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  #46  
Old Jan 12th, 2014, 10:55 PM
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As Skurvin traverses the sloshing mess of the puddles, he pays no mind to the beggars and wretches strewn about. Though he finds it ever so distasteful being in such a local, he tries to look at it as a lesson, a reminder to never fail lest he join the ranks of the starving dredges.

Kria also shows no interest in the people around her, other than to assess whether or not they are a threat. The coming darkness means nothing to her inhuman eyes.

Skurvin, hoping to present a friendly face, knocks on the door in an attempt to gain admittance.
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  #47  
Old Jan 12th, 2014, 11:02 PM
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Reyd walks silently with the rest of his group. He takes in all that the Puddles have to offer, he knows all of it already. He has spent long hours in these streets. Reyd notices the disdain his more noble companions show for the downtrodden silently. Once out of the Puddles however, he is relieved and puts his leather boots back on. As good as ever. See what a bit of carefulness can get you, old boy?

Reyd observes the brick facade of the building. The weather and the salt air has worn down the brick in places but new blocks have been added where older ones crumbled. It seems the place is in good repair overall.

He
Dice Perception:
1d20+7 (15)+7 Total = 22
surveys the location quickly. A fair number of people move about, heading with purpose to their homes perhaps, or to brothels and taverns. One or two haggard city watch men go past. He catches the eye of a beggar and walks towards her, palming a 5 copper piecesfew coiins in her grubby hands. Blessings of Aroden to you. Looking
Dice Diplomacy:
1d20+8 (12)+8 Total = 20
straight in her eyes with a warm smile, Tell me have you seen anyone hanging around this spot recently?

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Last edited by coldmug; Jan 12th, 2014 at 11:05 PM.
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  #48  
Old Jan 13th, 2014, 12:03 AM
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Molrim walks silently with the pack, head down and hood up deep in though. "What could this tome be and what of its importance, and how did such a lowly person find it and how…I think there is more to this story then we know." As Reyd stops to talk to the beggar Molrim
Dice Perception:
1d20+7 (20)+7 Total = 27
looks around keeping an eye for anything that might be hiding in the dark. He thinks to himself "If they have any idea we are after Yargos then we need to be constantly on our toes."
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  #49  
Old Jan 13th, 2014, 01:11 AM
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"Ah yes kind sir, thanks be to you and Aroden!", exclaims the lowly woman who eagerly takes the copper pieces and puts them in her broken straw hat. Pulling a drag from a cigarette, she blows smoke on you with an arrogant smile that curves upon her lips." Same man keeps business in the run down building, I don't know who he is but I say whatever is in there is quite important to him.

This is my corner and I see him quite often carrying a large book with him into that there place."
As the woman continues her speech, she is not known for her eloquent display of the common language and the her slang is broken in a distasteful sort of way. She introduces herself as Lady Nel with a sly smirk across her face. Her hair is disheveled and matted from time spent unwashed but she is as informative as money can buy.

". Names Lady Nel, and there my friend is a place few people dare to venture. The place is said to harbor an underground lair where the stench is atrocious. Word is that the cities watch randomly passes the old library to see if underground vermin and the such filter out into the streets. Wonder why the poor man goes in there alone?"

There is no answer at the door and when you go to open it, the door is locked. It will take the skills of a Rogue to pick the lock or the Dwarven Fighter could use strength of arm to bust the door down. Whatever suites your style of entering, momentarily pauses each of you as you stand ready to enter, a few voices of passer-bys will notify them of your presence. Whether you want to be seen and heard is only up to you.
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  #50  
Old Jan 13th, 2014, 01:56 AM
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Skurvin briefly considers having Kria rip the door off of its hinges, but quickly dismisses the idea as a poor way to make an introduction and get what they want. Diplomacy was still an option, and acts of violence would only make negotiations more expensive. Instead, he steps aside and asks. "Would any of you know how to pick a lock?"
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  #51  
Old Jan 13th, 2014, 02:04 AM
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Reyd looks over at Skurvin, Aye friend. He was halfway across the street when a city guard almost ran him over. Reaching the door he continued But these guards keep making me nervous. You folks care to cover me? He deftly retrieves his tools upon reaching the door.
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  #52  
Old Jan 13th, 2014, 02:39 AM
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The way these people live is worse than barbaric. As Reyd gives hope to one, Naum can see the black marks upon another's too-young face. He would not survive the winter. He counted the walking dead as they journied. Two, three... five, twins.

Naum was broken out of his reverie upon arrival to the group's destination.

"I'll keep an
Dice Roll:
1d20+8 (3)+8 Total = 11
eye on the street."
He offered, with the hope of spotting the authorities at worst.
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  #53  
Old Jan 13th, 2014, 02:42 AM
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With assurances from his group, and some solid backs covering the view of the door, Reyd begins to
Dice Disable device roll:
1d20+10 (2)+10 Total = 12
work at the lock, hoping he can do it before any of the guards get suspicious.
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  #54  
Old Jan 13th, 2014, 04:31 AM
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The door does not open in fact it seems to make matters worse when the time spent trying to make the door open only complicates things more. Then there is a quaint couple walking through this area holding hands. They look at your band of adventurers and whisper among themselves as if to hurry while trying to keep their words on deaf ears. As they race past the city street, the ground in this area is drier than normal and the cobblestone hears the click of hooves in the distance. There is a carriage near and quickly everyone turns to Morton Juniper the Bard to remark at the thought of taking a carriage back to the Guild.

The fog seems to become thicker as the warmer streets are mixed with the cool air. The fog permeates in this area as if a lingering danger is dominant and present. Lady Nell pipes up from over across the street and says, "That lock is a doozy. I even have problems with it myself. I say your better bashing the thing down if ya ask me! ". She then lowers her head back down to her raised knees and gets some shut eye.

The door is jammed and to make things worse, it seems your thieves tools are stuck in the rusted key hole. It might do well to replace them once Adril Hestrim gives you some downtime between missions. Still this could effect anymore breaking and entering attempts until you can replace the tools in question. The only recourse is to break down the door with strength of muscle to follow

Out of CharacterReyd, until you can visit a shop or street vendor that sells these types of broken picks and tumblers, you will have a -2 to lock picking attempts from now on. Visit your local street vendor to inquire about an affordable price for Thieves Tools.
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  #55  
Old Jan 13th, 2014, 04:59 AM
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So much for the subtle approach, Skurvin thinks with irritation. In a very controlled voice , he gives a simple command. “Kria, open it.”

His companion boldly steps forward and sinks her claws into the wood. She sinks her sharp toes into the ground to anchor herself, and with a deep growl
Dice strength check:
d20+5 (2)+5 Total = 7
attempts the tear the door off of its hinges.
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  #56  
Old Jan 13th, 2014, 05:11 AM
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Reyd curses and pockets the broken picks. Well that was useful.

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Last edited by coldmug; Jan 13th, 2014 at 05:11 AM.
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  #57  
Old Jan 13th, 2014, 05:43 AM
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"Step aside please."

Stepping on the drier cobblestone for surer footing the half-orc crouches, then
Dice Roll:
1d20+4 (2)+4 Total = 6
charges like a loosed arrow at the door.
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  #58  
Old Jan 13th, 2014, 05:48 AM
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Skurvin, having faith in Kria's strength, and seeing the half-orc's failed attempt, suspects that this isn't a viable entry point. "Perhaps we should search for another way in."

If Kria feels any embarrassment about her failure, she does not show it. Instead turning her head up to
Dice perception:
d20+5 (11)+5 Total = 16
look for any sign of access points she can climb up into.
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Last edited by Togot; Jan 13th, 2014 at 05:48 AM.
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  #59  
Old Jan 13th, 2014, 06:23 AM
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we should hurry. I hear a carriage approaching

Reyd is disheartened at his failed attempt to pick the lock. He walks back to
Dice diplomacy:
1d20+8 (9)+8 Total = 17
Lady Nell who seems bemused at their I'll fortune and is chuckling merrily.

Lady Nell, would you perhaps help us out in our attempts?
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  #60  
Old Jan 13th, 2014, 08:52 AM
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Faunra stands idly by as the party tries desperately to gain entry into the old library. She becomes more discouraged and impatient with each failed attempt. Meanwhile Amolas has his own problems and a likewise-important mission to undertake. As the party tries to enter the building, the cat familiar hunts the immediate area for a mouse or other tiny vermin that might be in need of his attention.
Dice Amolas hunts for a mouse:
1d20+5 (4)+5 Total = 9

Faunra holds back her normal degree of impatient griping. Her companions were making sterling efforts to get into the building, and she knows that she herself can unfortunately do no better. Then she remembers that spell she fumbled across earlier in their journey.

Well I’ve got Enlarge Person memorized. If someone wants to take another crack at busting the door in I can help our chances that way. As Amolas the Cat silently searches for dinner, the elven wizard has a spell on her lips again if anyone jumps at the chance.

 
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Last edited by Geldar; Jan 13th, 2014 at 09:09 AM.
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