What to do at the Leaky Mug, the others get a room
Subject Surin is found
Harp looks around - where did Surin go?? Was he hiding again, in plain daylight?? Showoff.
From: Mark
Subject Turn
Sorry I did not get anything out last night. I will tonight.
From: Kevin
Subject Surin is found
Don't do anything until we find Surin. I know we left him around here somewhere???
Surin??? Surin??? Where are you??
There you are you sneaky little halfling. Come on out from behind that sign.
Halflings... they are just like 12 year olds.
From: Mund
Subject What to do at the Leaky Mug
Mund looks around at the room. Not bad. Pretty expensive, but Mund should be able to get the money back if they succeed in beating the stuffing out of whatever's causing the problems out here.
"At lease some of us need to go down and blow some money on riotious living, or people will start to wonder about us. It might also be a good time to get some lernin' about this place. Alley -- I know you's a-wantin' to check some stuff out. How about the rest of y'all? I've never too good at getting others to talk willingly. Any of y'all good at that?"
"Salix -- how are you feeling? Are you up to strenght, or should you rest a while here?"
From: Porter
Subject Sense motive
I thought that Sense Motive was one of those skills that you didn't have to declare, like listen or spot. Am I mistaken?
From: Karl
Subject What to do at the Leaky Mug
Salix hates everything about this mission. He can't trust the forest, and he has to hide who he is in town. He isn't particularly fond of the *good* towns, but it's even worse here. Still, he didn't come on this mission to hide in a room in an inn. "I'm right with you Mund. And call me Sam, please. Salix is a pretty druidic sounding name and someone's bound to make the connection."
From: Porter
Subject Time
OOC: what time is it? Is it too late to check out the mercenary guild?
From: Mark
Subject Time
It is just past dinner time, so it is unlikely to be open.
From: Mark
Subject Sense motive
From my reading of the skill I would say not.
Here is the SRD
Check: A successful check lets you avoid being bluffed (see the Bluff skill). You can also use this skill to determine when "something is up" (that is, something odd is going on) or to assess someone's trustworthiness.
Task Sense Motive DC
Hunch 20
Sense enchantment 25 or 15
Discern secret message Varies
Hunch: This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another's behavior that something is wrong, such as when you're talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy.
Sense Enchantment: You can tell that someone's behavior is being influenced by an enchantment effect (by definition, a mind-affecting effect), even if that person isn't aware of it. The usual DC is 25, but if the target is dominated (see dominate person), the DC is only 15 because of the limited range of the target's activities.
Discern Secret Message: You may use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill. In this case, your Sense Motive check is opposed by the Bluff check of the character transmitting the message. For each piece of information relating to the message that you are missing, you take a --2 penalty on your Sense Motive check. If you succeed by 4 or less, you know that something hidden is being communicated, but you can't learn anything specific about its content. If you beat the DC by 5 or more, you intercept and understand the message. If you fail by 4 or less, you don't detect any hidden communication. If you fail by 5 or more, you infer some false information.
Action: Trying to gain information with Sense Motive generally takes at least 1 minute, and you could spend a whole evening trying to get a sense of the people around you.
Try Again: No, though you may make a Sense Motive check for each Bluff check made against you.
Special: A ranger gains a bonus on Sense Motive checks when using this skill against a favored enemy.
If you have the Negotiator feat, you get a +2 bonus on Sense Motive checks.
Synergy: If you have 5 or more ranks in Sense Motive, you get a +2 bonus on Diplomacy checks.
If you check under action it says you need ot usually take a whole minute or longer.
There might be times I would make it automatic, but this was not one of them.
From: Mark
Subject The others get a room
Harp and the others with him head towards the gate guards. It is obvious that there is a line of people being inspected before entry, although many of what seem to be locals pass through with out bother. Deciding to error on the side of caution Harp has the four get into the line to check in with the guards. When their turn comes up a reasonably efficient guard approaches them asking "Your names and purpose in Bodentown?" Harp gives the preplanned response about looking for a confederate who had made off with some treasure. "Any suggestions how the fastest way to find him?" Harp asks. The guard laughs "In Bodentown, if some one wants to get lost they usually can. If you've got the money my best suggestion would be to pay a temple money to find out where your friend is and then pay the Nighthawks to kill him for you. If your broke, as you say you are, hire on with the mercenary guild. You might make enough in a few years to afford the temple and the Hawks."
Harp thanks the man and they each pay the 1 gold for the 5 day pass. The sun is just setting in the west and dark is coming on fast. "I don't think" Ragnar says "that we should risk looking for the others in the dark, in a city we know nothing about. How about we find an inn for the night and try and meet up with the others tomorrow?" Surin nods his agreement with this plan and as much as Harp would like to rejoin the others, he sees the wisdom of Ragnar's suggestion. Even Kal agrees "Hey, if this place is as rough as every one says, daylight is our friend, at least until we know more about it."
That being settled the four move deeper into the city, looking for a place to stay. Surin sees obvious signs of an active guild, and reminds himself that it would be bad mojo to do any extra activities without finding the local day master or night master and getting approval. However, that does not keep him from stopping a few young pick pockets who try to help lessen Harp's load. A few quick taps on the back of their heads with the butt of his dagger and the common street thieves know to leave them alone.
After a half hour of looking the four finally find a place. It seems to be in a fairly nice part of town, off of Merchant Street. The inn, The Boars Head Inn, stands 3 stories high and has a good crowd coming in and out of the front doors. The companions make their way into the common room and the smells of cooking meat and fresh beer fills their noses. Asking one of the customers if they knew who was in charge, they are directed to a tall, thin man with a bald head who is standing behind the bar. As they approach he looks them up and down and looks at them a bit disdainfully. "Yes, how may we at the Boars Head help you tonight?"
OODM: If you want to role play this go ahead.