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  #136  
Old Jul 17th, 2014, 04:22 PM
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Morvian examines the bodies. More specifically, he examines their pockets for anything they will no long be needing.
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  #137  
Old Jul 17th, 2014, 04:34 PM
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Morvian finds some loose change, all in copper pieces, as well as the two standard daggers, and a nicer, better dagger (masterwork). The clothes of the two not-colorsprayed thugs are mangled, but even the clothes on the guy that Munshin executed are pretty worthless, probably more useful as scrap cloth than actual clothing.
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  #138  
Old Jul 17th, 2014, 04:49 PM
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Eran assumes the names crossed out in the ledger have either had money collected fro them from the names in the book. He trys to
Dice Knowledge (Local):
1d20+6 (19)+6 Total = 25
recall anything he's heard about those names. Some sound vaguely familiar, but he's having trouble placing them...
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  #139  
Old Jul 17th, 2014, 05:06 PM
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Eran recalls that a few of the names are well known for having unique or very rare abilities, and finding their names in the book, he can tell that the characteristics all line up with their special abilities in someone. Someone who had the ability to detect a variety of poisons, magic, and undead, for instance, has the characteristic "piercing eyes" next to their name. Eran also recognizes the occasional name that is crossed out, and they all stand out in that they disappeared without a trace at some point in time.
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  #140  
Old Jul 17th, 2014, 08:23 PM
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Eran gasps softly when he realizes the significance of the books he is holding. He scans it for other names, any other names he knows. Then he tucks it into his bag and takes the sling bullets out of the drawer. How odd... this coloration... hmm, what are these bullets
Dice Knowledge (Engineering):
1d20+11 (12)+11 Total = 23
made of...
He waits to get a better feel for what his allies want to do next.

Last edited by TheJeanyus; Jul 17th, 2014 at 08:23 PM.
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  #141  
Old Jul 17th, 2014, 09:05 PM
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OOCAnd back from work, for now.


Munshin glanced about as the others rummaged for valuables. "If we want to claim the building, we need to otherwise main sure we can legally have it, if we're to making something useful of it that is. I the Gang are the owners, we need to find the ones with the paperwork, and see what it takes to claim it, if it's otherwise vacant."

Not having seen the other papers involved, there was no comment of it. "If these three are any indication, this may be why Dragon maw is falling apart. they've overdone it on some new drug."

Munshin tried to think if he had heard
Dice Know:Local:
1d20+6 (13)+6 Total = 19
anything about something like this, if at all, though his hopes weren't high, and went to investigate the ball-secured doors to get a better idea of what might be behind them, or if they were trapped beyond just edge-proofing.
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  #142  
Old Jul 17th, 2014, 09:26 PM
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The four bullets seem to be made out of the obsidian-like material, Viridium, and seem to be designed to powderize upon impact. In the book, there aren't any Big Names that Eran recognizes, and Munshin can't recall hearing about any drug like this, which means it is probably very new and not very wide spread.

The yarn-door looks identical to the others, minus the yarn and differing message, and not a sound can be heard from past the door. It doesn't seem particularly well sealed, either, so the lack of sound is probably from lack of something causing the sound. The other doors, which lack the yarn ball around the handle, are just as quiet.
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  #143  
Old Jul 17th, 2014, 09:37 PM
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Well, Munshin shall start with a non-yarned door, and see if it has the sort of lock you can peer into, and test the handle for locked-ness or not. Then he'd do similar to one of the yarned ones, mindful if not opening it quite yet.

OOC/dice
Dice Perception for keyholes and/or trap hunting:
1d20+5 (13)+5 Total = 18

add +1 for trap-related parts

Though I'd rather 'take 10' given the potential risk nature of it, i rolled just in case.
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  #144  
Old Jul 17th, 2014, 10:19 PM
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The doors all seem to be unlocked, and while you can't see through the keyhole, there doesn't seem to be any traps on the doors.
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  #145  
Old Jul 17th, 2014, 10:41 PM
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Munshin shall open up one of the un-muddled doors then. Seemed like they might alternate their use, so perhaps a clue...
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  #146  
Old Jul 17th, 2014, 11:20 PM
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They open up into small-ish rooms, about 10x10 feet, with alternating green and black tiles. In the second room, Munshin notices some kind of dark stain on the grout, along with what appears to be a scalpel at the the base of one of the walls. In addition, there seems to be a decently sized section, about 4 feet by 7 feet, that has no stains, in addition to the tiles being cleaner (Although just as dusty).
Putting two and two together, Munshin realizes that whatever was being done here basically amounted to a human chop-shop, finding people with unique characteristics, bringing them in, and "upgrading" clients with their new body parts and presumably abilities.

Last edited by AwesomeEllie; Jul 17th, 2014 at 11:31 PM.
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  #147  
Old Jul 17th, 2014, 11:49 PM
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Well, it was clear what this place originally was for it seems. Munshin sighed, and shook his head. "This is the sort of example of the lows people come to when set down low, as much as the evil."

Alas, nothing to be done about it now. This operation either fell through, or had moved on.

He tried one of the X'd doors next. the worst one he'd save for last...
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  #148  
Old Jul 18th, 2014, 12:01 AM
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Morvian pockets the viridian bullets, completely unafraid of their deadly radiation. He then helps
Dice Roll:
1d20+1 (4)+1 Total = 5
examine the rooms for anything of note.
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  #149  
Old Jul 18th, 2014, 12:06 AM
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Morvian doesn't find much of anything. And I thought Munshin was searching all the X rooms, I'm afraid. He only noticed the blood stains in the second room, though.
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  #150  
Old Jul 18th, 2014, 12:19 AM
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OOCI wasn't sure if you did all of them or just one/two, so yay all. Next is the Rope door.
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