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<blockquote data-quote="Smart" data-source="post: 2814015" data-attributes="member: 30051"><p>The comforting smell of lamb stew reaches your noses as you head downstairs toward the kitchen. A human male of below average height is taking a fresh loaf of bread out of one of the clay ovens that stand on the floor in the middle of the room. A human woman is chopping parsnips at a nearby counter, while several large pots of stew simmer over cooking fires built into the sides of the room.</p><p></p><p>The woman glances up from her work. Her dark brown hair is tied back into a ponytail, and her blue eyes appraise you as you step through the doorway. She nods in greeting. "Temar - apparently we have visitors, the ones Gretchyn told us about, no doubt. Well, sirs and lady, we have nothing to hide. Ask what questions you will. I am Neva, the school nurse, and that is Temar, our cook."</p><p></p><p>When you ask about the locks of the orphanage, the cook replies: "Only Gretchyn has a key to the door locks. The front and back doors are the only ways in or out - and they are both locked with the same sturdy locks you saw on the children's dormitories."</p><p></p><p>When asked about other personnel (in general), Neva replies: "We have all worked here several years, and some even longer, such as Patch the janitor, who was brought up in the orphanage. We've never had any problems such as this before. There seems no rhyme or reason to it."</p><p></p><p>If any of the party have more specific questions for the pair, now is the time to ask. Otherwise you should decide on your next course of action, or put forth a question and your vote for your next move. Also, you don't need to post your stats at the top of your post unless we're in combat guys.</p><p></p><p>Gilthanus smiles warmly at the orphanage employees and says, "Do either of you remember anything odd happening before or after the dissapearances? Even if it was a few days before or after the event."</p><p></p><p>Temar and Neva look at each other after Gilthanus's question. Temar nods at Neva, who continues speaking: "I'm guessing that Gretchyn told you about the town guard, then the elves that worked for the lord mayor who questioned us. Nothing else after that happened out of the ordinary - one of our lads, Lem, has been having nightmares, but that tends to occur around his age."</p><p></p><p>"Nightmares," Gilthanus says thoughtfully.</p><p></p><p>This could be a clue. The child may have seen or felt something. It may even be how the kidnappers lured the children away from the orphanage without waking anyone.</p><p></p><p>"What happens in these nightmares?"</p><p></p><p>"Lem says that an evil gnome with crooked teeth and a tattered cloak tries to snatch his breath," says Neva, "but all is well when he awakes."</p><p></p><p>"Well," Gilthanus says, smiling warmly, and remembering his own childhood, "we'll keep our eyes open for breath stealing gnomes."</p><p></p><p>It might be more efficient to talk to the two half-elves and the constables, but I still want to hear everything for myself. I hate to disturb a class, but the teacher we should talk to the teacher next, and then get the janitor on our way out. I'm very interested in talking with this locksmith.</p><p></p><p>Gilthanus turns to his companions and says, "I think it may be best to move along in our search. Let's go speak to the teacher next." He turns to Neva and Temar and says, "Thank you for taking the time to speak to us."</p><p></p><p>Gilthanus will look for the teacher, Willow Atherfell, unless his companions have any objections, or questions.</p><p></p><p>Tancred has no objections, and will go with Gilthanus to speak with (and observe) the teacher.</p><p></p><p>Rylic accompanies the group as they leave to find the teacher.</p><p></p><p>The four adventurers move from the kitchen down a hallway and into a large classroom with brightly painted walls. A large class of boys and girls of various ages and races sit behind small desks. A small tan-skinned woman in a dress dyed in several different colors is writing simple arithmetic problems on a chalkboard. Many of the students are writing on small slates, copying the problem from the board.</p><p></p><p>The teacher soon notices your presence, as does the rest of the class. They turn toward you as a group. Some of the girls in the class giggle. The teacher tucks her long blond hair behind slightly pointed ears; the mark of a half elf. She calls out to her class: "Children, continue working on your math exercises, please. I will step out into the hallway with the representatives of St. Cuthbert for a moment."</p><p></p><p>You step into the hallway with Willow Atherfell. She closes the classroom door behind her, then looks at your group, quirking a slanted eyebrow, and waits for you to address her.</p><p></p><p>"Good day, we are investigating the recent kidnappings. We wonder if you had heard or seen anything unusual anytime before or after the disappearances."</p><p></p><p>Do you teach all of the children in the orphanage? Were the four missing children your pupils? how would you describe their behavior? Were they mischevious or well behaved? Were the four children close friends or did they not associate with each other?"</p><p></p><p>"Can you think of anyway that the children might have left the orphange unnoticed?"</p><p></p><p>Rylic will also use his keen intuition to Sense Motive as the teacher responds. 1d20+4=7</p><p></p><p>Gilthanus smiles encouragingly and allows Rylic to question this orphanage employee. He will listen carefully to Ms. Atherfell's responses.</p><p></p><p>Sense Motive: 3</p><p></p><p>Willow Atherfell nods as Rylic finishes asking his questions. "You are asking many of the same questions we have all been asked before - but I will repeat what I know. Nothing untoward has happened of late in the orphanage. I teach all the orphans here, in various classes throughout the day, from mixed aged classes, as you see here, to younger and older age groups. The four children who disappeared were of varying ages and temperaments. I think most of them were friends, though most of the orphans here are. I do not supervise the playroom or any other aspect of the facility other than the classroom.</p><p></p><p>As for the children themselves: the eldest was Deakon Stormshield, a dwarven boy of 12; he was one of my brightest students. I understand his parents were adventurers who failed to return to their home here, and Deakon entered the orphanage at age 6.</p><p></p><p>Evelyn Radavec a human girl, age 9; her parents died in a Filth Fever outbreak here in Cauldron about seven years ago. She is a quiet, sullen girl.</p><p></p><p>Terrem Kharatys is a human boy age 9; he is dour and temperamental, and often will not participate in classes. His parents died shortly after his birth and he has grown up here. I do not know the circumstances of his parents' death.</p><p></p><p>Lucinda Aldreen is an 8-year-old human girl; she is outgoing, but sometimes superstitious. She was brought to the orphanage at age four by her poverty-stricken mother.</p><p></p><p>I cannot think of any natural means whereby the children could have been spirited away so quietly and secretly, but then I am not a specialist in these sorts of things, only a school teacher. Have you any more questions?"</p><p></p><p>Those sensing motive believe Ms. Atherfell is sincere in her answers. You may ask more questions, or continue the investigation by giving me some direction to that effect. The game is about to pick up, so please be attentive and responsive.</p><p></p><p>Rylic thanks the teacher for her time, and suggests the party question Patches before departing for the locksmith's shoppe.</p><p></p><p>If the party is in agreement Rylic will move to question Patches.</p><p></p><p>Adaliz agrees.</p><p></p><p>Gilthanus is ready to accompany his companions to speak with Patches.</p><p></p><p>Tancred agrees as well, and will accompany the others to see Patches.</p><p></p><p>By the time your party finds the playroom, the chime of bells throughout the orphanage has signaled lunch. Children pass you by, heading for the dining hall, some of them looking at you and whispering to themselves as they pass.</p><p></p><p>In the playroom there are two figures standing and talking to each other in low tones. One is a male adult dwarf wearing dirty overalls, and the other is a grinning half-orc with a patch over his right eye and large canines jutting up from his lower jaw. The two quickly end their conversation and turn as you enter the room.</p><p></p><p>"Jaromir Copperbeard, head gardener of this here orphanage at your service," says the dwarf in a gruff voice, his grey beard wagging.</p><p></p><p>"Patch," says the half orc as his good eye appraises you. He grabs a broom that was leaning against the playroom wall and begins to absently sweep the floor - but his eye watches your every step.</p><p></p><p>Rylic greets the men and says, "We are assisting the Church of St. Cuthbert in their investigation of the the missing children. So far none of the other faculty have had any clues as to how the children were able to be taken from the orphanage without anyone noticing. Do either of you know of anyway the children could have accomplished their disappearance? Have either of you noticed anything odd or unusual before or after the kidnappings?"</p><p></p><p>Rylic will pay attention to the men as he asks his questions and waits for their answers. Sense Motive for Patch 1d20+4=14, for Jaromir 1d20+4=8</p><p></p><p>Gilthanus will listen carefully to Jaromir and Patch's answers to Rylic's questions.</p><p></p><p>Sense Motive Jaromir;Patch (1d20+1=8, 1d20+1=17)</p><p></p><p>After a moment of silence, Jaromir clears his throat. He strokes his beard in silent thought. "Nothing that I can think of, sirs - and, excuse me, lady... I must be back to my work in the garden now. Good day." With that, Jaromir begins to move past your party and will leave unless otherwise questioned or occupied.</p><p></p><p>Gilthanus notices a flash of anxiety across Patch's face, if only for a moment, before he says "Yea.. I dunno nothin' eeder. Can't help ya."</p><p></p><p>No one is quite sure what to think of Jaromir - it's up to you whether you let him out the door or not... but Gilthanus is sure Patch isn't telling everything. Intimidate or diplomacy could be your friends here (hint hint). </p><p></p><p> Gilthanus, AC: 13, HP: 4 , AP: 5</p><p>Gilthanus will block the half-orc's way, and although the smile drops from his face he manages to a keep a polite, although forced, tone and says directly into Patches good eye, "Are you gentlement sure that there is nothing you can think of? After all we are trying to find missing children, orphans none the less, any assistance you can give us, or anything you can think of that might have been out of the ordinary, no matter how small or trivial may help."</p><p></p><p>Diplomacy vs. Patches (1d20+1=8)</p><p></p><p>The half-orc seems unfazed; his good eye focuses on Gilthanus's face. "I dun wanna talk. Leastways not to youse. An' you bes' get outta me face, elfie. I got no problems wit you. Leas' not yet." He shows his prominent canines, then cracks his knuckles.</p><p></p><p>Gilthanus is a bit cowed. Patch glances around the room at the rest of the party, as if waiting a further challenge.</p><p></p><p>Tancred looks the half-orc in the eye and says, "I don't think you understand the situation: We don't respond well to threats, and we won't let anything stand in our way of helping these children. Now tell us what you know before things get ugly..."</p><p></p><p>Tancred attempts to intimidate, rolling a 21.</p><p></p><p>Rylic joins his companions and says, "Listen, it is important that you tell us what you know. The lives of the children could be at stake."</p><p></p><p>Diplomacy (1d20+4=21)</p><p></p><p>Patch pales at Tancred's speech, then quickly nods at Rylic's suggestion - still watching Tancred carefully. "Fine den. I knows sumpin'. But I 'fraid of bein' trown outta here - is been my home since I's young. I don' tink is wort' bein' trown out. I'm not a bad'un - jus lookin' to make a bit more coin...</p><p></p><p>I got a lil' halflin' friend name's Revus Twindaggers. He's in The Last Laugh - is a guild of thieves. I been paid to watch young Terrem. Jus' watch. I ask Revus why an' he say sumpin' 'bout Terrem's dead parents. I learn 'bout thieve's trade an' make some easy coin.</p><p></p><p>Then children disappear - can't find Revus. Don't know where the guild be - so can't help em'. Please.. don' tell the headmistress bout me... please.. I din't do no wrongs here..."</p><p></p><p>Patch's speech seems sincere. Where to heroes?</p><p></p><p>Rylic listens to the half-orc as he confesses. "I see no reason to mention this to the headmistress. But if you see Revus again get word to the Church of St. Cuthbert. I am interested in talking with him."</p><p></p><p>Rylic turns to his companions and says, "Should we go see the locksmith? Maybe he has some ideas about the disapperances."</p><p></p><p>Still frowning at the half-orc Gilthanus responds, "Yes, I think I am ready to see this locksmith."</p><p></p><p>Tancred agrees that we should pay the locksmith a visit...</p><p></p><p>Adaliz is also eager to speak with the locksmith.</p><p></p><p>The group of investigators moves through the streets of Cauldron and up Lava Avenue. A sign swings in the breeze, hanging above a heavy oak door set in the wall of a black stone building. A small turret dominates the facade of this two-story black stone building. A small turret dominates its facade and heavy iron bars guard the windows. Beyond the turret's ground floor windows sits a display of locks, from the simple to the complex, from large to small.</p><p></p><p>The adventurers enter the shop. It smells of wood and pipe smoke. An engraved mahogany counter stretches along the east wall. Behind it hangs a large red curtain. A burgundy strip of carpet leads from the the entrance to the northern wall across from it where there are hundreds of keys in all shapes and sizes hanging from tiny hooks. On the west wall sits two padded chairs flanking a hearth. The mantel over the fireplace bears a tinderbox, vase of dried smoking leaves, and a finely wrought collection of pipes.</p><p></p><p>A seemingly over-tall gnome stands behind the counter appraising you; his height is approximately that of an average human. He nods at you as he leans on the counter. "Welcome to Ghelve's. I'm Keygan. Can I help you?"</p><p></p><p>OK, we're back. New baby is doing fine, and I'm ready to get back on the gaming wagon. Looking forward to the progression of this game. I'll try to get back to post/day or post/2days at the latest. Please post asap and we'll get back on the ball.</p></blockquote><p></p>
[QUOTE="Smart, post: 2814015, member: 30051"] The comforting smell of lamb stew reaches your noses as you head downstairs toward the kitchen. A human male of below average height is taking a fresh loaf of bread out of one of the clay ovens that stand on the floor in the middle of the room. A human woman is chopping parsnips at a nearby counter, while several large pots of stew simmer over cooking fires built into the sides of the room. The woman glances up from her work. Her dark brown hair is tied back into a ponytail, and her blue eyes appraise you as you step through the doorway. She nods in greeting. "Temar - apparently we have visitors, the ones Gretchyn told us about, no doubt. Well, sirs and lady, we have nothing to hide. Ask what questions you will. I am Neva, the school nurse, and that is Temar, our cook." When you ask about the locks of the orphanage, the cook replies: "Only Gretchyn has a key to the door locks. The front and back doors are the only ways in or out - and they are both locked with the same sturdy locks you saw on the children's dormitories." When asked about other personnel (in general), Neva replies: "We have all worked here several years, and some even longer, such as Patch the janitor, who was brought up in the orphanage. We've never had any problems such as this before. There seems no rhyme or reason to it." If any of the party have more specific questions for the pair, now is the time to ask. Otherwise you should decide on your next course of action, or put forth a question and your vote for your next move. Also, you don't need to post your stats at the top of your post unless we're in combat guys. Gilthanus smiles warmly at the orphanage employees and says, "Do either of you remember anything odd happening before or after the dissapearances? Even if it was a few days before or after the event." Temar and Neva look at each other after Gilthanus's question. Temar nods at Neva, who continues speaking: "I'm guessing that Gretchyn told you about the town guard, then the elves that worked for the lord mayor who questioned us. Nothing else after that happened out of the ordinary - one of our lads, Lem, has been having nightmares, but that tends to occur around his age." "Nightmares," Gilthanus says thoughtfully. This could be a clue. The child may have seen or felt something. It may even be how the kidnappers lured the children away from the orphanage without waking anyone. "What happens in these nightmares?" "Lem says that an evil gnome with crooked teeth and a tattered cloak tries to snatch his breath," says Neva, "but all is well when he awakes." "Well," Gilthanus says, smiling warmly, and remembering his own childhood, "we'll keep our eyes open for breath stealing gnomes." It might be more efficient to talk to the two half-elves and the constables, but I still want to hear everything for myself. I hate to disturb a class, but the teacher we should talk to the teacher next, and then get the janitor on our way out. I'm very interested in talking with this locksmith. Gilthanus turns to his companions and says, "I think it may be best to move along in our search. Let's go speak to the teacher next." He turns to Neva and Temar and says, "Thank you for taking the time to speak to us." Gilthanus will look for the teacher, Willow Atherfell, unless his companions have any objections, or questions. Tancred has no objections, and will go with Gilthanus to speak with (and observe) the teacher. Rylic accompanies the group as they leave to find the teacher. The four adventurers move from the kitchen down a hallway and into a large classroom with brightly painted walls. A large class of boys and girls of various ages and races sit behind small desks. A small tan-skinned woman in a dress dyed in several different colors is writing simple arithmetic problems on a chalkboard. Many of the students are writing on small slates, copying the problem from the board. The teacher soon notices your presence, as does the rest of the class. They turn toward you as a group. Some of the girls in the class giggle. The teacher tucks her long blond hair behind slightly pointed ears; the mark of a half elf. She calls out to her class: "Children, continue working on your math exercises, please. I will step out into the hallway with the representatives of St. Cuthbert for a moment." You step into the hallway with Willow Atherfell. She closes the classroom door behind her, then looks at your group, quirking a slanted eyebrow, and waits for you to address her. "Good day, we are investigating the recent kidnappings. We wonder if you had heard or seen anything unusual anytime before or after the disappearances." Do you teach all of the children in the orphanage? Were the four missing children your pupils? how would you describe their behavior? Were they mischevious or well behaved? Were the four children close friends or did they not associate with each other?" "Can you think of anyway that the children might have left the orphange unnoticed?" Rylic will also use his keen intuition to Sense Motive as the teacher responds. 1d20+4=7 Gilthanus smiles encouragingly and allows Rylic to question this orphanage employee. He will listen carefully to Ms. Atherfell's responses. Sense Motive: 3 Willow Atherfell nods as Rylic finishes asking his questions. "You are asking many of the same questions we have all been asked before - but I will repeat what I know. Nothing untoward has happened of late in the orphanage. I teach all the orphans here, in various classes throughout the day, from mixed aged classes, as you see here, to younger and older age groups. The four children who disappeared were of varying ages and temperaments. I think most of them were friends, though most of the orphans here are. I do not supervise the playroom or any other aspect of the facility other than the classroom. As for the children themselves: the eldest was Deakon Stormshield, a dwarven boy of 12; he was one of my brightest students. I understand his parents were adventurers who failed to return to their home here, and Deakon entered the orphanage at age 6. Evelyn Radavec a human girl, age 9; her parents died in a Filth Fever outbreak here in Cauldron about seven years ago. She is a quiet, sullen girl. Terrem Kharatys is a human boy age 9; he is dour and temperamental, and often will not participate in classes. His parents died shortly after his birth and he has grown up here. I do not know the circumstances of his parents' death. Lucinda Aldreen is an 8-year-old human girl; she is outgoing, but sometimes superstitious. She was brought to the orphanage at age four by her poverty-stricken mother. I cannot think of any natural means whereby the children could have been spirited away so quietly and secretly, but then I am not a specialist in these sorts of things, only a school teacher. Have you any more questions?" Those sensing motive believe Ms. Atherfell is sincere in her answers. You may ask more questions, or continue the investigation by giving me some direction to that effect. The game is about to pick up, so please be attentive and responsive. Rylic thanks the teacher for her time, and suggests the party question Patches before departing for the locksmith's shoppe. If the party is in agreement Rylic will move to question Patches. Adaliz agrees. Gilthanus is ready to accompany his companions to speak with Patches. Tancred agrees as well, and will accompany the others to see Patches. By the time your party finds the playroom, the chime of bells throughout the orphanage has signaled lunch. Children pass you by, heading for the dining hall, some of them looking at you and whispering to themselves as they pass. In the playroom there are two figures standing and talking to each other in low tones. One is a male adult dwarf wearing dirty overalls, and the other is a grinning half-orc with a patch over his right eye and large canines jutting up from his lower jaw. The two quickly end their conversation and turn as you enter the room. "Jaromir Copperbeard, head gardener of this here orphanage at your service," says the dwarf in a gruff voice, his grey beard wagging. "Patch," says the half orc as his good eye appraises you. He grabs a broom that was leaning against the playroom wall and begins to absently sweep the floor - but his eye watches your every step. Rylic greets the men and says, "We are assisting the Church of St. Cuthbert in their investigation of the the missing children. So far none of the other faculty have had any clues as to how the children were able to be taken from the orphanage without anyone noticing. Do either of you know of anyway the children could have accomplished their disappearance? Have either of you noticed anything odd or unusual before or after the kidnappings?" Rylic will pay attention to the men as he asks his questions and waits for their answers. Sense Motive for Patch 1d20+4=14, for Jaromir 1d20+4=8 Gilthanus will listen carefully to Jaromir and Patch's answers to Rylic's questions. Sense Motive Jaromir;Patch (1d20+1=8, 1d20+1=17) After a moment of silence, Jaromir clears his throat. He strokes his beard in silent thought. "Nothing that I can think of, sirs - and, excuse me, lady... I must be back to my work in the garden now. Good day." With that, Jaromir begins to move past your party and will leave unless otherwise questioned or occupied. Gilthanus notices a flash of anxiety across Patch's face, if only for a moment, before he says "Yea.. I dunno nothin' eeder. Can't help ya." No one is quite sure what to think of Jaromir - it's up to you whether you let him out the door or not... but Gilthanus is sure Patch isn't telling everything. Intimidate or diplomacy could be your friends here (hint hint). Gilthanus, AC: 13, HP: 4 , AP: 5 Gilthanus will block the half-orc's way, and although the smile drops from his face he manages to a keep a polite, although forced, tone and says directly into Patches good eye, "Are you gentlement sure that there is nothing you can think of? After all we are trying to find missing children, orphans none the less, any assistance you can give us, or anything you can think of that might have been out of the ordinary, no matter how small or trivial may help." Diplomacy vs. Patches (1d20+1=8) The half-orc seems unfazed; his good eye focuses on Gilthanus's face. "I dun wanna talk. Leastways not to youse. An' you bes' get outta me face, elfie. I got no problems wit you. Leas' not yet." He shows his prominent canines, then cracks his knuckles. Gilthanus is a bit cowed. Patch glances around the room at the rest of the party, as if waiting a further challenge. Tancred looks the half-orc in the eye and says, "I don't think you understand the situation: We don't respond well to threats, and we won't let anything stand in our way of helping these children. Now tell us what you know before things get ugly..." Tancred attempts to intimidate, rolling a 21. Rylic joins his companions and says, "Listen, it is important that you tell us what you know. The lives of the children could be at stake." Diplomacy (1d20+4=21) Patch pales at Tancred's speech, then quickly nods at Rylic's suggestion - still watching Tancred carefully. "Fine den. I knows sumpin'. But I 'fraid of bein' trown outta here - is been my home since I's young. I don' tink is wort' bein' trown out. I'm not a bad'un - jus lookin' to make a bit more coin... I got a lil' halflin' friend name's Revus Twindaggers. He's in The Last Laugh - is a guild of thieves. I been paid to watch young Terrem. Jus' watch. I ask Revus why an' he say sumpin' 'bout Terrem's dead parents. I learn 'bout thieve's trade an' make some easy coin. Then children disappear - can't find Revus. Don't know where the guild be - so can't help em'. Please.. don' tell the headmistress bout me... please.. I din't do no wrongs here..." Patch's speech seems sincere. Where to heroes? Rylic listens to the half-orc as he confesses. "I see no reason to mention this to the headmistress. But if you see Revus again get word to the Church of St. Cuthbert. I am interested in talking with him." Rylic turns to his companions and says, "Should we go see the locksmith? Maybe he has some ideas about the disapperances." Still frowning at the half-orc Gilthanus responds, "Yes, I think I am ready to see this locksmith." Tancred agrees that we should pay the locksmith a visit... Adaliz is also eager to speak with the locksmith. The group of investigators moves through the streets of Cauldron and up Lava Avenue. A sign swings in the breeze, hanging above a heavy oak door set in the wall of a black stone building. A small turret dominates the facade of this two-story black stone building. A small turret dominates its facade and heavy iron bars guard the windows. Beyond the turret's ground floor windows sits a display of locks, from the simple to the complex, from large to small. The adventurers enter the shop. It smells of wood and pipe smoke. An engraved mahogany counter stretches along the east wall. Behind it hangs a large red curtain. A burgundy strip of carpet leads from the the entrance to the northern wall across from it where there are hundreds of keys in all shapes and sizes hanging from tiny hooks. On the west wall sits two padded chairs flanking a hearth. The mantel over the fireplace bears a tinderbox, vase of dried smoking leaves, and a finely wrought collection of pipes. A seemingly over-tall gnome stands behind the counter appraising you; his height is approximately that of an average human. He nods at you as he leans on the counter. "Welcome to Ghelve's. I'm Keygan. Can I help you?" OK, we're back. New baby is doing fine, and I'm ready to get back on the gaming wagon. Looking forward to the progression of this game. I'll try to get back to post/day or post/2days at the latest. Please post asap and we'll get back on the ball. [/QUOTE]
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