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<blockquote data-quote="Smart" data-source="post: 2813994" data-attributes="member: 30051"><p>"As would I," Adaliz quickly adds.</p><p></p><p>Jenya nods in acceptance. "Good. It is as I hoped. St. Cuthbert has provided a way. Ruphus has done a preliminary investigation of the orphanage. None of the other children or the residential staff were disturbed from their sleep while the kidnappings took place. The orphanage has barred windows and excellent locks protecting its premises. The children are locked into their rooms at night to prevent any mischief."</p><p></p><p>Here Jenya pauses. She seems to be gauging the effect her words have on you. She especially looks at Rylic before continuing: "I didn't know what to do, you understand - I'm not sure that the Reverend Father would approve, but I did what I thought best under the circumstances... I unsealed the most holy artifact of St. Cuthbert we have access to - the Star of Justice, and asked the holy weapon 'Where are the children who were abducted from the Lantern Street Orphanage?' And I received... an answer."</p><p></p><p>In a sort of chant, Jenya speaks the words that she divined from the artifact:</p><p></p><p>The locks are the keys to finding them.</p><p>Look beyond the curtain, below the cauldron,</p><p>But beware the doors with teeth.</p><p>Descend into the malachite 'hold</p><p>Where precious life is bought with gold.</p><p>Half a dwarf binds them, but not for long.</p><p></p><p>"There are meanings beyond meanings, to be sure; but St. Cuthbert's hand will guide you as you go. Perhaps you should start tomorrow morning. I pledge to you a reward of 2500 gold pieces for the children's recovery."</p><p></p><p>An acolyte appears in the doorway, and Jenya motions her foward. She hands each of you a bottle stamped with the symbol of the church.</p><p></p><p>"Thank you for your willingness to serve. The church can provide you with scrolls, potions, and healing at a discount from our normal prices. You may enquire with any acolyte for these services. May St. Cuthbert and his holy cudgel watch over you in your mission." She turns from you and leaves the room.</p><p></p><p>The potions are potions of cure moderate wounds. You may mark them as such on your character sheets. I would appreciate you keeping your sheets updated in the Rogue's gallery with equipment. You may move forward as you see fit. If you are going to ask about other services from the church, feel free to do so in this thread in OOC color. In character planning and discussion are encouraged. </p><p></p><p> Tancred, AC 14, HP 6 , AP 5</p><p>Tancred will ask about the possibility of returning to the church if healing is needed.</p><p></p><p>When he is alone with the rest of the party, Tancred groans and says, "I hate riddles. The gods--or their priests, I'm not sure which--are entirely too fond of them. Still, it's what we have. Shall we start with a visit to the orphanage? I would like to explore the scene of the kidnappings and get a close look at the locks that were to protect these children.</p><p></p><p> Adaliz, AC 18 HP 11 AP 5</p><p>"I agree with you on both points...riddles are a pain and we should go to the orphanage," Adaliz dryly replies.</p><p></p><p> Rylic AC 17 HP 10 AP 5</p><p>Once Jenya has left Rylic says "The riddle is surely a test to measure our mettle and to keep those unworthy of glory from seeking it."</p><p></p><p>"Visiting the orphanage does seem like the proper course of action. Perhaps our master rogue will be able to uncover some clues about the locks that we will find there. The priestess also mentioned that others had been kidnapped. We should look into those disappearances as well to see is they have any commonalities."</p><p></p><p>Rylic suggests resting until daylight before visiting the temple. He will take that time to pray and refocus his divine powers.</p><p></p><p> Gilthanus, AC: 13, HP: 4 , AP: 5</p><p>"I like riddles," Gilthanus mutters to himself. Githanus then begins going over the riddle out loud.</p><p></p><p>Quote:</p><p>Originally Posted by Smart</p><p>The locks are the keys to finding them.</p><p></p><p></p><p>"I wonder if it means clues on the locks of the doors at the orphanage? Probably not though that seams too easy"</p><p></p><p>Quote:</p><p>Originally Posted by Smart</p><p>Look beyond the curtain, below the cauldron,</p><p></p><p></p><p>"Obviously below the city. The curtain could be a waterfall."</p><p></p><p>Quote:</p><p>Originally Posted by Smart</p><p>But beware the doors with teeth.</p><p></p><p></p><p>"A cave, possibly?"</p><p></p><p>Quote:</p><p>Originally Posted by Smart</p><p>Descend into the malachite 'hold</p><p></p><p></p><p>"More about being under ground, I guess."</p><p></p><p>Quote:</p><p>Originally Posted by Smart</p><p>Where precious life is bought with gold.</p><p></p><p></p><p>"Slavery," Gilthanus says with almost a snarl.</p><p></p><p>Quote:</p><p>Originally Posted by Smart</p><p>Half a dwarf binds them, but not for long.</p><p></p><p>"That's just kind of icky, unless it mean a half-dwarf."</p><p></p><p>Gilthanus realizes the others have been talking and adds, "Yes, first thing in the morning we should check the orphanage."</p><p></p><p>Unless there is more discussion with the group, Gilthanus will retire and study his art when he awakens.</p><p></p><p>Rylic is offered accomodations in the temple, but the rest of the party find rooms at The Drowning Morkoth Inn. The inn's rooms are spare, but luxurious compared to the bedrolls. The simple pallet at the temple is a comfort.</p><p></p><p>The next morning, Rylic treks early to the inn to breakfast with his companions. They soon move through the city - to the corner of Lantern Street and Lava Avenue, where sits the orphanage, its charcoal-covered stones held together with mold-encrusted mortar. The windows on both stories are tightly shuttered, but a few slivers of light manage to escape from within. Lanterns hang on either side of the oaken front door, to which is mounted a green copper knocker shaped like a smiling gargoyle's visage, its nostrils pierced by a copper ring.</p><p></p><p>At your knock, the front door opens a crack. The withered features of an elderly halfling woman are visible through the crack. "Who sent you?" she asks curtly. After your initial response, she leads you into a main hall. "I am Gretchyn Tashykk, headmistress. How may I help?"</p><p></p><p> Rylic AC 17 HP 10 AP 5</p><p>After everyone has introduced themselves Rylic explains why they are here, "Madam, we are helping the Church of St. Cuthbert look for the missing orphans. We spoke briefly with Ruphus Laro about this investigation and also with Jenya. We would like to ask you a few questions and perhaps have your leave to look around the orphange for clues."</p><p></p><p>"What can you tell us about the night the children disappeared? Did anyone hear anything or find anything unusual? Was anything missing from the children's possessions? Were the missing children prone to mischief? What do you know about the other missing townfolks?"</p><p></p><p> Tancred, AC 14, HP 6 , AP 5</p><p>Tancred adds, "In particular, I would like to inspect the rooms where the children slept, and the locks on their doors."</p><p></p><p> Gilthanus, AC: 13, HP: 4 , AP: 5</p><p>Gilthanus smiles at the tiny woman and tries to smile and look non-threatening.</p><p></p><p> Adaliz, AC 18 HP 11 AP 5</p><p>Adaliz listens closely to the woman's response to the questions put before her.</p><p></p><p>Gretchyn nods and proceeds to answer each of your questions in turn. "As far as I know, none of my staff or any of the children heard anything the night of the abductions. You may ask any of them, however. The orphanage currently houses 19 girls and 31 boys.</p><p></p><p>I have five members on my staff - all of them live in the staff quarters here, and all are on duty today. Jaromir Copperbeard is working in the garden, Neva Fanister, our nurse, is helping Temar Flagonstern cook up lunch, and Willow Atherfell is teaching some of the boys in the schoolroom. I believe Patch is cleaning the playroom.</p><p></p><p>Nothing was missing except the children, from what I can tell.</p><p></p><p>Some of the children were temperamental, but I wouldn't say they were prone to mischief.</p><p></p><p>Feel free to take a look around - the children's sleeping rooms are upstairs. Keygan Ghelve, our local locksmith, fashioned the locks for me many years ago. Good, solid locks, I can tell you! He charged a pretty coin, too!</p><p></p><p>Just so you know, you aren't the only ones investigating the disappearance. The town guard came by after it was reported, the day after. They spoke to the staff and the children. Later the Lord Mayor sent two half-elves to ask more questions of me. I took their names before leaving - Fario Ellegoth and Fellian Shard. Seemed like good fellows, really cared about the children.</p><p></p><p>If there's anything more I can help you with, I'll be in the staff quarters until lunch. Best of luck to you."</p><p></p><p> Gilthanus, AC: 13, HP: 4 , AP: 5</p><p>Once the headmistress has left Gilthanus turns to his companions and says, "We should go upstairs and look and the missing children's rooms, and see if the 'locks are the keys to finding them', or if it means something else. We should check the rooms for any other clues as well."</p><p></p><p>Gilthanus will wait for his companions to go with him, or will stay if there is further discussion. I have posted rolls below if needed.</p><p></p><p>Listen=16, Search=14, Spot=24(rolled natural 20+4)</p><p></p><p> Tancred, AC 14, HP 6 , AP 5</p><p>Tancred will head up to the rooms with Gilthanus, with the purpose of carefully examining the locks. He also notes the names of the two half-elves, and plans to question them in the future if possible.</p><p></p><p> Adaliz, AC 18 HP 11 AP 5</p><p>Adaliz replies to Gilthanus, "When we have finished investigating the orphanage, I would very much like to pay a visit to Keygan Ghelve." She follows her companions upstairs.</p><p></p><p> Rylic AC 17 HP 10 AP 5</p><p>Rylic nods his agreement to the suggestions and follows the party upstairs looking for clues along the way.</p><p></p><p>Spot 1d20+2=3, Search 1d20=9</p><p></p><p>A group of children run down the stairs laughing and yelling as you move up toward the children's sleeping rooms. Each of you closely examines the locks. You are amazed at the complexity of their manufacture - Keygan Ghelve must be an amazing locksmith indeed. Tancred believes that even his well trained hands would probably be unable to open them without the original key at this point.</p><p></p><p>How then could the abductions have occured? Perhaps an investigation of other personnel, or questioning some of the children might provide more clues.</p><p></p><p>Sorry everybody for the lack of updates lately. I'll get back on the bandwagon here - work has really been a bear lately. Grading day on Friday, and then my schedule should relax for awhile. Game on!</p><p></p><p> Gilthanus, AC: 13, HP: 4 , AP: 5</p><p>"If the locks were not picked then the kidnappers either got in a different way, or used magic, or both," Gilthanus says to the party. "Maybe the doors were not locked, or were unlocked from inside!" "I hate to think it, but it is always possible that the kidnappers had a key. We should see if any of the keys are, or were missing recently."</p><p></p><p>Gilthanus will look at the inside of the door. Can the door be unlocked from inside without a key?</p><p></p><p>Gilthanus will examine the windows for any signs of forced entry, and to see if there are bars on the outside of the windows.</p><p></p><p>Spot 24 (20+4); Search 24 (19+6) if needed.</p><p></p><p> Rylic AC 17 HP 10 AP 5</p><p>"Yes, it seems likely that the kidnappers used magic, had keys, or had help from someone inside the orphanage. An inside job seems unlikely as there have been other kidnappings throughout the town, unless there is a mass conspiracy taking place."</p><p></p><p>"I suggest we search the rooms where the children were taken from, interviewing the rest of the staff, talking with the locksmith, looking into the rest of the kidnappings for similarities, and talking with the Lord Mayor's investigators to compare notes."</p><p></p><p>Rylic will search the boys dormitory Search (1d20+2=21) for any clues. He will also cast Detect Magic in the room to sense any latent magic affects or charms still in place.</p><p></p><p>If no clues are discovered Rylic will leave to question the orphange staff. He will begin with whomever is closest.</p><p></p><p> Adaliz, AC 18 HP 11 AP 5</p><p>Adaliz nods in agreement and looks around the room with her companions.</p><p></p><p>1d20+4->[17,4] = (21)spot</p><p>1d20+4->[4,4] = (8)search</p><p><a href="http://invisiblecastle.com/find.py?id=385438" target="_blank">http://invisiblecastle.com/find.py?id=385438</a></p><p></p><p> Tancred, AC 14, HP 6 , AP 5</p><p>Tancred will search the rooms and investigate the locks as well.</p><p></p><p>Search: 23 - Spot: 14</p><p></p><p>Accidentally rolled twice, so I took the first set of rolls.</p><p></p><p>The party examines the children's dormitories and the locks on their doors. The rooms are vacant of children, as some are out playing and others are being taught by the teacher the orphanage has on staff.</p><p></p><p>The locks are well built, and can only be locked and opened from the outside. The keyholes and mechanisms are cunningly made, such that even a thief with lockpicking tools would have a long time working at them before they could be opened, if at all. The heavy iron locks are clean and well polished. There is no sign of lockpicking or an attempted entry by force.</p><p></p><p>The closest rooms to the dormitory are the schoolroom and the playroom, but all the staff are available for questioning. The headmistress said that students were being taught in the schoolroom by Willow Atherfell and the playroom was being cleaned by Patch, the janitor. Neva the nurse and Temar the cook are cooking up lunch downstairs in the kitchen, and Jaromir the gardener is working in the garden. The group may also find a child or two available for questioning. The party must decide on their next move.</p><p></p><p> Tancred, AC 14, HP 6 , AP 5</p><p>Tancred suggests visiting the lockmaker, given the first line of Jenya's chant. And the group should investigate anybody who has a key.</p><p></p><p>"Of course, it is a riddle. Maybe the "locks" mentioned refer to hair...?"</p><p></p><p> Adaliz, AC 18 HP 11 AP 5</p><p>After this intriguing new idea Adaliz inspects one of the children's pillowcases for evidence.</p><p></p><p>Search (1d20+4=5)</p><p></p><p> Gilthanus, AC: 13, HP: 4 , AP: 5</p><p>Gilthanus nods his head in agreement with Tancred and says, "Let's go talk to the cook and nurse. We can talk to them at the same time and move along more quickly."</p><p></p><p>Unless anyone has any other suggestions Gilthanus will head for the kitchen. </p><p></p><p> Rylic AC 17 HP 10 AP 5</p><p>Rylic nods in agreement and follows Gilthanus towards the kitchen.</p></blockquote><p></p>
[QUOTE="Smart, post: 2813994, member: 30051"] "As would I," Adaliz quickly adds. Jenya nods in acceptance. "Good. It is as I hoped. St. Cuthbert has provided a way. Ruphus has done a preliminary investigation of the orphanage. None of the other children or the residential staff were disturbed from their sleep while the kidnappings took place. The orphanage has barred windows and excellent locks protecting its premises. The children are locked into their rooms at night to prevent any mischief." Here Jenya pauses. She seems to be gauging the effect her words have on you. She especially looks at Rylic before continuing: "I didn't know what to do, you understand - I'm not sure that the Reverend Father would approve, but I did what I thought best under the circumstances... I unsealed the most holy artifact of St. Cuthbert we have access to - the Star of Justice, and asked the holy weapon 'Where are the children who were abducted from the Lantern Street Orphanage?' And I received... an answer." In a sort of chant, Jenya speaks the words that she divined from the artifact: The locks are the keys to finding them. Look beyond the curtain, below the cauldron, But beware the doors with teeth. Descend into the malachite 'hold Where precious life is bought with gold. Half a dwarf binds them, but not for long. "There are meanings beyond meanings, to be sure; but St. Cuthbert's hand will guide you as you go. Perhaps you should start tomorrow morning. I pledge to you a reward of 2500 gold pieces for the children's recovery." An acolyte appears in the doorway, and Jenya motions her foward. She hands each of you a bottle stamped with the symbol of the church. "Thank you for your willingness to serve. The church can provide you with scrolls, potions, and healing at a discount from our normal prices. You may enquire with any acolyte for these services. May St. Cuthbert and his holy cudgel watch over you in your mission." She turns from you and leaves the room. The potions are potions of cure moderate wounds. You may mark them as such on your character sheets. I would appreciate you keeping your sheets updated in the Rogue's gallery with equipment. You may move forward as you see fit. If you are going to ask about other services from the church, feel free to do so in this thread in OOC color. In character planning and discussion are encouraged. Tancred, AC 14, HP 6 , AP 5 Tancred will ask about the possibility of returning to the church if healing is needed. When he is alone with the rest of the party, Tancred groans and says, "I hate riddles. The gods--or their priests, I'm not sure which--are entirely too fond of them. Still, it's what we have. Shall we start with a visit to the orphanage? I would like to explore the scene of the kidnappings and get a close look at the locks that were to protect these children. Adaliz, AC 18 HP 11 AP 5 "I agree with you on both points...riddles are a pain and we should go to the orphanage," Adaliz dryly replies. Rylic AC 17 HP 10 AP 5 Once Jenya has left Rylic says "The riddle is surely a test to measure our mettle and to keep those unworthy of glory from seeking it." "Visiting the orphanage does seem like the proper course of action. Perhaps our master rogue will be able to uncover some clues about the locks that we will find there. The priestess also mentioned that others had been kidnapped. We should look into those disappearances as well to see is they have any commonalities." Rylic suggests resting until daylight before visiting the temple. He will take that time to pray and refocus his divine powers. Gilthanus, AC: 13, HP: 4 , AP: 5 "I like riddles," Gilthanus mutters to himself. Githanus then begins going over the riddle out loud. Quote: Originally Posted by Smart The locks are the keys to finding them. "I wonder if it means clues on the locks of the doors at the orphanage? Probably not though that seams too easy" Quote: Originally Posted by Smart Look beyond the curtain, below the cauldron, "Obviously below the city. The curtain could be a waterfall." Quote: Originally Posted by Smart But beware the doors with teeth. "A cave, possibly?" Quote: Originally Posted by Smart Descend into the malachite 'hold "More about being under ground, I guess." Quote: Originally Posted by Smart Where precious life is bought with gold. "Slavery," Gilthanus says with almost a snarl. Quote: Originally Posted by Smart Half a dwarf binds them, but not for long. "That's just kind of icky, unless it mean a half-dwarf." Gilthanus realizes the others have been talking and adds, "Yes, first thing in the morning we should check the orphanage." Unless there is more discussion with the group, Gilthanus will retire and study his art when he awakens. Rylic is offered accomodations in the temple, but the rest of the party find rooms at The Drowning Morkoth Inn. The inn's rooms are spare, but luxurious compared to the bedrolls. The simple pallet at the temple is a comfort. The next morning, Rylic treks early to the inn to breakfast with his companions. They soon move through the city - to the corner of Lantern Street and Lava Avenue, where sits the orphanage, its charcoal-covered stones held together with mold-encrusted mortar. The windows on both stories are tightly shuttered, but a few slivers of light manage to escape from within. Lanterns hang on either side of the oaken front door, to which is mounted a green copper knocker shaped like a smiling gargoyle's visage, its nostrils pierced by a copper ring. At your knock, the front door opens a crack. The withered features of an elderly halfling woman are visible through the crack. "Who sent you?" she asks curtly. After your initial response, she leads you into a main hall. "I am Gretchyn Tashykk, headmistress. How may I help?" Rylic AC 17 HP 10 AP 5 After everyone has introduced themselves Rylic explains why they are here, "Madam, we are helping the Church of St. Cuthbert look for the missing orphans. We spoke briefly with Ruphus Laro about this investigation and also with Jenya. We would like to ask you a few questions and perhaps have your leave to look around the orphange for clues." "What can you tell us about the night the children disappeared? Did anyone hear anything or find anything unusual? Was anything missing from the children's possessions? Were the missing children prone to mischief? What do you know about the other missing townfolks?" Tancred, AC 14, HP 6 , AP 5 Tancred adds, "In particular, I would like to inspect the rooms where the children slept, and the locks on their doors." Gilthanus, AC: 13, HP: 4 , AP: 5 Gilthanus smiles at the tiny woman and tries to smile and look non-threatening. Adaliz, AC 18 HP 11 AP 5 Adaliz listens closely to the woman's response to the questions put before her. Gretchyn nods and proceeds to answer each of your questions in turn. "As far as I know, none of my staff or any of the children heard anything the night of the abductions. You may ask any of them, however. The orphanage currently houses 19 girls and 31 boys. I have five members on my staff - all of them live in the staff quarters here, and all are on duty today. Jaromir Copperbeard is working in the garden, Neva Fanister, our nurse, is helping Temar Flagonstern cook up lunch, and Willow Atherfell is teaching some of the boys in the schoolroom. I believe Patch is cleaning the playroom. Nothing was missing except the children, from what I can tell. Some of the children were temperamental, but I wouldn't say they were prone to mischief. Feel free to take a look around - the children's sleeping rooms are upstairs. Keygan Ghelve, our local locksmith, fashioned the locks for me many years ago. Good, solid locks, I can tell you! He charged a pretty coin, too! Just so you know, you aren't the only ones investigating the disappearance. The town guard came by after it was reported, the day after. They spoke to the staff and the children. Later the Lord Mayor sent two half-elves to ask more questions of me. I took their names before leaving - Fario Ellegoth and Fellian Shard. Seemed like good fellows, really cared about the children. If there's anything more I can help you with, I'll be in the staff quarters until lunch. Best of luck to you." Gilthanus, AC: 13, HP: 4 , AP: 5 Once the headmistress has left Gilthanus turns to his companions and says, "We should go upstairs and look and the missing children's rooms, and see if the 'locks are the keys to finding them', or if it means something else. We should check the rooms for any other clues as well." Gilthanus will wait for his companions to go with him, or will stay if there is further discussion. I have posted rolls below if needed. Listen=16, Search=14, Spot=24(rolled natural 20+4) Tancred, AC 14, HP 6 , AP 5 Tancred will head up to the rooms with Gilthanus, with the purpose of carefully examining the locks. He also notes the names of the two half-elves, and plans to question them in the future if possible. Adaliz, AC 18 HP 11 AP 5 Adaliz replies to Gilthanus, "When we have finished investigating the orphanage, I would very much like to pay a visit to Keygan Ghelve." She follows her companions upstairs. Rylic AC 17 HP 10 AP 5 Rylic nods his agreement to the suggestions and follows the party upstairs looking for clues along the way. Spot 1d20+2=3, Search 1d20=9 A group of children run down the stairs laughing and yelling as you move up toward the children's sleeping rooms. Each of you closely examines the locks. You are amazed at the complexity of their manufacture - Keygan Ghelve must be an amazing locksmith indeed. Tancred believes that even his well trained hands would probably be unable to open them without the original key at this point. How then could the abductions have occured? Perhaps an investigation of other personnel, or questioning some of the children might provide more clues. Sorry everybody for the lack of updates lately. I'll get back on the bandwagon here - work has really been a bear lately. Grading day on Friday, and then my schedule should relax for awhile. Game on! Gilthanus, AC: 13, HP: 4 , AP: 5 "If the locks were not picked then the kidnappers either got in a different way, or used magic, or both," Gilthanus says to the party. "Maybe the doors were not locked, or were unlocked from inside!" "I hate to think it, but it is always possible that the kidnappers had a key. We should see if any of the keys are, or were missing recently." Gilthanus will look at the inside of the door. Can the door be unlocked from inside without a key? Gilthanus will examine the windows for any signs of forced entry, and to see if there are bars on the outside of the windows. Spot 24 (20+4); Search 24 (19+6) if needed. Rylic AC 17 HP 10 AP 5 "Yes, it seems likely that the kidnappers used magic, had keys, or had help from someone inside the orphanage. An inside job seems unlikely as there have been other kidnappings throughout the town, unless there is a mass conspiracy taking place." "I suggest we search the rooms where the children were taken from, interviewing the rest of the staff, talking with the locksmith, looking into the rest of the kidnappings for similarities, and talking with the Lord Mayor's investigators to compare notes." Rylic will search the boys dormitory Search (1d20+2=21) for any clues. He will also cast Detect Magic in the room to sense any latent magic affects or charms still in place. If no clues are discovered Rylic will leave to question the orphange staff. He will begin with whomever is closest. Adaliz, AC 18 HP 11 AP 5 Adaliz nods in agreement and looks around the room with her companions. 1d20+4->[17,4] = (21)spot 1d20+4->[4,4] = (8)search [url]http://invisiblecastle.com/find.py?id=385438[/url] Tancred, AC 14, HP 6 , AP 5 Tancred will search the rooms and investigate the locks as well. Search: 23 - Spot: 14 Accidentally rolled twice, so I took the first set of rolls. The party examines the children's dormitories and the locks on their doors. The rooms are vacant of children, as some are out playing and others are being taught by the teacher the orphanage has on staff. The locks are well built, and can only be locked and opened from the outside. The keyholes and mechanisms are cunningly made, such that even a thief with lockpicking tools would have a long time working at them before they could be opened, if at all. The heavy iron locks are clean and well polished. There is no sign of lockpicking or an attempted entry by force. The closest rooms to the dormitory are the schoolroom and the playroom, but all the staff are available for questioning. The headmistress said that students were being taught in the schoolroom by Willow Atherfell and the playroom was being cleaned by Patch, the janitor. Neva the nurse and Temar the cook are cooking up lunch downstairs in the kitchen, and Jaromir the gardener is working in the garden. The group may also find a child or two available for questioning. The party must decide on their next move. Tancred, AC 14, HP 6 , AP 5 Tancred suggests visiting the lockmaker, given the first line of Jenya's chant. And the group should investigate anybody who has a key. "Of course, it is a riddle. Maybe the "locks" mentioned refer to hair...?" Adaliz, AC 18 HP 11 AP 5 After this intriguing new idea Adaliz inspects one of the children's pillowcases for evidence. Search (1d20+4=5) Gilthanus, AC: 13, HP: 4 , AP: 5 Gilthanus nods his head in agreement with Tancred and says, "Let's go talk to the cook and nurse. We can talk to them at the same time and move along more quickly." Unless anyone has any other suggestions Gilthanus will head for the kitchen. Rylic AC 17 HP 10 AP 5 Rylic nods in agreement and follows Gilthanus towards the kitchen. [/QUOTE]
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