• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Project Black Dagger - MISSION: SIREN'S CALL

"Aye, aye me sirs. Just step inside and I'll take you there in no time. Unless traffic is unusually heavy we should be there in only a couple of minutes."

The moment you are all comfortably inside the carriage it takes off, first very slowly, but soon picks up the pace.
 
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The Merchant Ward is very active. Street vendors haggle loudly with their costumers and argue amongst themselves. When you get to the warehouse district the noise gets even louder, gigantic machines moving large crates around.

But then as deeper you go into the district the quiter it gets. A large chunk of the warehouses stand empty. As it becomes more common that the smaller merchants maintain their own aircruisers instead of utilizing the Guild fleet, the need for storage facilities have dwindled.

Nowadays, it has become bum territory.

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The carriage stops and Bob Stevens sticks his head and large toothless smile in the window: "Aye, we're here!"
 

"Well, all out who's getting out," Keldor says as he jumps off the carriage. Keldor takes a look around to see just how many people have noted their arrival. He then looks to one of the others for the directions to the proper warehouse.

OCC: Is it day or night?
 

Early in the evening, it's just starting to get dark (about six o'clock)... I'm of course thinking in Icelandic way-of-mind, where it takes a couple of hours for the sun to set. If you want to watch the sun set in Iceland, you have to have a LOT of patience.

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The district is fairly empty. The few people that still work there have gone home.

You see the warehouse you saw in the slide show, it's large doors' locked with a police seal on the lock. The warehouse looks horrible, like a large dump of old damaged wood. The glass in all the windows is broken.
 

Keldor will wander over to the front of the warehouse, examining the area in front of the broken windows. Did the glass from the windows explode out onto the street? If so, Keldor will take a few samples to examine in better light.

He will use his demolitions knowledge to determine what could have caused that sort of breakage.
 

Roll 12 +8 (Spot) vs. DC 15

The broken glass is lying directly under the windows, more like it crumbled down, instead of exploded.

Also, it seems mysteriously small amount of glass to fill up all those windows.
 

Jack gets out of the carrieage and Henry leaves his shoulder while he puts his long coat on. He then walks to the warehouse door and starts picking the lock open (if we weren't given a key).
 
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Ok, I made a Open Locks check for 21 (11 +10)

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After some quality lock picking the lock snaps open and the large doors open. Inside it is dark and dirty. You glimpse the reflection of some metal in the far corner of the warehouse in the faint light coming from the open doors.
 
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Noting the small amount of glass, Keldor will walk across the street following the explosion directions and see if anything remains at those locations.
 

Into the Woods

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