Radiance Monster Hunter (IC)

tglassy

Adventurer
Eli agreed. He rose from his seat, setting his hat on his head and dipping it to their host. "Thank you, ma'am. We'll be on our way, then."
 

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GreenKarl

First Post
Having decided you all stand and exit the home, heading southward towards the River Thames and the crematorium. Miss Byrne wishes them luck and again thanks them one final time. It is only a 15 minute walk and as you go you notice that the foot and buggy traffic slacks off. The homes become shadier and more rundown looking, until finally giving way to a number of semi-abandoned tenement houses, boarded up businesses and larger warehouses.

Dianna’s directions lead you to a sparsely populated street in the so-called Riverfront Slums. There are a few ruffian types lingering about here and there but most give you hungry looks before sulking off by the fact that you appear armed.

Nestled between two taller buildings is a squat, single-floor establishment that has the look of a small restaurant or café. Effort has been taken to make the building’s exterior appear inviting, from the size and placement of the shuttered windows to the design of the door. There is a single large smoke stack sticking out of the roof towards the back of the place. A large sign hanging over the door declares the building to be 'Vaquera Cremations'.

Unlike the boarded-up buildings beside it, the crematorium appears to be closed, rather than abandoned. Even so, it appears as if it has been closed for some time, judging by the number of letters and slips of paper half-shoved beneath the front door.

The door itself has a large thick chain wrapped around the door-handles set with a large, heavy looking iron padlock.
 

xynthoros

First Post
Picking locks wasn't really his thing, others that were here seemed more inclined. They were about to possibly face undead... the reviled creatures. His mind flashed back to that moment, he was watching his mother get ripped apart once more. He instinctively ripped his shadowy scythe into existence swinging at phantoms that only he could see, to onlookers it might have looked like he was flourishing his weapon were it not for the frightened look on his face. Then the visions faded, if there was any possibility of facing undead here, he needed to bind her... no matter the effect she had on his mind.

He would have to find a good opportunity to take a minute in privacy, but for now he would have to make due with his own talents. "Anyone happen to have the key, or do I need to bust the door open?"
 

Shayuri

First Post
"I suggest an intermediate route," replies Trebuchet. It begins moving around the building, flashlight eyes ticking and flickering as it inspects the structure for alternative points of entry.

Perception [roll0]
 

GreenKarl

First Post
Trebuchet (and anyone who wishes to follow) moves around too the sidestreet. Trebuchet finds where it should be but it is boarded up although it does not look like the wooden barricade is not overly thick. Trebuchet can't tell if there are any back entrances within the ally...
 

Forged Fury

First Post
[IC] Radiance Monster Hunters

"If the rest of you could-a block the street view of the door," Giuseppe said, "I can probably take-a care of the lock."

Once the party formed a general gaggle in front of the door, the small kobold slipped to the back of the group, attempting to shield his actions from any onlookers, and pulled out his collection of tools, files, and picks.

OOC: Hiding in the group of tall folk: Stealth - [roll0]
Inspecting the lock for traps and other nefarious mechanisms: Perception - [roll1]
Picking said lock: Mechanics - [roll2]
 

KahlessNestor

Adventurer
2m2e62c.jpg


Vaquera Cremations
Thurs May 6, 1889/9:17 AM

They made their way to a seedier part of town to the crematorium where the dead woman had been delivered. The place was definitely closed up tight, and had been for a long time, with a large lock and chain securing the door.

As Moradin was perusing the facade, Grynm started to freak out a bit, waving about a shadowy scythe. The dwarf backed up a safe distance. “Easy, tovarisch. Put that away, lad,” he said.

“Da, let us have a look around,” Moradin agreed with the construct as Trebuchet went to look around the building.

Giuseppe volunteered to take care of the lock if they would block the view. Moradin chuckled. “I doubt anyone in this neighborhood is a good, law-abiding citizen, tovarisch,” he said. “I do not think you need worry.”

But the dwarf kept watch on the street as the kobold worked.

[sblock=Actions]
Standard:
Move:
Swift:
Free:
[/sblock]

[sblock=Stats]
DR: 4 (Chain shirt)
FORT: 18
REF: 16
WIL15
*Dwarven Resistances: +2 vs poison and magic.
*Earth Anchor: +5 vs Bull Rush, Charge, Grapple, Trip when on the ground.
*Bear’s Endurance: +5 vs attacks that cause fatigue or exhaustion.
*Trap Sense: +5 Reflex vs traps.
Vitality: 16/16 Wounds: 11/11

Special abilities:
*Identify (1h, 1 vit): identify all properties of a magic item
*Piloting: +10 1/day
*Resist Energy (5m, 1 vit): +10 DR vs a specific energy, or +2 DR vs all energy types
[/sblock]
 

GreenKarl

First Post
As Moradin and Grynm cover Giuseppe, the small kobold can detect no hidden surprises on or around the lock. It takes you a bit longer then you thought it would to crack the lock but open it you do. It is pretty new and of good quality.

Unwrapping the chain and quietly pushing open the door a crack, the interior of the crematorium is still and silent. A thin film of dust coats everything in the small lobby like room, including two large glass displays of urns. The only indication that anyone has been here recently are footprints in the dust running between a large oak door opposite of the entryway and a side door to your left.
 

KahlessNestor

Adventurer
2m2e62c.jpg


Vaquera Cremations
Thurs May 6, 1889/9:18 AM

Moradin moved through the doors as they opened. “Someone’s been here,” he noted, indicating the dust and the footprints. “Someone check door? I see if I can find lights.”

Moradin searched around. He was unsure if the place had the new-fangled electrotech lights, or if it was still on gas lamps.

[sblock=Actions]
Standard: Perception: 1D20+4 = [10]+4 = 14
Move:
Swift:
Free:
[/sblock]

[sblock=Stats]
DR: 4 (Chain shirt)
FORT: 18
REF: 16
WIL15
*Dwarven Resistances: +2 vs poison and magic.
*Earth Anchor: +5 vs Bull Rush, Charge, Grapple, Trip when on the ground.
*Bear’s Endurance: +5 vs attacks that cause fatigue or exhaustion.
*Trap Sense: +5 Reflex vs traps.
Vitality: 16/16 Wounds: 11/11

Special abilities:
*Identify (1h, 1 vit): identify all properties of a magic item
*Piloting: +10 1/day
*Resist Energy (5m, 1 vit): +10 DR vs a specific energy, or +2 DR vs all energy types
[/sblock]
 

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