This mist brings ad&d misty eyes
I didn't understand that anyone except Caer sees the child...and Havoc is not good with them, I was travelling yesterday so I'll post in about 4 hours
sorry, my apologies. Caer noticed the child on the way out - which might have made a difference if you were choosing to skip the Pendant stall.
As soon as Caer acknowledged the child, she started making A LOT of noise. So there’s no way you could miss her.
There is a very high chance that you will attract danger if the child continues to make noise.
I like the idea of a survival check to calm her but, unfortunately, I think it should still be a charisma check. Which, unfortunately, is still a fail. Havoc could aid Caer to give him advantage(another roll). The dc is only 12.
The oxen were able to navigate the low-rise, wide-stepped stairs, and the cultists helped to get the wagon wheels into the staircase's grooves. With the chain used to keep the wagon from running into the oxen's rears, the wagon was driven downstairs into a large room, where two mercenaries joined to help navigate it around a table occupied by four cultists, who, like Copper's "friend" had said, were playing Three-Dragon-Ante. The cultists were in the middle of a game, and they were annoyed by the interruption, but not in any particularly hostile way: They moved the table, the wagon went past, and they moved the table back, while grumbling.
Once past them, the wagon was moved toward an iron portcullis that separated this room from the next. The first room, aside from the card table, held four large cast-iron prison cages. Tables at the south end held implements of torture, and the south wall had sets of manacles hanging from bolts. All were empty, except for the cage in the furthest north corner, which held a scar-faced drow, who sat on a stool, eyeing them with keen disdain. View attachment 411941
A veteran mercenary cranked open the portcullis, while complaining about them being late and short-handed. He asked after a few people by name, but accepted the idea that they were dead. If any of the cultists were likely to see through Lorent's disguise as the driver, they missed their chance, being more interested in their game. The old mercenary, who seemed to be in charge of the stores, either didn't know him, or didn't care.
The Wagon was brought through the portcullis, which was left open, and the cultists went back to their game. Copper's 'friend' complained that they were playing without him, but he needed to return to the gatehouse. The wagon was stopped in the large storeroom, where a mercenary unhitched the oxen and brought them to the corner of the room over a grate, which had water flowing under it (for ease of cleanup).
For the moment, they were left to their own devices, with the apparent expectation that they would either unload the wagons themselves, or find someone else to order to do it. Only one mercenary remained in the room with them, and he was busy with the oxen.
Stratus, unable to get the girl to come out, but satisfied for now that she was quiet, picked up the Pendent of Correllon, and turned his attention toward the ring, and getting it out of its case.
OOC:
I'm not sure what the best method to get it out is.
Yes. It's a glass case? And I assume breaking it would be noisy? How big is it? Can stratus just take the whole case to find Anson, or someone who can open it more quietly?
Come to think on it - is there a nearby zombie that looks like they could be the shopkeeper with keys?
Yes. It's a glass case? And I assume breaking it would be noisy? How big is it? Can stratus just take the whole case to find Anson, or someone who can open it more quietly?
Come to think on it - is there a nearby zombie that looks like they could be the shopkeeper with keys?
You’d have to figure out who the shopkeeper is….the kid would know. As for a skill check….it would be maybe a wisdom or Int. Check? I have to figure out where it might be. I’m out right now but I’ll figure something out.
Drawers:
They are locked drawers with glass tops. So the shopkeeper can just put the drawer out as part of the display and it would be locked. A thief would have to steal the whole drawer which is way harder to do. They’re 2 feet by 1 foot by 8 inches. So yes, you can grab one and bring it to Anson.
Part of the checks was to figure out which drawer is best.
if it hasn’t been completely clear, this part of the challenge has you in a place that is very exposed so you don’t have lots of time to sit and search. I’m doing random encounter checks every minute instead of every 10 minutes game time. It’s supposed to be intense and hectic. Every time you spent a minute searching, you risk being discovered.
The safest thing would be to grab whatever and run but you don’t know what you’ll get. You might not get anything valuable. But every minute you spend trying to find something valuable looking for puts you at greater risk. The kid is a complication - which you partially solved. At least she's quiet for now.
Sure. I think Stratus will just grab the two foot case with the key in it and tuck it in his sack (with the wooden side against anything metal, in case they bang together like before!)