Dungeon Adventure Path: Life's Bazaar

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He frowns. "Well, the locks I put in at the orphanage were more or less a standard commercial model, if I recall correctly. Those locks were put in years ago." He rummages around briefly, looking at various locks before he pulls out a set. "Here's something vaguely similar. You'll have to forgive me for not having the same design readily available; it's been at least twenty-five years..."

The lock he produces is a perfectly good, normal, everyday lock. It is in pristine condition.
 

Vorik will examine the lock, taking great car for detail, holding it up to the light, etc. If possible, a detect magic will be cast on it…just in case.

Addressing the shopkeeper:

“Fine sir, we have reason to believe that a ‘lock’ directly correlates, somehow, to the kidnappings at the orphanage. For this reason, we are here, at your fine establishment, to enlist the help of honorable folk, to help solve and stop the mystery of the kidnappings of Cauldron…

If our examination proved thorough, no evidence of break-in exists at the orphanage, but yet, the children did disappear…that is no mystery.

Might you be able to complement any information regarding these facts, or lack thereof, that would advance our investigations?”

gk
 

Vorik: The lock is made up of a few different metals. Appears to be mostly brass, sturdy, solid. The inner workings are completely beyond you, although they appear (to your uneducated eye) to be fairly basic and direct. Enough to keep honest people out of the orphanage, you would imagine.

Everyone: Ghelve's lips curl downward and he cocks an eyebrow at Vorik as he examines the lock. "I'm very sorry, but I can't help you." He turns to the party. "Is there anything else I can help you with?"
 

Visibly shaken (frustrated) and nervous (because he is talking to an elder in what might be construed as disrespectful manner), Vorik spouts out:

“Wait one second…there is nothing you can tell us, nothing at all? I am from Cauldron as yourself and if I may say so, it has turned into a sorry mess!….and these locks, YOUR locks, have something to with this disaster…

Pr-p-p-p-priests beaten in the streets, the old and young kidnapped, ORPHANAGES burglarized!!! For the love of Cauldron man, you cant tell us anything?!!!”


gk
 

Patiently waiting for his more eloquent companions to make their move, Carrach leans against the wall, peering intently at the locksmith.

However, the patience of the hobgoblin from the wastes is but a thin veil over the fires raging within him, and Carrach finds himself edging closer and closer to another outburst as the talk goes on and on.

Straightening up, he slowly moves across the room, inching towards the counter (and Ghelve).



His suspicions already aroused, Carrach is willing to give the locksmith one last chance to come up with some good answers to Voriks inquiries. Otherwise . . .
 

While the others have him shaken and distracted Sando will search around the store using his stealth.

OOC: as a lock pick can I deternime anything about these locks?
 

Vorik, Carrach, Lia: Ghelve holds his ground. "I can't help you. The kidnappings are terrible, but they're beyond my concern. I just hope that everyone returns safely."

Carrach: You feel even less inclined to believe him now. This is not, as far as you're concerned, a good answer.

Sando: You inspect the lock. It's a normal lock, well-made, but nothing too extravagant. (Open Lock check, roll 17 on 1d20, +6 Skilled, +2 Synergy with Disable Device, total of 25) After having finished inspecting the lock, you put it back on the counter, leaving Vorik and the slowly approaching Carrach to finish the conversation with Ghelve. The only way to get into the back of the shop is to somehow sneak past the shopkeeper and through the curtains behind him. It'll be tricky, but hopefully you can get past him while the others distract him. You can hear him answering Vorik's question as you start to slip by...(Move Silently +6)..., but as you're passing around the counter, a floorboard creaks. The shopkeeper turns his head towards you, "Excuse me, Master Gnome, can I help you? That part of the store is off limits to our customers. Even gnomes." From where you are behind the counter, you can see that the shopkeeper is on stilts.

OOC for Sando: The synergy applies to this check because I felt that the two skills would be working in tandem here as you analyzed the lock. Just wanted to let you know.
 
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"Oh Deary Me! I'm ever so sorry master Shopkeeper. I was just curious." Sando says in his most innocent voice. He will go back to where the party is and try to make himself not be seen.
 


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