Stops Dazzle from light)
Anklet of Translocation
Silk Robe
Hat of Disguise
Collar of Perpetual Attendance
Crossbow Bolts (Quantity: 100)

Items in Handy Haversack:
Holy Symbol; Wooden (Quantity: 10)
Shapesand (Jug)
Waterskin (Quantity: 10)
Magic Bedroll
Light Crossbow

Archmage1
2012-07-28, 08:32 PM
"If ransom will not work, burning down the house will not work, blackmail will not work, what other options are left?"

TaiLiu
2012-07-28, 08:49 PM
"We could kill him and take the painting. No need to kill the family."

"Look, we're paid to take the painting and destroy his sense of power, right? We're not getting paid extra for killing his family. Besides, if he's a powerful warrior, I bet he has children trained to be fighters. Engaging his family may be more dangerous than just destroying him."

Was this Chief of Police really that powerful? Maybe he should ask around...

Rolls:
Lore (Ex) aka Bardic Knowledge for Cloistered Clerics (Recalls information about Chief of Police) [roll0]

Current Character Sheet:
Current Stat Block:
Kosjvrak Aurix (http://www.myth-weavers.com/sheetview.php?sheetid=427312)
Male Neutral Good Dragonwrought Kobold, Level 5, Init +1, HP 14/14, Speed 30
AC 13, Touch 12, Flat-Footed 12, Fort +4, Ref +1, Will +8, Base Attack Bonus +2
Wooden Quarterstaff Damage: (1d4-3)
Abilities Str 5, Dex 12, Con 10, Int 12, Wis 18, Cha 14
Other Spell-Like Abilities 1/Day Hoard Gullet (Self Only) [Unused]
Condition None

Prepared Spells for the Day:
Level 0: Detect Magic, Detect Magic, Detect Poison, Read Magic, Create Water
Level 1: Cause Fear, Command, Comprehend Languages, Entropic Shield
Level 2: Aid, Hold Person, Summon Monster 2
Level 3: Dispel Magic, Bestow Curse
Domain Spells: Mage Armour (Spell Domain 1), Detect Thoughts (Knowledge Domain 2), Fire Trap (Kobold Domain 3)

Items:
Items Equipped:
Holy Symbol; Silver
Sundark Goggles (Stops Dazzle from light)
Anklet of Translocation
Silk Robe
Hat of Disguise
Collar of Perpetual Attendance
Crossbow Bolts (Quantity: 100)

Items in Handy Haversack:
Holy Symbol; Wooden (Quantity: 10)
Shapesand (Jug)
Waterskin (Quantity: 10)
Magic Bedroll
Light Crossbow

Archmage1
2012-07-28, 08:53 PM
"If we are being paid to destroy his sense of power, killing him is not really an option. Also, if he is a powerful fighter, killing him might take a lot of doing. What we really need to do is show he is vulnerable. Demonstrating that he can't protect his own family would be one way to do that, however, how did a captain of the guard get so wealthy? Perhaps there might be evidence of illegal activities we could use, or we might find another opportunity on the job"

Erik Vale
2012-07-28, 08:54 PM
"There is no need to kill. A Dagger left by his pillow will suffice. A bloodthirsty message might be a corpse by the door or in the room. Even a maid would suffice in such regards..."

TaiLiu
2012-07-28, 09:05 PM
"Fair enough. Threats, then."

Current Character Sheet:
Current Stat Block:
Kosjvrak Aurix (http://www.myth-weavers.com/sheetview.php?sheetid=427312)
Male Neutral Good Dragonwrought Kobold, Level 5, Init +1, HP 14/14, Speed 30
AC 13, Touch 12, Flat-Footed 12, Fort +4, Ref +1, Will +8, Base Attack Bonus +2
Wooden Quarterstaff Damage: (1d4-3)
Abilities Str 5, Dex 12, Con 10, Int 12, Wis 18, Cha 14
Other Spell-Like Abilities 1/Day Hoard Gullet (Self Only) [Unused]
Condition None

Prepared Spells for the Day:
Level 0: Detect Magic, Detect Magic, Detect Poison, Read Magic, Create Water
Level 1: Cause Fear, Command, Comprehend Languages, Entropic Shield
Level 2: Aid, Hold Person, Summon Monster 2
Level 3: Dispel Magic, Bestow Curse
Domain Spells: Mage Armour (Spell Domain 1), Detect Thoughts (Knowledge Domain 2), Fire Trap (Kobold Domain 3)

Items:
Items Equipped:
Holy Symbol; Silver
Sundark Goggles (Stops Dazzle from light)
Anklet of Translocation
Silk Robe
Hat of Disguise
Collar of Perpetual Attendance
Crossbow Bolts (Quantity: 100)

Items in Handy Haversack:
Holy Symbol; Wooden (Quantity: 10)
Shapesand (Jug)
Waterskin (Quantity: 10)
Magic Bedroll
Light Crossbow

Ravendoer
2012-07-28, 09:24 PM
Kosjvrak Aurix
Arthur O' Roung a.k.a "the ice demon" is a cruel man who keeps his power by intimidation and fear. His armored form is well known and avoided if you want to stay healthy. prisoners of his often confess without hesitation, and/ or seem to be very clumsy often "accidentally" hurting themselves. the guards and peace keepers, to those in the know or those that find themselves targeted by them say they act more like a mafia or thug squad, than a police force. not that all guards are that way, just those in power, some actually care for the law, but never promote very far. he is best known for his ice war axe which he like to demonstrate on those who oppose him, or those with little power in the poorer neighborhoods for fun. there are rumors that he receives gifts from political "friends" and takes protection money from business if you don't want trouble, whether that's from avoiding the law or just out of fear. also it seems that after inspections of the evidence lockers and such that often items go missing. to the rich and powerful he's a law abiding powerful friend, who's enemy's spread dirty lies, to everyone else he's a demon of a man

TaiLiu
2012-07-29, 12:35 PM
"Wait, I distinctly remember someone telling me about the Chief! They common people hate him!"

"Gnome, I think you're on to something. We can convince the common people to rise up against this cruel humanoid; we just need to gather them all together, give them sticks, and get them to stab the Chief! Strength in numbers, after all."

"Cloaked figure, what do you think of this plan?"

Current Character Sheet:
Current Stat Block:
Kosjvrak Aurix (http://www.myth-weavers.com/sheetview.php?sheetid=427312)
Male Neutral Good Dragonwrought Kobold, Level 5, Init +1, HP 14/14, Speed 30
AC 13, Touch 12, Flat-Footed 12, Fort +4, Ref +1, Will +8, Base Attack Bonus +2
Wooden Quarterstaff Damage: (1d4-3)
Abilities Str 5, Dex 12, Con 10, Int 12, Wis 18, Cha 14
Other Spell-Like Abilities 1/Day Hoard Gullet (Self Only) [Unused]
Condition None

Prepared Spells for the Day:
Level 0: Detect Magic, Detect Magic, Detect Poison, Read Magic, Create Water
Level 1: Cause Fear, Command, Comprehend Languages, Entropic Shield
Level 2: Aid, Hold Person, Summon Monster 2
Level 3: Dispel Magic, Bestow Curse
Domain Spells: Mage Armour (Spell Domain 1), Detect Thoughts (Knowledge Domain 2), Fire Trap (Kobold Domain 3)

Items:
Items Equipped:
Holy Symbol; Silver
Sundark Goggles (Stops Dazzle from light)
Anklet of Translocation
Silk Robe
Hat of Disguise
Collar of Perpetual Attendance
Crossbow Bolts (Quantity: 100)

Items in Handy Haversack:
Holy Symbol; Wooden (Quantity: 10)
Shapesand (Jug)
Waterskin (Quantity: 10)
Magic Bedroll
Light Crossbow

Archmage1
2012-07-29, 12:46 PM
"If we can do it, it would be fun, but it would be... complicated. We would need to arm them, gather them, and convince them to fight. We would also need to keep the rest of the guard out of it, as they would slaughter the peasants. I think we would be better off going with something a bit more personal."

TaiLiu
2012-07-29, 01:02 PM
"...Fine. How about we get the guards to betray him? They're already armed, and I bet that not all of them are corrupt!"

Current Character Sheet:
Current Stat Block:
Kosjvrak Aurix (http://www.myth-weavers.com/sheetview.php?sheetid=427312)
Male Neutral Good Dragonwrought Kobold, Level 5, Init +1, HP 14/14, Speed 30
AC 13, Touch 12, Flat-Footed 12, Fort +4, Ref +1, Will +8, Base Attack Bonus +2
Wooden Quarterstaff Damage: (1d4-3)
Abilities Str 5, Dex 12, Con 10, Int 12, Wis 18, Cha 14
Other Spell-Like Abilities 1/Day Hoard Gullet (Self Only) [Unused]
Condition None

Prepared Spells for the Day:
Level 0: Detect Magic, Detect Magic, Detect Poison, Read Magic, Create Water
Level 1: Cause Fear, Command, Comprehend Languages, Entropic Shield
Level 2: Aid, Hold Person, Summon Monster 2
Level 3: Dispel Magic, Bestow Curse
Domain Spells: Mage Armour (Spell Domain 1), Detect Thoughts (Knowledge Domain 2), Fire Trap (Kobold Domain 3)

Items:
Items Equipped:
Holy Symbol; Silver
Sundark Goggles (Stops Dazzle from light)
Anklet of Translocation
Silk Robe
Hat of Disguise
Collar of Perpetual Attendance
Crossbow Bolts (Quantity: 100)

Items in Handy Haversack:
Holy Symbol; Wooden (Quantity: 10)
Shapesand (Jug)
Waterskin (Quantity: 10)
Magic Bedroll
Light Crossbow

Archmage1
2012-07-29, 01:17 PM
"If we can do that, that would probably work better. Corruption should not be a problem. If we are convincing them to kill their commander, I would say that non-corrupt ones may be more of a problem"

Ravendoer
2012-07-29, 02:44 PM
Serena, Kylar, Margus Venkover
while your all talking, you spot that the cloaked figure in a matter of moments literally fades from view, right before your eyes

Kosjvrak Aurix
you don't see the cloaked figure

Darresh Keldan
while everyone is talking, you seem to get dust in your eye and can't see momentarily, while you get rid of it

Archmage1
2012-07-29, 02:52 PM
"Well, that settles that I suppose. See you all later tonight"
I suppose I had better have see invisibility going for the next meeting, and have glitterdust ready. Disappearing strangers is usually not a good thing.

Azoth
2012-07-29, 03:59 PM
Kylar let's out a slow breath as he saw the figure fade. His hands clenching and relaxing.
Seems our benefactor is one to watch. I don't think an uprising is right at the moment. The knife idea sounds fun, but to drive it home...perhaps one in each of his family members rooms as well.

TaiLiu
2012-07-29, 04:55 PM
"Well, that was strange..."

"Do you guys know where the nearest fish market is?"

Kosjvrak felt hungry.

Current Character Sheet:
Current Stat Block:
Kosjvrak Aurix (http://www.myth-weavers.com/sheetview.php?sheetid=427312)
Male Neutral Good Dragonwrought Kobold, Level 5, Init +1, HP 14/14, Speed 30
AC 13, Touch 12, Flat-Footed 12, Fort +4, Ref +1, Will +8, Base Attack Bonus +2
Wooden Quarterstaff Damage: (1d4-3)
Abilities Str 5, Dex 12, Con 10, Int 12, Wis 18, Cha 14
Other Spell-Like Abilities 1/Day Hoard Gullet (Self Only) [Unused]
Condition None

Prepared Spells for the Day:
Level 0: Detect Magic, Detect Magic, Detect Poison, Read Magic, Create Water
Level 1: Cause Fear, Command, Comprehend Languages, Entropic Shield
Level 2: Aid, Hold Person, Summon Monster 2
Level 3: Dispel Magic, Bestow Curse
Domain Spells: Mage Armour (Spell Domain 1), Detect Thoughts (Knowledge Domain 2), Fire Trap (Kobold Domain 3)

Items:
Items Equipped:
Holy Symbol; Silver
Sundark Goggles (Stops Dazzle from light)
Anklet of Translocation
Silk Robe
Hat of Disguise
Collar of Perpetual Attendance
Crossbow Bolts (Quantity: 100)

Items in Handy Haversack:
Holy Symbol; Wooden (Quantity: 10)
Shapesand (Jug)
Waterskin (Quantity: 10)
Magic Bedroll
Light Crossbow

RobotArtificer
2012-07-29, 05:36 PM
If we are done here, I shall prepare for the coming mission.Darresh will take two minutes to bind Malphas. Binding Check:[roll]1d20+7

RobotArtificer
2012-07-29, 05:37 PM
Forgot the /roll. Trying again. [roll0]
Edit: that is a failure. I am affected by malphas' sign and his influence.

Erik Vale
2012-07-29, 05:41 PM
"I'll take you. It will get me some time to talk. Perhaps I can find a maid that can be convinced for a layoutt..."

TaiLiu
2012-07-29, 06:05 PM
"Great!"

Kosjvrak accepts the Half-Elf's help.

Current Character Sheet:
Current Stat Block:
Kosjvrak Aurix (http://www.myth-weavers.com/sheetview.php?sheetid=427312)
Male Neutral Good Dragonwrought Kobold, Level 5, Init +1, HP 14/14, Speed 30
AC 13, Touch 12, Flat-Footed 12, Fort +4, Ref +1, Will +8, Base Attack Bonus +2
Wooden Quarterstaff Damage: (1d4-3)
Abilities Str 5, Dex 12, Con 10, Int 12, Wis 18, Cha 14
Other Spell-Like Abilities 1/Day Hoard Gullet (Self Only) [Unused]
Condition None

Prepared Spells for the Day:
Level 0: Detect Magic, Detect Magic, Detect Poison, Read Magic, Create Water
Level 1: Cause Fear, Command, Comprehend Languages, Entropic Shield
Level 2: Aid, Hold Person, Summon Monster 2
Level 3: Dispel Magic, Bestow Curse
Domain Spells: Mage Armour (Spell Domain 1), Detect Thoughts (Knowledge Domain 2), Fire Trap (Kobold Domain 3)

Items:
Items Equipped:
Holy Symbol; Silver
Sundark Goggles (Stops Dazzle from light)
Anklet of Translocation
Silk Robe
Hat of Disguise
Collar of Perpetual Attendance
Crossbow Bolts (Quantity: 100)

Items in Handy Haversack:
Holy Symbol; Wooden (Quantity: 10)
Shapesand (Jug)
Waterskin (Quantity: 10)
Magic Bedroll
Light Crossbow

Ravendoer
2012-07-29, 07:17 PM
Kosjvrak, margus
when you step out side, in the fading light you can still clearly make out the garbage and debris on the floor of the alley were the entrance to the hideout is. when the wind blows just right you can make out the smell of fish hanging in the air. Following your noses out of the warehouse district and through the shipping and dock area's along the waterfront of the harbor you find the fish market. almost all the stall venders are packed away for the night, while the few shops here are either closed or getting ready to close.

Erik Vale
2012-07-29, 07:44 PM
You go buy your meal. I'm gonna wonder around for a bit. Meet back here soon, or later at the guys house."

Margus takes a while talking to the various people at the fish market, and depending on how lucky he is, may move on out of it.

Ravendoer
2012-07-29, 08:45 PM
margus
(1d20)[16] First person you talk to tells you "that although the staff doesn't buy from him, that someone of the chiefs standing would buy from one of the fancier shops on the edge of the market."

(1d20)[7] second guy at the mention of chief of police just repeats that he "doesn't know anything over and over."

(1d20)[15] third person a girl sweeping the walk in front of a shop, points you to the correct seafood shop, and tells you "that she sees the Cook probably once a week or so, to put in a order for the week since the nicer shops all deliver for optimum freshness."

(1d20)[11] lady behind the counter says she "pays her dues and don't want no trouble."

(1d20)[7] the young delivery boy refuses to answer any questions

(1d20)[20] however the other delivery boy seems quite keen to tell you everything he knows about the about chiefs estate and its going ons. its actually difficult to shut him up.
he tells you that "the cook puts in an order for the week and makes delivery's their two or three times a week. that the estate is in the nicer side of the city and actually has a wall around it but its only like 10ft he says and he could probably climb it if a guard wouldn't ketch him, and thrash him good. there is only one way through, the wall the main gate which is a huge 9ft tall 10ft wide double doors that are thicker than me, that their are two guards out side the gate that always look at what he's bringing. inside the place is enormous its like 400ft X 400ft inside the walls, the gates on the west side, and in the NW corner there is a huge 'L' shaped barn right up against the wall and that the one end is right next to the gate, and that the groom/gardener/gatekeeper is ok, in between the house and the S wall is a orchard filled with all kinds of fruit trees that run the length of the property. the house is this crazy big stone and like marble house that is two stories and looks really expensive. plus their is a fancy water fountain in between the barn and the house. while he's never been into the house its self he has carried stuff to the kitchen through the back door which is on the SE corner of the house next to the chimney, and that he thinks the cook bedroom is off of the kitchen. he also tells you he likes the maid cause she's real pretty. he also thinks the chiefs Four year old daughter is a bossy know it all, and always yells at him to stay away from her dog, even though he is really friendly and always comes up to him and wants to play"

you need a map?

Erik Vale
2012-07-29, 09:20 PM
Margus gives the boy his thanks. While he doesn't really care about the boy, he knows about keeping squeelers safe, friendly and useful. If he didn't need the boy he would have been just as happy leaving him in the ditch.
He did however, take a note about the girl, and about maids....
He thought a moment about killing the dog though, but a toy would serve that purpose. No need to make loud noises...

Archmage1
2012-07-29, 09:24 PM
I think I will go and scope the place out. See what kind of defenses it has, and how many guards. If possible, assess the loyalty of the guard force, as well as it's resistance to my... charm

Alexis will, if the opportunity is there, get access to a lone guard who is guarding the estate, cast charm person on him, and interrogate him for interior information, layouts, guard sizes, and any other useful information. If not, she will simply observe the outside

TaiLiu
2012-07-29, 09:36 PM
Kosjvrak looks around and tries to find an open fish stand. Fishes were a rare treat in his lair. It's not like they could fish in a cavern or something; that would be preposterous.

He finds a fishmonger about to close shop.

"Excuse me, what kinds of fish do you have?"

Current Character Sheet:
Current Stat Block:
Kosjvrak Aurix (http://www.myth-weavers.com/sheetview.php?sheetid=427312)
Male Neutral Good Dragonwrought Kobold, Level 5, Init +1, HP 14/14, Speed 30
AC 13, Touch 12, Flat-Footed 12, Fort +4, Ref +1, Will +8, Base Attack Bonus +2
Wooden Quarterstaff Damage: (1d4-3)
Abilities Str 5, Dex 12, Con 10, Int 12, Wis 18, Cha 14
Other Spell-Like Abilities 1/Day Hoard Gullet (Self Only) [Unused]
Condition None

Prepared Spells for the Day:
Level 0: Detect Magic, Detect Magic, Detect Poison, Read Magic, Create Water
Level 1: Cause Fear, Command, Comprehend Languages, Entropic Shield
Level 2: Aid, Hold Person, Summon Monster 2
Level 3: Dispel Magic, Bestow Curse
Domain Spells: Mage Armour (Spell Domain 1), Detect Thoughts (Knowledge Domain 2), Fire Trap (Kobold Domain 3)

Items:
Items Equipped:
Holy Symbol; Silver
Sundark Goggles (Stops Dazzle from light)
Anklet of Translocation
Silk Robe
Hat of Disguise
Collar of Perpetual Attendance
Crossbow Bolts (Quantity: 100)

Items in Handy Haversack:
Holy Symbol; Wooden (Quantity: 10)
Shapesand (Jug)
Waterskin (Quantity: 10)
Magic Bedroll
Light Crossbow

Ravendoer
2012-07-29, 10:04 PM
serena
"first off who the heck is Alexis, is that the name Serena will use?"

Hide check to avoid being seen by the guards out front DC [roll0]
even in the dark the estate is easy to spot, since it takes up entire city block. it has a rough 10ft stone wall surrounding the property with only one entrance on the west side a large wooden 9ft tall 10ft wide double door. With one guard posted on each side under a fancy over hang for what appears to be for bad weather, there's a small brazer of oil that's burning of to the side of each guard. the guards switch off staggered one replacement comes to relieve one guard and the other comes an hour later. the guards seem to be part of the police force who patrol the nicer neighborhood. your too short to see much beyond the wall, maybe what might the top of a roof 150ft away past the wall.



if they see you they call out "you there whats your business, what you doing lurking there? "what do you do?


Kosjvrak Aurix

"well most of what I have ain't fresh no more" pausing to scratch his beard "but got a few pounds of sardines left, a small jar pickled herring and uh... looks like three salted cod, look if you want something else the best time is to come in the morning, got all the fresh stuff then and more variety "

TaiLiu
2012-07-29, 10:25 PM
"That's fine, I'll come back tomorrow. Thanks anyway."

Kosjvrak walks back to the warehouse and takes off his robe.

Now would be a good time to wash my scales...

Kosjvrak spreads out his wings and mutters a little. A bit later, a small drizzle starts. Time to get clean.

Rolls or Mechanical Stuff:
Kosjvrak casts Create Water, over his head, carefully spread out and in raindrops.

Current Character Sheet:
Current Stat Block:
Kosjvrak Aurix (http://www.myth-weavers.com/sheetview.php?sheetid=427312)
Male Neutral Good Dragonwrought Kobold, Level 5, Init +1, HP 14/14, Speed 30
AC 13, Touch 12, Flat-Footed 12, Fort +4, Ref +1, Will +8, Base Attack Bonus +2
Wooden Quarterstaff Damage: (1d4-3)
Abilities Str 5, Dex 12, Con 10, Int 12, Wis 18, Cha 14
Other Spell-Like Abilities 1/Day Hoard Gullet (Self Only) [Unused]
Condition None

Prepared Spells for the Day:
Level 0: Detect Magic, Detect Magic, Detect Poison, Read Magic, Create Water
Level 1: Cause Fear, Command, Comprehend Languages, Entropic Shield
Level 2: Aid, Hold Person, Summon Monster 2
Level 3: Dispel Magic, Bestow Curse
Domain Spells: Mage Armour (Spell Domain 1), Detect Thoughts (Knowledge Domain 2), Fire Trap (Kobold Domain 3)

Items:
Items Equipped:
Holy Symbol; Silver
Sundark Goggles (Stops Dazzle from light)
Anklet of Translocation
Silk Robe
Hat of Disguise
Collar of Perpetual Attendance
Crossbow Bolts (Quantity: 100)

Items in Handy Haversack:
Holy Symbol; Wooden (Quantity: 10)
Shapesand (Jug)
Waterskin (Quantity: 10)
Magic Bedroll
Light Crossbow

Archmage1
2012-07-29, 10:41 PM
Raven, I have a +18 bonus to hide, not a +5 bonus, and if they can see me I will be amazed., but If I am seen, I will move away. If one guard follows, I will conceal spellcasting charm person him, if more follow, I will move out of sight, and then cast invisibility, or, if I can't move out of sight, cast fog cloud, and run away

Archmage1
2012-07-29, 10:53 PM
sorry about the double post, roll is [roll0]+18

Ravendoer
2012-07-31, 09:46 PM
You all manage to gather outside the chiefs estate undetected a short distance away in a side alley. Luckily some shrubbery makes for a good hiding spot at the mouth of the alley, as well as a good vantage point. Lining the major roads are plants and trees and bushes, often marking boundaries between neighbors. Each neighbor trying to out do the other in appearance. The estate is easy to spot, even in the gloom of the sliver of a moon, since it takes up entire city block. It has a rough 10ft stone walls surrounding the property with only one entrance on the west side a large heavy wooden 9ft tall 10ft wide double door. With one guard posted on each side under a fancy over hang for what appears to be for bad weather, there's a small brazer of oil that's burning off to the side of each guard. Since this is in the richer part of the city the guard patrols are frequent, and will be suspicious of anyone lurking, or tarring too long in one spot especially at a mark past midnight.

Erik Vale
2012-07-31, 10:22 PM
Having made a round of the estate, walking as if he belonged, the proper way to publicly sneak, he makes his way to the others, hidden out of site to the opposite side to the gate.

"One to each side, there will probably be common patrols so we don't want to kill these ones. I would suggest a distraction to get the guard to this side move to one end of the estate."

Margus's Owl hoots a couple of time from it's spot on a roof. Fortuneately it was a common variety of owl, if a large one, not likely to be distinguish him, especially at this time of night.

"I can run distraction, and then come in later, but I would rather go in over the wall. Perhaps one more able to slip away."

Archmage1
2012-07-31, 10:34 PM
I have a different idea: I can cast an illusion to conceal us(silent image), so we have time to climb the wall. It is dark, and I can silence the area so they get no warning from the grappling hook's clinking, at which point we climb the wall. We can also knot the rope to make climbing easier. I would need to go last however, so I can concentrate on the illusion. Alternatively, we could play a game of kobold/gnome tossing over the walls. Any other ideas?

Edited to reflect changed information by dm

TaiLiu
2012-07-31, 11:10 PM
"We could try to let the guards let us in... Maybe we could make up a lie or something..."

Kosjvrak mutters a blessing to Io and touches the collar he keeps around his neck. His scales look tougher and one can see a human-shaped mist appear and then fade away.

Rolls or Mechanical Stuff:
Kosjvrak casts Mage Armour and gains +4 to AC. This effect will last for five hours.

Kosjvrak activates his Collar of Perpetual Attendance. The Unseen Servant will last for one hour.

Mage Armour used one standard action.

Activating the Collar of Perpetual Attendance takes one standard action.

Kosjvark uses a total of one round (6 seconds).

Current Character Sheet:
Current Stat Block:
Kosjvrak Aurix (http://www.myth-weavers.com/sheetview.php?sheetid=427312)
Male Neutral Good Dragonwrought Kobold, Level 5, Init +1, HP 14/14, Speed 30
AC 13, Touch 12, Flat-Footed 12, Fort +4, Ref +1, Will +8, Base Attack Bonus +2
Wooden Quarterstaff Damage: (1d4-3)
Abilities Str 5, Dex 12, Con 10, Int 12, Wis 18, Cha 14
Other Spell-Like Abilities 1/Day Hoard Gullet (Self Only) [Unused]
Condition None

Prepared Spells for the Day:
Level 0: Detect Magic, Detect Magic, Detect Poison, Read Magic, Create Water
Level 1: Cause Fear, Command, Comprehend Languages, Entropic Shield
Level 2: Aid, Hold Person, Summon Monster 2
Level 3: Dispel Magic, Bestow Curse
Domain Spells: Mage Armour (Spell Domain 1), Detect Thoughts (Knowledge Domain 2), Fire Trap (Kobold Domain 3)

Items:
Items Equipped:
Holy Symbol; Silver
Sundark Goggles (Stops Dazzle from light)
Anklet of Translocation
Silk Robe
Hat of Disguise
Collar of Perpetual Attendance
Crossbow Bolts (Quantity: 100)

Items in Handy Haversack:
Holy Symbol; Wooden (Quantity: 10)
Shapesand (Jug)
Waterskin (Quantity: 10)
Magic Bedroll
Light Crossbow

Azoth
2012-08-01, 01:48 AM
Kylar reaches into his bag as he looks to the others and talks in a hushed tone.
"I think scaling the wall is our best bet. Bypassing the guards is safer than splitting up this soon. Please, prepair the spells. I will cover you while the others ready the hooks."

With that Kylar produced a length of black silk rope and two grappling hooks. He holds them out for the others to ready and use.

Archmage1
2012-08-01, 10:18 AM
Serena begins studying the portion of the wall and nearby area she will be replicating with silent image.
"After the rope is knotted, I will move off a bit, and cast silence on the area, followed by my illusion, then I will sneak in. Remember, the appearance of normality is only in illusion."

Ravendoer
2012-08-01, 08:31 PM
You hear Margus's owl call out, "HOOT... HooOoT"

Archmage1
2012-08-01, 08:45 PM
I wish I knew what that meant. It may be an alert, however, so I should probably get out of sight.
hide roll: [roll0] move silently roll: [roll1]

Azoth
2012-08-02, 05:35 AM
Kylar let's out a slow breath as he scans the area looking for any signs of a patrol. His body already tensing as he prepairs himself to do what he must.

Spot: [roll0]

Kylar is already waiting to use his cloak of deception if a patrol nears them. It is an imediate action for greater invisibility until the start of his next turn. He will be attempting to remain completely immobile(DC40 to spot) but most would probably say holding very still (DC30 to spot)

Ravendoer
2012-08-02, 02:10 PM
Kylar
You see no signs of any danger. However six blocks away you see a guard walk past parallel to your group with a dim lantern. Also, you do see Serena trying to hide after Margus's owl spooks her, as well as the owl flying over the estate. You also see Kosjvrak gesture, touch his collar and an invisible, shapeless force appear next to him.

Serena
You Don't See or Hear anything that the Owl would be Hooting about. Every thing is completely still, just a dark upscale neighborhood and a long stone wall. (Well, besides your group of infiltrators.)

Azoth
2012-08-02, 06:01 PM
Kylar drops low and speaks in a hushed whisper, Just some guards a good distance away. I don't think they have spotted us yet. Probably best to let them pass before we continue. He keeps low and tries to keep an eye on the guard partol from the distance.

Hide [roll0]
Spot [roll1]

TaiLiu
2012-08-02, 09:41 PM
Kosjvrak tries to blend in with the shadows as well.

Rolls or Mechanical Stuff:
Kosjvrak takes 10 his Hide check: Result is 27.
Kosjvrak makes a Move Silently check: [roll0]

Kosjvrak currently has Mage Armour activated: Duration is 5 hours.
Kosjvrak currently has an Unseen Servant activated: Duration is 1 hour.

The Unseen Servant- if it can beat a DC of 10- uses Aid Another on Kosjvrak for Hide and Move Silently.

Current Character Sheet:
Current Stat Block:
Kosjvrak Aurix (http://www.myth-weavers.com/sheetview.php?sheetid=427312)
Male Neutral Good Dragonwrought Kobold, Level 5, Init +1, HP 14/14, Speed 30
AC 13, Touch 12, Flat-Footed 12, Fort +4, Ref +1, Will +8, Base Attack Bonus +2
Wooden Quarterstaff Damage: (1d4-3)
Abilities Str 5, Dex 12, Con 10, Int 12, Wis 18, Cha 14
Other Spell-Like Abilities 1/Day Hoard Gullet (Self Only) [Unused]
Condition None

Prepared Spells for the Day:
Level 0: Detect Magic, Detect Magic, Detect Poison, Read Magic, Create Water
Level 1: Cause Fear, Command, Comprehend Languages, Entropic Shield
Level 2: Aid, Hold Person, Summon Monster 2
Level 3: Dispel Magic, Bestow Curse
Domain Spells: Mage Armour (Spell Domain 1), Detect Thoughts (Knowledge Domain 2), Fire Trap (Kobold Domain 3)

Items:
Items Equipped:
Holy Symbol; Silver
Sundark Goggles (Stops Dazzle from light)
Anklet of Translocation
Silk Robe
Hat of Disguise
Collar of Perpetual Attendance
Crossbow Bolts (Quantity: 100)

Items in Handy Haversack:
Holy Symbol; Wooden (Quantity: 10)
Shapesand (Jug)
Waterskin (Quantity: 10)
Magic Bedroll
Light Crossbow

Erik Vale
2012-08-02, 10:11 PM
Margus curses softly and whispers in reply.
"Hopefully, however he was sent to see if there were guards over the walls. Best 'clubber' should go over first."

Archmage1
2012-08-03, 07:32 AM
Serena whispers to the group "Fair enough. Who is the best clubber, is the rope done, and when will the next guard patrol be? If possible, we should wait until after it goes past, to maximize the time we have to get in unobserved. We should be fairly hard to spot here."

Erik Vale
2012-08-05, 06:34 PM
After a moment Margus speaks.
"Ok then, I'll risk myself."

Margus begins climbing the rope, hastily thrown over.

((Climb Rolls))

[roll0]

Archmage1
2012-08-05, 08:24 PM
Before Margus goes for it, the rope is knotted. This allows everyone to climb fairly easily.
"Everyone ready?" At the others nods, Serena moves away from the group, and casts silence anchored on the grappling hook. She then casts Silent Image near the wall, mimicking the stuff that is already there. Se then guestures at the others to go. After they climb up the rope, she climbs up the rope as well.
Rolls: climb[roll0] Concentration check for concentrating on the image while climbing. [roll1] if needed, move silently and hide checks[roll2] [roll3]

Ravendoer
2012-08-05, 10:53 PM
Margus
you easily make it to the top of the South wall.
you see an orchard running the whole length of the estate. its about 100ft of fruit trees in front of you. then 50ft of open yard and then the stone two story house. the bottom floor from the west has three long windows, a normal window ad then one long window again, a chimney that reaches to the roof and then a normal wooden door, right on the east end. second floor has five normal windows spread unevenly across. you also see a large 'L' shaped barn in the NW corner right up against the walls, with the one end ending next to the shut gate. there is a ornate water fountain in between the barn and house.

you see no movement.

WHAT DO YOU DO?

Erik Vale
2012-08-05, 11:17 PM
Margus smiles, his owl circling lazilly above, ready to hoot again should danger threaten those comming over the wall.
Seeing no immediate danger, Margus begins towards the Orchard, drawing his bow.

Ravendoer
2012-08-05, 11:53 PM
MARGUS
As you go over the top of the wall, you feel something hard and sharp lash out and try to hit you.

ATT Roll [roll0]
your AC is 15

if it hits

[roll1] damage
and a DC 12 Fort save your FORTITUDE is +4 so [roll2]

if you fail the fort save

[roll3] con damage
[roll4] wis damage


I tried to give you a chance for search or spot. what? you thought no security?

you lucky dog :smallamused:

Azoth
2012-08-06, 03:22 PM
Kylar would be the last over the rope. He would perch for a second to scan the yard before dropping down.


Climb: [roll0]
Spot: [roll1]
Hide: [roll2]
Move Silently:[roll3]

*Edit: laughs at his own inability to climb a rope.*

Archmage1
2012-08-06, 03:42 PM
After she climbs the rope, Serena stands on top of the wall, and gathers up the rope, as well as taking a good look around for unpleasant surprises. She dismisses the spells of silence and the illusion. Before she jumps down from the wall, Serena whispers to the others "Any traps down there?"
hide[roll0] move silently[roll1] climb[roll2] spot [roll3] listen[roll4] jump[roll5]

RobotArtificer
2012-08-06, 05:32 PM
"Why did you raise the rope? I still need to climb up."
Assuming he lowers it, climb roll: [roll0]

Ravendoer
2012-08-06, 09:57 PM
Kylar
to keep things moving I'll roll a second climb for you [roll0]
EDIT: OK...will assume that with the '3' you made it part way up and with this '2' you made it the rest of the way.


Darresh
At the top of the wall, you feel something hard and sharp lash out and try to hit you.

ATT Roll [roll1]
your AC is 17

if it hits

[roll2] damage
and a DC 12 Fort save your FORTITUDE is +9 so [roll3]

if you fail the fort save

[roll4] con damage
[roll5] wis damage


what? you thought no security?


Serena
At the top of the wall, you feel something hard and sharp lash out and try to hit you.

ATT Roll [roll6]
your AC is 17

if it hits

[roll7] damage
and a DC 12 Fort save your FORTITUDE is +4 so [roll8]

if you fail the fort save

[roll9] con damage
[roll10] wis damage


what? you thought no security?

Ravendoer
2012-08-06, 10:04 PM
Kylar
At the top of the wall, you feel something hard and sharp lash out and try to hit you.

ATT Roll [roll0]
your AC is 20

if it hits

[roll1] damage
and a DC 12 Fort save your FORTITUDE is +4 so [roll2]

if you fail the fort save

[roll3] con damage
[roll4] wis damage


what? you thought no security?



Serena, Kylar, Darresh
you easily make it to the top of the South wall.
you see an orchard running the whole length of the estate. its about 100ft of fruit trees in front of you. then 50ft of open yard and then the stone two story house. the bottom floor from the west has three long windows, a normal window ad then one long window again, a chimney that reaches to the roof and then a normal wooden door, right on the east end. second floor has five normal windows spread unevenly across. you also see a large 'L' shaped barn in the NW corner right up against the walls, with the one end ending next to the shut gate. there is a ornate water fountain in between the barn and house.

you see no movement.
See ooc map

Archmage1
2012-08-07, 09:15 AM
"What is that thing? I feel weaker. Probably Poisoned."

Ravendoer
2012-08-07, 08:50 PM
With great ease you all slide through the orchard in the gloom of the night. moving like shadows between screens of darkness, you quickly make it to the edge of the orchard and can see the 50ft of open yard and then the south side of the house. With the bottom floor from the west having three long windows, a normal window and then one long window again, a chimney that reaches to the roof and then a normal wooden door, right on the east end. second floor has five normal windows spread unevenly across.

Erik Vale
2012-08-07, 09:10 PM
Morgus thinks a moment before whispering.
"Anyone have a way to open windows from the outside quitely, or an ability to silence a breaking window?"

Archmage1
2012-08-08, 02:30 AM
"I can silence an area around me temporarily. Alternatively, is it possible to open these windows from the outside?"

Azoth
2012-08-09, 02:19 AM
Kylar let's out a small breath as they near the tree line. He stops for a moment and looks to the others.
I can get inside and open it from within. It would only take me a moment. If I do, we must chose a moment when no onr is near the window, so I am not seen.

If it is aggreed to let me open it, I use a full round action to use adaptive style to change my manuevers. I will then on my next turn use my swift action for Cloak of Deception (greater invis until the end of my turn) Move action to get into range. Standard action to shadow jaunt inside the room a foot from the window.

I also get a strong feeling that this is going to set off an alarm spell...ugh.

Erik Vale
2012-08-09, 03:59 AM
Margus nods.
"Well, if no one has telekinesis, that would be best.... An owl shouldn't be to conspicuous, but you will need to run as soon as the owl hoots, but stop if it does a second time...."


Margus will get his owl to fly past the window, and see if there is any danger (spot a human), again, one hoot no one, two hoots humanoid.

Archmage1
2012-08-09, 11:23 AM
"How are you going to get inside? If you are, why not just have all of us go that way. We are all fairly skilled at stealth, and the window is simply a way in."

Azoth
2012-08-09, 07:58 PM
Kylar turns slightly. I can't take passengers with me when I use this technique. It is a solo move, but it will let me open the window from within. My only issue is if I am spotted, then well the window is the least of our worries.

Ravendoer
2012-08-09, 08:37 PM
from your positions looking at the house, starting on the west side of the house you see nothing recognizable through the first window. what maybe a candelabra in the second. a wall tapestry on the far wall in the third. its too dark to see anything through the fourth window, which is a normal square window. through the fifth window closest to the chimney you see what appears to be a few potted plants in the window.

Erik Vale
2012-08-09, 10:23 PM
After taking a moment Margus whispers.
"I suggest the third window. Should be far enough from the bedrooms and servents quaters. Tell me when your ready for me to send Anai"
((Anai is his bird))

Azoth
2012-08-09, 10:50 PM
Kylar takes a full round action to reselect his manuevers readied. After a few seconds he nods to Margus.
I am ready.

Ravendoer
2012-08-09, 11:01 PM
Anai, silently glides through the air like a specter past the third window and gives off a soft "HoOt"


you see Kylar disappear from view, still hearing the soft tread of his feet for a moment then nothing. then inside the house you see Kylar fade into appearance, on the other side of the third window looking about with his back towards you.


Kylar
after your jaunt, looking around you see a very 'posh' dinning hall with a beautiful carved mahogany table in the middle, running the length of the room with three gold sixteen arm candelabras and fine china set on the table in display. there are very nice chairs with velvet cushions ringing the table. the walls have carved wood paneling and a few tasteful wall tapestries depicting landscape scenery. to your left you can see two windows on the wall that is to your back and another large window on the west wall of the room. you are in the south east corner of the room with the third window behind you, room #6 on the floor plan. there are two doors one in the middle of the wall to your right and the other on the wall across from you on the west end.

Azoth
2012-08-10, 02:38 AM
Kylar takes a moment to take in his surroundings. If this was a different job he would be more inclined to loot first, let the others in second. Instead, he turns and moves to open the windows for the others signaling the room is clear for the moment.

Archmage1
2012-08-10, 08:21 AM
Serena heads inside, and looks around.
move silently[roll0] hide[roll1] listen[roll2] spot [roll3]

Ravendoer
2012-08-10, 01:46 PM
Kylar
you open the window. unlocking the bottom pane you allow it to swing open. you see Serena run up and climb through, filling the opening.

Serena
you manage to climb through the opening with ease, but anyone bigger might have some difficulty.

you see a very 'posh' dinning hall with a beautiful carved mahogany table in the middle, running the length of the room with three gold sixteen arm candelabras and fine china set on the table in display. there are very nice chairs with velvet cushions ringing the table. the walls have carved wood paneling and a few tasteful wall tapestries depicting landscape scenery. to your left you can see two windows on the wall that is to your back and another large window on the west wall of the room. you are in the south east corner of the room with the third window behind you, room #6 on the floor plan. there are two doors one in the middle of the wall to your right and the other on the wall across from you on the west end.

Kylar opens the bottom pane of the window allowing it to swing out, and signaling all clear. Serena rushes ahead across the open yard and fills the small opening as she climbs in the house.

Archmage1
2012-08-10, 08:54 PM
Moving quietly, Serena moves to the door(to 5), opens it slightly, and looks around. If it is clear, she will open it, and move into room 5. On the way, if the gold candelabras will fit in the handy backpack, she will put them there quietly.(Kylar will probably not notice this, at least, not without darkvision/low-light vision)
Serena whispers to Kylar "This room looks clear. I am going to go to the door, and look around."
move silently[roll0] spot[roll1]

Erik Vale
2012-08-10, 11:11 PM
Margus whispers as he enters the building.
"I'll check up stairs and deliver the message. Remember, the painting is what we're after, avoid bloodshed."


Move Silent [roll0]
Spot [roll1]
Listen [roll2]
Search [roll3]

Will look for child's room up stairs, eye out for painting.

Ravendoer
2012-08-11, 01:06 AM
Margus
when you enter. You see a very 'posh' dinning hall with a beautiful carved mahogany table in the middle, running the length of the room with three gold sixteen arm candelabras and fine china set on the table in display. there are very nice chairs with velvet cushions ringing the table. the walls have carved wood paneling and a few tasteful wall tapestries depicting landscape scenery. room #6 on the floor plan. there are two doors one north, the other heading east.

Also your search revels a full set of silver flatware. as well as the stair case leading up in room #5 (through the north door.)


Serena manages to quietly grab the candelabras on her way to the door in the north wall, with Margus following through the door as well.


Serena, Margus
Room #5 is a very nice entry way room with marble tile floors, and soft chairs along the walls to receive guests. there is the front door with frosted glass panes and stained oak wood to the west. a door to the north. what appears to be a hallway to the east, and a curved stone stair case leading up.

Archmage1
2012-08-11, 09:27 AM
Serena goes to look outside the front door, quietly, to see if there are guards watching the entrance.
If there are, She will cast message and send the following message to those outside: "The front is blocked. If you can't get in the windows, you need to find another way in. So far, no opposition in here."

Archmage1
2012-08-11, 09:28 AM
Occurred to me that rolls might be handy spot[roll0] listen[roll1] hide[roll2] move silently[roll3]

Ravendoer
2012-08-11, 06:20 PM
Serena
no guards. just a driveway from the house to the gate and barn with a big ornate water fountain in between. Although there is a gray dog who looks part wolf in the drive way who lifts its head at the sound of the door opening. it stretches and starts to get up.

Archmage1
2012-08-11, 06:52 PM
Casts sleep at the dog(DC17)

Ravendoer
2012-08-11, 07:10 PM
[roll0] resist sleep
Serena
the dogs eyes droop and then gives a big yawn, and shakes it off and approaches you. it gets right in front of you and wags it tail playfully sticking its butt in the air, and give off a "WOOF" to get you to play.

everyone
you hear a single "WOOF" in Serena's direction

Archmage1
2012-08-11, 07:15 PM
very sad, that. nice roll though.
Serena quietly closes the door

Erik Vale
2012-08-12, 05:19 AM
Margus shakes his head, ignoring the finary to head upstairs. He would loot later.

((Moving upstairs rolls))

Move Silent [roll0]
Spot [roll1]
Listen [roll2]
Search [roll3]

Will look for child's room up stairs, eye out for painting.

He stops and waits when the dog barks.

Ravendoer
2012-08-12, 11:16 PM
Serena
Door is successfully closed. through the frosted glass of the door you see that the dog lays back down. (probably disappointed it didn't get to play)

Margus
you find a pair of boots by the door.
you navigate the stairs with ease, moving silently up to the second floor. at the top of the stairs you see a door that leads into a room filled wall to wall with books, a library. (room #18) Also there are hallways at the top of the stairs, that are extremely similar, except one heads to the right and the other the left.

Basically three choices, down the hallway to the right, down the hallway to the left, or straight into the library.

Erik Vale
2012-08-12, 11:25 PM
Margus stops to think.
The picture is more important than the message. And books can have a value.

Margus heads towards the library, but before he moves he listens a while for the sounds of sex, indicating the parents/captains bedroom. He also listens for deep snorring (indicating an adult).
((If I hea those sounds, I may end up going towards the guard captain instead. Killed in the act..... :P))

((Rolls for listening))

Listen [roll0]

((Rolls When entering the library))

Move Silent [roll1]
Spot [roll2]
Listen [roll3]
Search [roll4]

Archmage1
2012-08-13, 09:20 AM
After realizing that the front door is locked, Serena realizes that the rest will need to find their own way in. She casts a message to the rest of the party, saying "You will either need to get in through the windows, or find another route in. The front is watched by a friendly dog." After sending that amazingly useful message, she also heads upstairs quietly, watching for guards as she goes.
hide[roll0] move silently[roll1] listen[roll2] spot[roll3]

TaiLiu
2012-08-13, 09:50 PM
Kosjvrak follows Serena up while taking note of his surroundings as well.

Rolls or Mechanical Stuff:
Kosjvrak makes a Hide Check: [roll0]
Kosjvrak makes a Move Silently Check: [roll1]
Kosjvrak makes a Spot check: [roll2]
Kosjvrak makes a Listen check: [roll3]
Kosjvrak makes a Knowledge (Architecture and Engineering) check: [roll4]
Kosjvrak makes a Knowledge (Local) check: [roll5]

Lore (Ex): [roll6]

Kosjvrak currently has Mage Armour activated: Duration is 5 hours minus how much time has passed.
Kosjvrak currently has an Unseen Servant activated: Duration is 1 hour minus how much time has passed.

Current Character Sheet:
Current Stat Block:
Kosjvrak Aurix (http://www.myth-weavers.com/sheetview.php?sheetid=427312)
Male Neutral Good Dragonwrought Kobold, Level 5, Init +1, HP 14/14, Speed 30
AC 13, Touch 12, Flat-Footed 12, Fort +4, Ref +1, Will +8, Base Attack Bonus +2
Wooden Quarterstaff Damage: (1d4-3)
Abilities Str 5, Dex 12, Con 10, Int 12, Wis 18, Cha 14
Other Spell-Like Abilities 1/Day Hoard Gullet (Self Only) [Unused]
Condition None

Prepared Spells for the Day:
Level 0: Detect Magic, Detect Magic, Detect Poison, Read Magic, Create Water
Level 1: Cause Fear, Command, Comprehend Languages, Entropic Shield
Level 2: Aid, Hold Person, Summon Monster 2
Level 3: Dispel Magic, Bestow Curse
Domain Spells: Mage Armour (Spell Domain 1), Detect Thoughts (Knowledge Domain 2), Fire Trap (Kobold Domain 3)

Items:
Items Equipped:
Holy Symbol; Silver
Sundark Goggles (Stops Dazzle from light)
Anklet of Translocation
Silk Robe
Hat of Disguise
Collar of Perpetual Attendance
Crossbow Bolts (Quantity: 100)

Items in Handy Haversack:
Holy Symbol; Wooden (Quantity: 10)
Shapesand (Jug)
Waterskin (Quantity: 10)
Magic Bedroll
Light Crossbow

Ravendoer
2012-08-13, 10:00 PM
Margus
down the right hallway, you think you hear a faint sound it might have been a soft Yawn

if you choose the library.
you see a nice home library. there are soft padded chairs placed randomly around, there is a nice round cherry wood table in the center with five matching chairs close by. the walls are covered in shelves with books lining almost all of them. some of the more noticeable books are tomes on the 'laws of Gecel'(city your in), 'you me and the goat', 'war time tactics', 'warrior monthly', cooking books, fiction, romances and many others. (if your looking for something specific say so)
there are also door ways, in the middle of the north wall and also at the end of the south wall.



Serena, Kosjvrak
you navigate the stairs with ease, moving silently up to the second floor. At the top of the stairs is Margus, who moves into the room straight ahead.(he might move to the right down the hallway depending on his reactions. he gave a if then statement, so actions may change)

Also at the top of the stairs you see a door that leads into a room filled wall to wall with books, a library. (room #18) Also there are hallways at the top of the stairs, that are extremely similar, except one heads to the right and the other the left.

Basically three choices, down the hallway to the right, down the hallway to the left, or straight into the library.


Kosjvrak
Knowledge (Architecture and Engineering)= everything if of very good quality and is expensive. looks well made might take some very noisy work to destroy it.

Knowledge (local)= the chief of police seems well off

LORE= this seems very rich, considering his job

roughly 15-20 min have gone by... over the wall through the orchard ect.

Erik Vale
2012-08-14, 01:08 AM
Margus makes a mental note of where the yawn came from. Probably the parents, but yawn was a light or non-sleep, best not to disturb.

Before he thinks to move on, he looks for the portrait, books on magic, books he knows to be of value, and any particularly good travel encyclopaedias (Adventurers pay good coin). If you can come up with a few fantasy novel names or a particularly lewd sounding romance he may take 1.
He does however take the book on laws right away. It might be a hoot.

((Rolls When entering the library))

Move Silent [roll0]
Spot [roll1]
Listen [roll2]
Search [roll3]

Archmage1
2012-08-14, 09:38 PM
Serena heads left towards lucky room 13, moving quietly, and listens at the door. if she does not hear anything, she will open it quietly, and have a look.
hide [roll0] move silently[roll1] listen[roll2] spot[roll3]

TaiLiu
2012-08-14, 10:09 PM
Kosjvrak mutters a blessing to Io, and his eyes gradually change into a purple colouring. He notices that his body glows with a yellow aura of magic, and looks around to find more.

Rolls or Mechanical Stuff:
Kosjvrak makes a Hide Check: Take Ten; 27.
Kosjvrak makes a Move Silently Check: Take Ten; 19

Kosjvrak casts Detect Magic and concentrates. The spell lasts for concentration; the maximum time is 5 minutes.

Kosjvrak currently has Mage Armour activated: Duration is 4 hours 40 minutes.
Kosjvrak currently has an Unseen Servant activated: Duration is 40 minutes.

Current Character Sheet:
Current Stat Block:
Kosjvrak Aurix (http://www.myth-weavers.com/sheetview.php?sheetid=427312)
Male Neutral Good Dragonwrought Kobold, Level 5, Init +1, HP 14/14, Speed 30
AC 13, Touch 12, Flat-Footed 12, Fort +4, Ref +1, Will +8, Base Attack Bonus +2
Wooden Quarterstaff Damage: (1d4-3)
Abilities Str 5, Dex 12, Con 10, Int 12, Wis 18, Cha 14
Other Spell-Like Abilities 1/Day Hoard Gullet (Self Only) [Unused]
Condition None

Prepared Spells for the Day:
Level 0: Detect Magic, Detect Magic, Detect Poison, Read Magic, Create Water
Level 1: Cause Fear, Command, Comprehend Languages, Entropic Shield
Level 2: Aid, Hold Person, Summon Monster 2
Level 3: Dispel Magic, Bestow Curse
Domain Spells: Mage Armour (Spell Domain 1), Detect Thoughts (Knowledge Domain 2), Fire Trap (Kobold Domain 3)

Items:
Items Equipped:
Holy Symbol; Silver
Sundark Goggles (Stops Dazzle from light)
Anklet of Translocation
Silk Robe
Hat of Disguise
Collar of Perpetual Attendance
Crossbow Bolts (Quantity: 100)

Items in Handy Haversack:
Holy Symbol; Wooden (Quantity: 10)
Shapesand (Jug)
Waterskin (Quantity: 10)
Magic Bedroll
Light Crossbow

Ravendoer
2012-08-14, 10:16 PM
Margus
your search revels: a small (as in character size small) marble elephant on the floor in the corner. Also Books of possible value, 'DMG3.5e', 'Rare and Expensive Cooking Ingredients', 'Adventuring for Dummies', 'Top 20 Dungeons Swimsuit Edition', 'Local Monsters', 'Dungeoneering Economics', And 'You me and the Goat'.
But no portraits, or books on magic. (He's a warrior)

Serena
You hear Nothing. After opening the door you see a nice bedroom, but it's spartan. It's a little dusty doesn't look like anyone lives in it. It's Probably a guest room.

Kosjvrak
You see Serena head down the hallway to your left and stick her head in, as well as Margus searching around the library.

Detect Magic= you detect multiple auras. (See Spell description for more detail.)

TaiLiu
2012-08-14, 10:27 PM
One Aura, two Aura, red Aura, blue Aura.

At least, that's how it seemed to look like. The magic Auras were meshing with each other and creating a haze of magic. Perhaps if he concentrated more, he could try to separate the different Auras from each other.

Rolls or Mechanical Stuff:
Kosjvrak makes a Hide Check: Take Ten; 27.
Kosjvrak makes a Move Silently Check: Take Ten; 19.

Kosjvrak currently has Mage Armour activated: Duration is 4 hours 39 minutes 9 rounds.
Kosjvrak currently has an Unseen Servant activated: Duration is 39 minutes 9 rounds.

Kosjvrak is concentrating on Detect Magic and is not moving. Maximum duration: 4 minutes 9 rounds.

Current Character Sheet:
Current Stat Block:
Kosjvrak Aurix (http://www.myth-weavers.com/sheetview.php?sheetid=427312)
Male Neutral Good Dragonwrought Kobold, Level 5, Init +1, HP 14/14, Speed 30
AC 13, Touch 12, Flat-Footed 12, Fort +4, Ref +1, Will +8, Base Attack Bonus +2
Wooden Quarterstaff Damage: (1d4-3)
Abilities Str 5, Dex 12, Con 10, Int 12, Wis 18, Cha 14
Other Spell-Like Abilities 1/Day Hoard Gullet (Self Only) [Unused]
Condition None

Prepared Spells for the Day:
Level 0: Detect Magic, Detect Magic, Detect Poison, Read Magic, Create Water
Level 1: Cause Fear, Command, Comprehend Languages, Entropic Shield
Level 2: Aid, Hold Person, Summon Monster 2
Level 3: Dispel Magic, Bestow Curse
Domain Spells: Mage Armour (Spell Domain 1), Detect Thoughts (Knowledge Domain 2), Fire Trap (Kobold Domain 3)

Items:
Items Equipped:
Holy Symbol; Silver
Sundark Goggles (Stops Dazzle from light)
Anklet of Translocation
Silk Robe
Hat of Disguise
Collar of Perpetual Attendance
Crossbow Bolts (Quantity: 100)

Items in Handy Haversack:
Holy Symbol; Wooden (Quantity: 10)
Shapesand (Jug)
Waterskin (Quantity: 10)
Magic Bedroll
Light Crossbow

Erik Vale
2012-08-14, 10:41 PM
OOC

Seriously? Those Books?
...
Why not, it turns out the world has an OOC trend. Hey, are you planning on making this world have an oot's like flavour in that section.

Margus takes:
Marble Ellephant, 'You, Me and the Goat', Local Monsters, Dungeoneering Econimics, Gecel Laws, Top 20 Dungeons Swimsuit Edition. The last two for laughs, the middle two for interest, the first two to sell, the Ellephant after checking it for identifiers.

He then heads towards and through the Northern Door, a smile on his face, having recently stiffled a laugh at the sight of the Dungeon Swimsuit Edition.

((Rolls When entering the library))

Move Silent [roll0]
Spot [roll1]
Listen [roll2]
Search [roll3]

Archmage1
2012-08-14, 10:46 PM
After opening the door into the spartan bedroom, Serena realizes that it is a guest room, and is therefore unlikely to have anything of value. She continues her circuit, and has a quiet look into room 21
rolls: move silently[roll0], hide[roll1], spot[roll2], listen[roll3]

Ravendoer
2012-08-15, 02:01 AM
Kosjvrak
Detect Magic 2= You detect five auras. With one being very strong, almost most artifact level. (See Spell description for more detail.)

Margus
Coming out of the library you find yourself in a hallway. Looks like a match for the hallways you saw earlier. There are three doors on the north wall, the middle being open, and down at the end on the west wall before it turns a corner is a door. Nothing but a corner heading east. (See floor plan. You know were you are?)

Serena
As you head into the Office(21), you see Margus come out of the only door way on the south side further down the hallway. Also the next door down is open. (#22)
The Office is slightly cluttered, with a solid Mahogany desk piled with paperwork in front of the window on the north wall. There is also a life like painting of a 'Halfling war Goose' on the east wall. (Not the painting of the city your looking for.)

TaiLiu
2012-08-15, 05:40 PM
Kosjvrak notices the bright and blue aura coming from something and examines it.

Rolls or Mechanical Stuff:
Kosjvrak makes a Hide Check: Take Ten; 27.
Kosjvrak makes a Move Silently Check: Take Ten; 19.
Kosjvrak makes a Spellcraft check on the Almost- Artifact level item: [roll0]

Kosjvrak currently has Mage Armour activated: Duration is 4 hours 39 minutes 8 rounds.
Kosjvrak currently has an Unseen Servant activated: Duration is 39 minutes 8 rounds.

Kosjvrak is concentrating on Detect Magic and is not moving. Maximum duration: 4 minutes 8 rounds.

Current Character Sheet:
Current Stat Block:
Kosjvrak Aurix (http://www.myth-weavers.com/sheetview.php?sheetid=427312)
Male Neutral Good Dragonwrought Kobold, Level 5, Init +1, HP 14/14, Speed 30
AC 13, Touch 12, Flat-Footed 12, Fort +4, Ref +1, Will +8, Base Attack Bonus +2
Wooden Quarterstaff Damage: (1d4-3)
Abilities Str 5, Dex 12, Con 10, Int 12, Wis 18, Cha 14
Other Spell-Like Abilities 1/Day Hoard Gullet (Self Only) [Unused]
Condition None

Prepared Spells for the Day:
Level 0: Detect Magic, Detect Magic, Detect Poison, Read Magic, Create Water
Level 1: Cause Fear, Command, Comprehend Languages, Entropic Shield
Level 2: Aid, Hold Person, Summon Monster 2
Level 3: Dispel Magic, Bestow Curse
Domain Spells: Mage Armour (Spell Domain 1), Detect Thoughts (Knowledge Domain 2), Fire Trap (Kobold Domain 3)

Items:
Items Equipped:
Holy Symbol; Silver
Sundark Goggles (Stops Dazzle from light)
Anklet of Translocation
Silk Robe
Hat of Disguise
Collar of Perpetual Attendance
Crossbow Bolts (Quantity: 100)

Items in Handy Haversack:
Holy Symbol; Wooden (Quantity: 10)
Shapesand (Jug)
Waterskin (Quantity: 10)
Magic Bedroll
Light Crossbow

Archmage1
2012-08-15, 07:29 PM
Serena enters and searches the office, figuring that there would likely be valuables there. She also casts detect magic, as an office would be a likely place to have good stuff.
hide[roll0] move silently[roll1] spot[roll2] listen[roll3] appraise(if needed)[roll4] search[roll5]

Erik Vale
2012-08-16, 01:21 AM
Seeing the door open Margus closes the library door quickly but quietly. If its a friend, they have it covered, if not...
Best not to dwell on that.

Margus works his way back through the library, heading for the opposite door, while trying to keep something interposed between him and the north door.

((Rolls))

Move Silent [roll0]
Spot [roll1]
Listen [roll2]
Search [roll3]

Ravendoer
2012-08-16, 01:10 PM
Kosjvrak

concentrating on Detect Magic and is not moving detect magic 3? = a faint aura from Margus moving in the library(18). a faint aura from Serena in the office(21). Two faint aura's close together coming from room #20. With the very strong aura coming from room #19.
Spellcraft check= Divination
You hear a *Flush* from down the Right hallway.
Serena
Serena's search turns up three vials of a light blue powder in a desk drawer, a desk full of paper work (budgets, duty rosters, crime rates, captured prisoners, warrants, ect.), office supplies, oh and a safe behind the painting of the 'Halfling war Goose'.
Detect Magic= You detect no magic in the Office, but you do detect multiple auras elsewhere. (See Spell description for more detail.)
You hear a *Flush* from behind you. (South side of the second floor.)
Margus
Search= nothing you haven't found already. Same library(18), nothings changed.
From the other side of the south door you hear a *Flush* near by.


Throughout the silent house, the sound of *Flush* from a toilet on the second floor seems like a crashing wave, when compared to the quiet that had prevailed.

Archmage1
2012-08-16, 02:14 PM
After her search, Serena takes the vials, the later paperwork, the painting, and attempts to open the safe. When she hears the flush, she closes the door to the office.
well, opening the safe. search[roll0] move silently[roll1] disable device[roll2]

Erik Vale
2012-08-16, 05:50 PM
Margus curses to himself, and moves back to the door he orrigionally enterred the library from, listening at it before exiting into the hallway.
On the way through the library, he readies his sap. He doesn't want to start killing people just yet.

Roll

Move Silent [roll0]
Spot [roll1]
Listen [roll2]
Search [roll3]

RobotArtificer
2012-08-16, 06:01 PM
I will turn invisible for 30 seconds and head into room # 7, attempting to open the door quietly and see if anyone is inside. If not, I will enter the room.
Hide, in case something has see invisibility: [roll0]
Move Silently:[roll1]
Spot:[roll2]
I will also have my summoned raven check the room and then watch the corridor. I can see what it sees, so I will know if someone approaches.
Raven's Spot:[roll3]

Ravendoer
2012-08-16, 07:08 PM
Serena
search revels nothing about the safe.
(DD=14 you wish) after tinkering with the safe you are unable to open it. (oh and there are ways to get in. I have several ways thought out. Your way is one, just didn't roll well enough.)
(which paperwork?)
Margus
In the gloom you don't see anything. Coming from somewhere around the stairs you hear soft muttering, but can't see where its coming from. Also down the hallway heading south you hear a yawn and soft footsteps coming towards you, which turn off into a room probably #15, that then fade.
Darresh
You and your raven see no one. You enter what looks to be a fully functioning kitchen(7). There is a large chimney/ bread oven on the south wall, next to a long horizontal window with herb plants sitting on its sil. The spotless sink is directly below the window. There are pots and pans hanging from hooks on the ceiling. Several tables are scattered about, some empty, others with fresh produce on them. Also along the east and west walls are small shelves with ingredients and spices on them. The north wall has three doors on it, with the door to room #10 being open. (NOT opening, just open)

Dinning room(6)
When you enter, You see a very 'posh' dinning hall with a beautiful carved mahogany table in the middle, running the length of the room with fine china set on the table in display. there are very nice chairs with velvet cushions ringing the table. the walls have carved wood paneling and a few tasteful wall tapestries depicting landscape scenery. There are two doors one north, the other heading east.

Archmage1
2012-08-20, 11:51 AM
After her epic failure at disabling the safe to open it, Serena gets smart, and casts knock.

Erik Vale
2012-08-20, 06:55 PM
Closing his eyes in annoyance, Margus groans. He was going to have to bypass someone active, hopefully a friend, but he was supposed to be the only one upstairs.

Margus leaves the library, and begins to head towards the right corridor, sap readied.

((Rolls))

Move Silent [roll0]
Spot [roll1]
Listen [roll2]
Search [roll3]

RobotArtificer
2012-08-21, 07:06 PM
Darresh will repeat the same procedure for checking rooms 10, 11, and 12.Spot: [roll0]
Hide:[roll1]
Move Silently:[roll2]
Bird's Spot:[roll3]

Ravendoer
2012-08-21, 10:15 PM
Serena
You hear a soft click and then the door swings open smoothly. Inside you see 7 platinum bars, 12 gold bars, a velvet bag, 2 silver potions, and a light green potion. (those bars look heavy like 2 lbs a piece. keep that in mind )
Margus
You head down the hall seeing no movement. However you might hear sounds coming from room #15 the door ajar, but it could just be you imagination.
Darresh
As you enter the cooks bed room(10). You notice that, while the bedroom is nice it's not fancy like the rest of the house, simple comes to mind. Under the open window on the east wall you see a bed with a large figure sleeping in it. The covers rising and falling with each of his massive soft breaths taken.

the door to room #11 is locked.

The half bath(12) for the servants is spartan containing only a toilet, and a very small sink.

Archmage1
2012-08-21, 10:21 PM
After looking at the contents of the velvet bag, Serena places the contents of the safe into her Handy Haversack(bag of holding ftw), closes, and re-locks the safe, before heading for room 20, and taking a look inside

hide[roll0] move silently[roll1] spot[roll2] listen[roll3]

Edit: Changed destination

Erik Vale
2012-08-21, 10:26 PM
Margus walks past room 15 VERY quietly, and looks into room 16, moving the door quietly.


Move Silent [roll0]
Hide [roll1]
Spot [roll2]
Search [roll3]

Ravendoer
2012-08-23, 12:06 AM
Serena
The bag contains gems. (emerald, ruby, topaz, bl. pearl, sapphire)

When you look in the armory(20) you see the the walls covered in weapons. The north wall has a worn med sized target for ranged practice, and a training dummy in the middle of the floor. However standing unmoving in the north west corner is the armor of the Ice demon (a.k.a chief of police), a thing of nightmares for any in his way. The blue tinted spiked full plate with its spiked shield and war axe by its side. The pure black from the visor seems to stare you down.

Margus
Its a bathroom(16), you see a marble bath tub with brass trimmings, a colorful tile floor, a bronze sink in a maple counter and cabinet with a Large silver mirror above it and under the window on the south wall, in the corner is a still filling toilet.

Your owl is alert, yet bored.

Erik Vale
2012-08-23, 12:45 AM
Margus rolls his eyes, and moves quietly back, returning the door to it's previous position. 'He must have left it open after going to the toilet' he thought. 'Nothing of value.'

Simply telling his owl that it wouldn't be much longer (Renascence mainly). (And lieing only a little) Margus choses a room through intuition and heads towards room 16, looking inside.


Hah, that's what happens when you laugh at me.

Move Silent: [roll0]
Hide: [roll1]
Spot: [roll2]
Search: [roll3]
Bluff: [roll4]

Archmage1
2012-08-23, 09:18 AM
Serena casts Detect Magic, and concentrates on it.

RobotArtificer
2012-08-24, 06:10 PM
I will repeat the same process on room #4. Spot:[roll0]
Hide:[roll1]
Move Silently:[roll2]
Raven's Spot:[roll3]

Ravendoer
2012-08-24, 09:55 PM
Margus
(I'm confused you said you walk past 15 look into 16, then you say you head towards 16 and look inside. Whats going on?)

If you meant room 15.
You find yourself looking into a young girls bedroom(15). The predominate colors being purple and red, butterflies adorning the walls. With a large canopy bed drowning in stuffed animals, and a lump under the covers, trying to snuggle into it.
If you meant room 17.
You find a large playroom/ class room(17). Part of the large room seems to be a class with a single desk, chalk board and all sorts of work books and supplies. While the other half is randomly scattered with all manner of toys, games, stuffed animals and other stuff to jumbled to make out without wading through the mess.

Serena
detect magic= you detect auras from the armor and weapon, also elsewhere.

The armor continues to stare you down unmoving. It's almost like he doesn't see you.
Darresh
You look into the down stairs bathroom(4). In the SW corner is a frosted glass partition with a toilet inside, and a ornate brass sink just east of it. However dominating most of the polished marble floor and sitting against the north wall is a huge bath tub or a small pool sunk into the floor taking up half the room. The room is over the top clearly flaunting wealth.

Archmage1
2012-08-24, 10:00 PM
Serena, a bit unnerved by the stare of the armor, moves over to it, and starts putting it, and the weapon into the handy haversack, continuing to focus on the spell.

Move Silently[roll0] Hide[roll1] concentration[roll2]

Erik Vale
2012-08-26, 06:22 PM
Margus smiles to himself.
Here was the oppertunity he had wanted to use to send a... Message.

Carpated floors a plenty of teddies, the walls, Margus took a moment to collect his thoughts before (To post, IP)

Ravendoer
2012-08-29, 01:11 AM
Serena
Its a little tricky getting the armor off the stand/ dummy, especially the bigger pieces. But you manage to get it into your bag quietly.

Detect Magic 2= You detect five auras. With one being very strong, almost most artifact level. (See Spell description for more detail.) Two of which you just stuffed into your bag. (war axe and armor)

Margus
see OOC post #147

Archmage1
2012-08-29, 12:33 PM
Serena, after gathering up the armor and axe into her bag, leaves the armory, before heading for room 19, checking carefully for any signs of traps or occupants before entering. She continues to focus on the detect magic spell.
move silently[roll0] hide [roll1] concentration[roll2] search[roll3] disable device[roll4] open lock [roll5] spot[roll6] listen [roll7]

Erik Vale
2012-08-29, 06:19 PM
Walking forward a little.
Picking up a stuffed bear or other stuffed animal and placing it on a peice of furniture. He then tears it open with an arrow, and stepping back, knocks an arrow in his bow, and using just enough force to nail a stuffed teddy to a plaster wall, fires. He then turns towards the kid, to see if she awakens.

((Various possibly useful rolls))

Move Silently: [roll0]
Hide: [roll1]
Listen: [roll2]
Search: [roll3]
Spot: [roll4]
Sense Motive: [roll5]
Attack Roll: [roll6]

Ravendoer
2012-08-31, 01:07 PM
Serena
You find the master bedroom(19). The room is very nice in the master bed, which is against the middle of the west wall, you see two lumps under the covers, next to each other. The smaller of the two is snoring heavily. There are night stands at the head of the bed. In the north east corner is a glass door that appears to head out into a balcony. There's a vanity along the east wall as well as a dresser. Over the head of the bed, hanging on the wall is a painting of an aerial view of Geocel, that may be the one you were sent to retrieve. (requires closer look)

detect magic 3= a faint aura from Margus moving in the kids bedroom(15). a faint aura from Kosjvrak at the head of the stairs. Two faint aura's from the axe and armor you place in your bag. With the very strong aura coming from room #19, along the west wall. As you enter the master bedroom(19), you notice the aura is coming off the painting, hanging above the bed.

(Sorry was that search check for traps only or were you also searching the room for stuff?)

Margus
The lump under the covers stops moving and goes quiet... before the lump seams to relax and steady soft breathing can be heard from it.

Archmage1
2012-08-31, 01:13 PM
the search check was just checking that there were no traps on the door. It looks like we are down to 2 people playing this game now. sad.

Realizing that she is in the master bedroom, Serena focuses on being quiet as the searches the room for valuables, placing what she finds into her pack, before investigating the painting in more detail.

rolls hide[roll0] move silently[roll1] search [roll2]. I think that that is all the relevant for sure rolls, but some disable device[roll3] [roll4] [roll5]

Erik Vale
2012-08-31, 06:35 PM
Margus quietly whispers in a voice that would only be heard if she was awake.
"Shh. Go back to sleep."

Quietly leaving the room, he closes the door, and tries to remember seeing anything he could lock it with, even rope.
Damn, he should have remembered to bring some. Perhaps from his climbing kit?


Move Silent [roll0]
Hide [roll1]
Listen [roll2]
Spot [roll3]
Search [roll4]

Archmage1
2012-08-31, 06:39 PM
Forgot spot[roll0] and listen[roll1] checks

Ravendoer
2012-09-03, 07:48 PM
Margus
The child continues her soft rhythmic breathing, most likely asleep.

there's nothing in the hallway you can use to tie the door shut.
Serena
You find a door off the NE corner. you find nothing that says valuable except for some jewelry on the vanity. A gold necklace, emerald ring, silver bracelet, and a box of earrings. Also on the chiefs wife hand is a diamond ring with a sizable stone. You also find a wallet with 700gp in it, on the dresser. there's also a loaded crossbow on the chief's night stand.

After getting a better look at the painting, you can see the strange marks around the frame and its unusual aerial perspective with three tiny symbols on the canvas, it is defiantly the painting you were sent to retrieve.

Archmage1
2012-09-03, 09:27 PM
After exploring the room, Serena places the various valuables that she found into her backpack, before collecting the crossbow, unloading it, and putting it and the bolt into her bag as well. Seeing as there seems to be nothing ususual about the painting, except for the divination aura, and the lack of traps, she quietly places the painting into her rather full pack as well. She then attempts to take the ring from the wife's finger.


move silently[roll0]
hide[roll1]
sleight of hand(painting)[roll3]
sleight of hand(ring)[roll2]

Erik Vale
2012-09-03, 10:06 PM
Cursing softly, Margus looks into his climbing kit, to see if he has a (preferably) small peice of rope, then stops.
He would need to rope close the door using another object, which means obvious signs of pressence.

Putting the kit back, he walks down the hall with bow drawn, looking into room 17.





Move Silent roll]1d20+11
Hide roll]1d20+11[/roll]
Listen roll]1d20+10[/roll]
Spot roll]1d20+10[/roll]
Search roll]1d20+7[/roll]

RobotArtificer
2012-09-06, 05:42 PM
I will search the room for anything easily looted.
Search: [roll0]