GM Arkwright |
With Telsyn's help, a few treasures are unturned from the group of them.
+1 Greatsword
Chainmail Armor
3x Heavy Mace
3x Studded Leather Armor
768gp
2x Potions of CLW
2x Packs of Cards
The drawered man blinks. "...assassins, us?"
The guards are stowed away; the mother thanks you dearly.
You lead the small procession of Halflings out into the rainy night.
Drop them off at Abrosh?
Telsyn Setiva |
Telsyn drinks one of the potions. CLW: 1d8 + 1 ⇒ (4) + 1 = 5
It might be best if you cover our tracks, at least for a while. We don't need anyone following us.
Let's use the gold to buy a wand! I didn't think to get one.
Erick Bonestihl |
clw: 1d8 + 1 ⇒ (2) + 1 = 3
16/27
Erick grunts at the guard. "Trained assassins, trained murderers. Only murderers and warriors are trained in where to hit someone to kill them in one blow, and that one was a near thing. And you lot are too pitiful to be warriors, so you're trained murderers, or assassins, pretty much the same thing."
Trying to avoid 'sneak attack trained rogue' in character
GM Arkwright |
Oh, I see what you meant.
Heading into the night, the party steals its way back to the sign of the Grinning Demon. Out back they spot Abrosh atop a large stagecoach in Chelish army colors, a formal tunic donned and reins in his hand. He ties them down, and carefully helps the halflings up into the coach, whispering quiet reassurance to them. After the final is loaded, he pauses and turns. "Good job, but; where's the eleventh?"
GM Arkwright |
Feel free to post a message to Abrosh before responding to this next bit.
Trooping through the rainy night, a low air of tension seems to fill the streets; the mission was not meant to take this long.
Eventually you arrive at a small door with a glass window on a long street, with a brass plaque; 'House of Infernal Lies, CCA'. Through it you see a staircase heading upstairs, and another hreading downstairs.
Across the street, two guardsman amiably whistle to each other on watch, occasionally casting glances along the street and at the door.
Erick Bonestihl |
"You might want to try to find us a healer, otherwise, we'll be spending a lot of down time recovering. Just a word to the wise."
From the shadows down the street, Erick grunts. "Front door is a bad idea, with the guards. Back alley street or rooftop might be better. Want a hand up? Looks like you could jump from rooftop to rooftop to scout..." He raises an eyebrow at the halfling, seeing if he wants to do a rooftop scout again.
Erick Bonestihl |
Then it's roof or guards and front door.
GM Arkwright |
Further down the block, Henry spots a half-ladder; he swiftly hoists himself up onto the roof, and sneaks across the rooftops to over the House of Infernal Lies. He spots a small abandoned chimney, partially covered by a heavy flap. Searching it for traps, he fails to find any, undoes the flap, and shimmies down the chimney. A quick kick and another flap deposits him, sooty and blackened, on the other side of the door, at the heads of the staircases heading upstairs and downstairs.
He spots the bolt on the door.
Hope you don't feel I was usurping agency, just wanted to skip along that bit.
Erick Bonestihl |
Sorry, been busy
While the halfling is off on the rooftops, Erick head three doors down Insert music here to the bar and picks up a cheap bottle of wine.
He returns, thinking they may need to distract the guards. When the door opens, he sighs, and takes a swig, washing it around in his mouth. He then pours some on him, and then pours some on Clyde when he asks about magic. Then he wraps an arm around Clyde and all but drags him down the street.
"I telsh ya, it ain't fair! That bitschh.. Took all mah money and ran off with tha damn hellsp.. hellsp.. guy in armor!" He says loudly enough for the guards to hear as he breaths wine into McClyde's face. "I blesh.. blesh.. lost blood for thash whore!" He pushes McClyde left and right as they walk down the street, next to the guards.
Erick Bonestihl |
Gah, forgot the bluff check
BLuff: 1d20 + 6 ⇒ (18) + 6 = 24
Erick Bonestihl |
"Yesh! You owes me! I married that worthless get of yoursh, and she left me!" Erick says just loud enough for the guards to hear. In a lighter voice, he whispers. "Telsyn, open the door like you own the place and let us in, don't show your face, just wave us in with an arm."
Erick Bonestihl |
"'Bout damn time..." Erick mutters loudly in a slurred voice, a stage mutter for the guard's benefit. Once inside, he offers the bottle of wine to Telsyn. "Still got a half a bottle, if you want some. Tastes like recycled horse urine though." He gives a sly grin, and shakes the water (and wine remnants) off his coat. "Remind me to thank my mentor for teaching me to keep my long coat properly oiled so the water... and wine... doesn't stick to it." Once inside, his voice drops to an actual mutter.
He looks over at Clyde's chain shirt and cloth undergarment, now soaked in water and wine. "Hmmm, might want to get a leather overcoat too, keep the rain and wine off the chainmail. Cuts down on the rust."
Erick Bonestihl |
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Erick's face goes from sly grin to grim. "Downstairs..."
He moves down the stairs as lightly as he can, listening for more sounds.
Stealth: 1d20 - 3 ⇒ (15) - 3 = 12
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Erick Bonestihl |
Erick draws his sword, and hooks it to his lanyard. Then he draws a pistol from the depths of his leather coat, cocking the lever back and eyeing it critically to make sure the water resistant coat protected it from rain. "Wanna sneak the door open for us, Henry?" He whispers.
GM Arkwright |
The door is closed, but unlocked; Henry is able to silently lever it open onto a ghastly tableau. An obsidian slab at the far side of the room, carved with symbols that distort and pain the eye. Blood, old and less old, cakes the room, particularly the stone. A tall hooded man with a blade in his right hand holds it against the throat of a young halfling boy as he tries to press him against the stone. "Stay still, you little rat" he implores in a high and reedy tone. "I need to get this finished..."
Ignore the other bodies on the map, not actually there.
Erick Bonestihl |
Erick's face, already grim, goes perfectly blank. He points the pistol at the man, and pulls the trigger.
RTA: 1d20 + 8 ⇒ (3) + 8 = 11 Well, if he's flat footed, that still hit
Damage: 1d8 ⇒ 1 Woo woo, dice bot go
Erick drops the pistol next to Henry. "Grab that for me if you get a chance..." He comments as he moves forward, both hands on his sword.
GM Arkwright |
Initiative and stealth/perception
Erick 1d20 + 3 ⇒ (17) + 3 = 20 1d20 - 3 ⇒ (4) - 3 = 1
Enemy 1d20 + 2 ⇒ (19) + 2 = 21 1d20 + 6 ⇒ (12) + 6 = 18
Telsyn 1d20 + 5 ⇒ (13) + 5 = 18 1d20 + 4 ⇒ (2) + 4 = 6
Clyde 1d20 + 8 ⇒ (17) + 8 = 25 1d20 + 9 ⇒ (18) + 9 = 27
Henry 1d20 + 4 ⇒ (18) + 4 = 22 26
Order
Clyde, Henry
Enemy
Telsyn, Erick
Surprise round; Clyde and Henry can act. Note that due to the narrow stairway, only Henry currently has line of sight.
Erick Bonestihl |
If possible, Erick will use his AoO to hinder the man if he tries to kill the kid