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Author Topic: Bug's Journal  (Read 1278 times)

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Offline Just X

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Re: Bug's Journal
« Reply #80 on: September 07, 2019, 01:57:31 AM »
When you return to the Red Pearl you can switch out your wine skin and grab the lock picks.  I can't find my map of the inn, but I recall that the captains hang in a room separate from the sailors and the stairs up are in the captains room.  Either way you can get the water skin to your room undetected.

Offline Dax

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Re: Bug's Journal
« Reply #81 on: September 11, 2019, 12:20:52 PM »
Bug

 examines the water skin:
Is there something special that might be indentified by the owner?
(A longtime owner could easily recognize a dent or a spot on the leather,
but is there something that is recognizable from a distance, like a ribbon,
or for a not-owner like a monogram?
He would remove ribbon-like things.)
 
 Bug leaves his room with the lock pick set and the water skin with the spiced rum.
He goes to the school again.
 

Offline Just X

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Re: Bug's Journal
« Reply #82 on: September 11, 2019, 02:18:59 PM »
The water skin is unadorned but could be marked with lamp black or otherwise to mark it as yours


You arrive at the door opposite the White Wake. You can see the troll just inside the door and think you might hear Quinn’s drunken slur.   The door to the school is closed and all is quite.

Offline Dax

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Re: Bug's Journal
« Reply #83 on: September 12, 2019, 02:46:19 PM »
Bug

 stands at the school's door.
He looks left, looks right, looks up to the windows at the upper floors
and most important he looks drunken.
(Standing at that door at this time is normally suspicious).

 If no one is there to observe him, he turns and try to pick the lock.

___
Acting +10 for looking drunken
Rolled 1d100+10 : 81 + 10, total 91
Perception +20
Rolled 1d100+20 : 64 + 20, total 84
Pick Locks +10
Rolled 1d100+10 : 60 + 10, total 70

Offline Just X

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Re: Bug's Journal
« Reply #84 on: September 13, 2019, 02:05:59 AM »
Your drunken acting is very passable, the casual observer will see a drunk trying to hold himself up with the aid of a nearby door, even under closer inspection you will appear to be getting you legs under you and/or stop the spinning. 

Your drunken head spin, gives you a good view of the small side street and the windows above.  Those windows are dark, and the small side street is empty.  There is traffic out on caravan street, but if any are looking your way the would likely assume you are a drunk urinating in a convenient doorway.  Despite the fact that the coast looks clear, there is a nagging feeling that you have missed something, that you just can't shake.  But Alryan's training comes back to you, "Sometimes you just need to go for it--too many get caught because they tarried too long in one location trying to achieve perfection.  The world is fluid, go with the flow."

Your lock picks seem to find their own way to your fingers, and you position the tumblers and tap the bump bar.  You don't think that is should have worked, yet somehow the lock is open?  It is an old lock, no an ancient lock, and ti has been well used, maybe the tumblers are just that worn.  Regardless the door is swinging free in the hinges.  Your lucky night!

Offline Just X

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Re: Bug's Journal
« Reply #85 on: September 13, 2019, 04:29:05 PM »
The door opens inward into a room about 75 feet wide and 50 feet deep, but the right side opposite the door, extend off into the darkness at a width of 30 feet.  On the left, right and forward walls are doors.  There is a torch sconce beside the door with a fresh unlit torch hanging in it.

Offline Dax

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Re: Bug's Journal
« Reply #86 on: Yesterday at 04:49:49 PM »
Bug

 This nagging feeling makes him hesitate:

Should he make his own torch with the tar sop?
But he is here.

 He moves quietly to get chalk and some unlit torches (at least one, not more than three :: on his way out).
 

Offline Just X

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Re: Bug's Journal
« Reply #87 on: Yesterday at 06:17:07 PM »
you slip into the room but it is very dark if you close the door.  You will need some light source to proceed.  You light the torch beside the door, and take it as you proceed to to dark hallway ahead.  As you move forward the hallway illuminates and you see a 100 foot long, 30 foot wide hall, with a door on the right wall about 25 feet from the end and a door in the wall facing you at the end of the hallway.  You recall that the school is behind that door.  You listen at the door and hear nothing, but when you go to open it you find that it is locked. 


**this lock is similar to the one at that other end of the room so you gain a +25 to your roll**

 

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