Right Outside Boone’s Antiques
Sunedilar grabs up what’s in the display cases, taking quite a load, but luckily, none of it is very heavy. He then leaves by the side door, but unfortunately, the moment he crosses the threshold, there is a flash of green light all around him, and he realizes it’s coming from the daggers, coins, and jewelry. The light fades almost as suddenly as it appeared, but then the warrior notices a faint green mist coming off the items, a mist that smells absolutely horrible, and seems to be clinging to him. The mist smells as bad as if a dozen skunks had sprayed him, and he almost gags and chokes, but manages to keep his stomach from churning.
[When Aligor thought of taking stuff from here, I gave him an Intelligence roll, which he made, to realize the owner probably had some way to protect his stuff. Gave the same roll to Sunedilar, but he rolled 4. If you were carrying one item, I’d have given a Reflex save to discard it quickly enough, but with how much you took, that wasn’t possible. Made a Fortitude check to not be nauseated, rolled 13+4=17, success. No more Fortitude checks will be necessary; once you succeed, you can stomach the smell.]
There’s no one here at the side of the building, but the warrior can hear voices around at the front, probably from the guards and bystanders. He realizes it won’t take long at all for the wind to carry this scent to them; in fact, he’ll probably be smelled everywhere he goes now.
[Stopping there in case Sunedilar wants to do something differently than head straight for the Inn]
[Cepter, you were the only one not to respond to my last OOC-thread post
here ; just wanted you to check it out, so that you know we’re advancing the PCs a level.]
In a dark alley, in the outskirts of the city
Alicia finds a good place to stop and hide, in an alley next to a smithy where a lot of loud hammering of metal is going on. She takes one of the large boxes and opens the clasp on it, but as she does, a sharp needle pops out and pokes her hand, causing slight damage. She feels just slightly woozy afterwards, although not enough to hinder her. Inside, she sees padding, surrounding 12 vials of various colored liquids. They are labeled as follows:
3 potions of Darkvision
2 potions of Cure Light Wounds
1 potion of Bull’s Strength
2 potions of Water Breathing
1 potion of Blur
2 potions of Heroism
1 potion of Magic Fang
After reading all the potions in this one box, Alicia suddenly feels very woozy; her muscles seem to quiver and she has a hard time keeping from shaking. It’s a very unpleasant sensation, although it doesn’t seem to get any worse… for the moment. She consumes the Moderate Wound Curative potion she has, and many of her wounds seem to get better, but the quivering remains.
[Alicia took one HP of damage from the needle, hit with poison. First Fortitude check rolled 16+7=23, success. One minute later, rolled Fortitude check of 1+7=8, failed. Lost 5 points of Dexterity from the poison, lowering everything affected by your Dex Mod (such as Initiative, Armor Class, and reflex saves) by 3. Cure Moderate Wounds healed back 12 points of damage, putting you at 16/26]
Through the streets of Taeirn
Accalon leads Lydia past the street where the horses ran past, and no sign of the riders can be seen. They make their way to the stables where Accalon keeps his horse, and moments later are riding said horse to the inn at the outskirts of town where Lydia’s and Sunedilar’s horses are stabled.
[Not sure if Accalon and Lydia want to do any RPing, before getting back with the others. In my next post or so, Lydia can get her horse, and then… what? Head back to camp? Make some sort of plan? Give each other info? Lydia recognized the whores, and Accalon knows about the mission Brie wanted them to do (I can remind you of details if needed). Unfortunately, as far as Lydia knows, there’s no easy way to find the ruins without Aligor’s map, although you know it’s to the north, beyond the forest. Just give me an idea about what the plan is.

]