DM Rostam |
At the questions from Vreni and Eva's comment, Castone stops, and sighs a little.
Looking to Vreni first he says, "As full members of the guild it is up to you to find your own work. I will bring guild work by about once a week, but at your level those jobs won't be very rewarding. Enough to live off of but not much more. I, or another, will also pick up anything you want fenced and leave the money for it here, so if you want to fence something but might not be around just place it in the spare room on the table." Castone straightens a little and puts his hands in his pockets.
"As for finding me if you need me, that will only be during the once a week work drop. Having passed your final test you have proven yourselves not to need my supervision, or that of another master, any more. However, you are not to be permanently on your own either. When you are deemed ready you will be shown the location of our guild hall, at which point you will also become privy to the politics in our guild and across the city."
"For finding work, I suggest that you go and quietly look at some businesses or residences in areas of the city our enemies control. Or if you are feeling more ambitious then in the Noble's District. A heist is probably a perfect idea for your first job."
I've update the top of the page description with a spoiler containing the different relations you have with the other guilds in the city.
Vreni Winthrop |
Vreni nods in understanding to Castone and goes to her room after a long night to sleep. Before she does Vreni tries to think about any wealthy local or noble families that wouldn't be too difficult to preform a heist on. She thinks of the Winthrop Manor and wonders if the four of them would be ready for the task.
knowledge local: 1d20 + 4 ⇒ (6) + 4 = 10
knowledge nobility: 1d20 + 4 ⇒ (8) + 4 = 12
In the morning when everyone has woken up Vreni addresses the group "So now that we are official members of The Enlisted our team should have a name?
Eva Night |
Eva, also goes to bed thinking about possible noble households that may be vulnerable or at a disadvantage in their resident location.
knowledge nobility: 1d20 + 6 ⇒ (11) + 6 = 17
Sterling Slivertongue |
Sterling will make a small outing to a certain small orphanage and drop off 20 platinum before heading back to the house and sleeping ever so well, as he always does, and looks good while doing it (Sterling never has bedhead. Ever). He walks down, hearing Vreni's comment and shrugging "How about team tall, dark, and monotone?" he says as he nods toward where Mahkah sleeps and winks.
Vreni Winthrop |
Vreni shrugs "Fine group name can come later. Should we talk next job? I've got a few Noble houses near by that would make good hits. We should probably take the week to stake out, make sure the house we choose is worth the trouble though."
Eva Night |
sorry Mahkah, forgot to refresh before posting
Eva makes sure to heal everyone up before going to bed.
channel energy: 1d6 ⇒ 4
channel energy: 1d6 ⇒ 3
"Is that good for everyone? I have more if we need."
DM Rostam |
Mahkah can consider his water spirits fully healed. I don't want to seem pushy, but could someone take up Vreni's line of commentary and continue planning or suggest your own idea for making some cash. You can also simply wait a week for Castone to return. Either way consider it about 3 pm the day you returned since you would've needed 8 hours of sleep.
Sterling Slivertongue |
"should we consider giving two days to let the heat calm down and then attempting a good old heist on a lesser noble? Possibly just a bit before dawn, so the guards on duty will be at the tired end of their shift? and when the sun comes up and everyone is heading to their days activity we won't be so noticeable as we walk?" Sterling suggests, liking the manor heist idea. "One of us should stake out each house, since numbers bring attention, though stake outs are a bit risky in themselves, going in without staking out is risky too though." sterling ponders the ideas.
Vreni Winthrop |
Vreni replies "assuming that their shifts end just before dawn. They might have guard shift changes anytime throughout the night hence the stake out. Your right though I don't think we should all go together on stake outs. maybe groups of two?"
Eva Night |
Eva, not really liking having to deal with a wall, tries to think of possible targets in the aristocrats area. Specifically towards the Ivory Brotherhood region of it.
Taking 10 on knowledge local (max 10) = 10
Taking 10 on knowledge Nobility = 16
DM Rostam |
The aristocratic quarter would yield lower rewards, but there would only be 3-4 guards per "community", jointly hired by the people to patrol the area. Each "community" is between 5-8 houses in size. A potentially larger problem would be members of the Ivory Brotherhood being in the area as you are rival gangs. Enough hits on locations/businesses looked after by the Brotherhood could cause them to lose some territory though. (You would have to check in with businesses or "community" guards to see if anyone is paying out to the Brotherhood to avoid trouble, subtlety is key here)
Eva Night |
"I think we should try to hit the aristocrat area first. We can more easily roam around there and scout it out. We may be able to get some info from the paid guards about who is under the Ivory Brotherhood protection. Us girls may have to do some subtle flirting." Eva wiggles her eye brows at Vreni. "It may actually be beneficial to target a house with protection to try and gain on their territory."
DM Rostam |
Sorry for the delay
After hiding out for two days to let the heat of your unwitting assassination, you decide to find a community or two in the aristocratic quarter to investigate for a potential heist.
Fifth day of Spring, Year 24 of the Fifth Era
After a day of investigation you have uncovered three communities that show promise and you spent 4-5 hours studying each one today.
Community 1 - This community is the nearest to you of the three only a few blocks into the aristocratic quarter (Maybe 30 minutes away). The buildings in it are kept maintained but are not extravagant, and have no gardens. There appear to be five guards on duty for the twelve houses at all times. There was also a fairly unsavory looking fellow who showed up and was handed a bag on something. From what you can see this community may have some magical precautions set up.
Community 2 - This community is the furthest from you and is nestled close to the wall of between the Aristocratic Quarter and the Noble District (Maybe 1.5 hrs away). It is also 7-8 blocks from the Wall Market gate. The buildings are well maintained, polished, with immaculately kept gardens. There are six guards on duty at all times for the seven properties. Four of the properties have a guest house as well as the main building. Only well kept people moved in and out of the community as far as you could tell and there was at least one spell cast within the community while you watched it.
Community 3 - This community is between the previous two (Maybe 1 hr away). The buildings are polished and the properties have small gardens on them. There appear to be seven guards on duty for the ten properties. There was no evidence of anyone other than the guards and the people living in the community leaving or entering while you watched.
I figured that'd be the easiest way to give you a selection of properties. If you decide you don't like any of them I will just come up with three more based on another day of scouting. The information given is what could be collected given trying to stay out of sight an unsuspicious, a closer examination would take an entire day and some actual game play. At least now you can make an informed chose over what community to try and stakeout.
Sterling Slivertongue |
"The sketchy guy is likely the Ivory brotherhood, and I am interested in that community as well." Sterling comments, though crossing his arms says, "I do not like that they have magic precautions."
Eva Night |
"I would be down for messing up the Ivory Brotherhood's day. If we can hit enough houses, it may give the Enlisted an opportunity to gain more territory. Boss will be happy about that. I will agree with the first community"
Sterling Slivertongue |
"Magical precautions though.... I don't like that one bit." Sterling says, clearly not a fan of when things precaution against his tremendously interesting and useful, magnificent looking, and graceful skill set and talents. "Do we have any inkling of what those might pertain to?"
knowledge arcana?: 1d20 + 5 ⇒ (2) + 5 = 7
spellcraft?: 1d20 + 5 ⇒ (11) + 5 = 16
DM Rostam |
You believe there to be magic as a few people that were leaving had lingering magical auras that you failed to identify due to them dissipating to soon.
When you guys come up with a plan to obtain more information or enact the heist I can move forward, but I need a plan form you first. The community is laid out more or less like a cul-de-sac just for reference.
Eva Night |
"We can go take a closer look at the first community. If we think that the magical defenses are above us, we can try the third community. Eva says, taking a cautious approach to the situation.
Can we get a rough map of the first community?
Vreni Winthrop |
"I say we jump the fence in the north east corner of the community and hit the bigger of the two houses there. As for the magic, knowing it's there is good to know in itself. I'm sure it's some kind of magical alarm so we just have to be extra alert."
Sterling Slivertongue |
"Alright, I agree with this, let's move on this tonight, or do we want to follow the usual night guards, and convince them to take the night off somehow?" Sterling shrugs. "Could go either way with that, both have risks"
Sterling Slivertongue |
"Truth." Sterling says and proposes that they make their attempt this night, at the soonest convenience of the others to rob and burgle one or more of those establishments using stealth. For he will hide his good looks and spectacular charm even from the guards at this time, and will confidently go unnoticed, Or so he plans.
DM Rostam |
Spring 6, Y24, 5E, an hour before midnight
After waiting until night wall your group approaches the first community you surveilled. Your approach is from the north east of the community, directly from your hide out. The journey takes about an hour to complete to ensure your are not noticed.
With the curtain of night fallen over the community, it is easier to note the locations of some guards, as they carry torches around during their patrols. From your position on a nearby house over looking the area you can easily see four guards with longswords, crossbows, wooden shields, and breast plates. All of the guards currently have their crossbows loaded and ready.
I have updated the spreadsheet map with your locations, the locations of the four guards, and the height of each building in stories. The height is the number in the top right corner of each building.
Mahkah Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Eva Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Vreni Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Sterling Perception: 1d20 + 4 ⇒ (10) + 4 = 14
vs DC 24
Mahkah Stealth: 1d20 + 5 ⇒ (17) + 5 = 22
Eva Stealth: 1d20 + 4 ⇒ (17) + 4 = 21
Vreni Stealth: 1d20 + 9 ⇒ (4) + 9 = 13
Sterling Stealth: 1d20 + 3 ⇒ (17) + 3 = 20
vs DC 10
Eva Night |
Well since we are starting on a roof at the same height as the wall... I will go invisible and walk along the wall towards the larger building (building at 14T) and look to see if I can discern is either side of that building is a bedroom (master or other).
Stealth(take 10) = 10 + 20 + 4 = 34
Perception: 1d20 + 3 ⇒ (10) + 3 = 13
DM Rostam |
I have moved Mahkah over with Vreni and Sterling to keep the game moving. In the future could you guys move your own characters, it makes things easier.
With Vreni, Sterling and Mahkah getting down off the building and running along the base of the wall, Eva covers them while invisible and moves along the top of the wall.
The house across the wall from your group (the three level one) has windows in the middle of its walls that are about two feet wide and three feet tall.
Just give me three acrobatics and three climb checks each and I will tell you how hard it is to climb the wall.
Vreni Winthrop |
acrobatics: 1d20 + 7 ⇒ (2) + 7 = 9
acrobatics: 1d20 + 7 ⇒ (16) + 7 = 23
acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14
climb: 1d20 + 2 ⇒ (1) + 2 = 3
climb: 1d20 + 2 ⇒ (9) + 2 = 11
climb: 1d20 + 2 ⇒ (1) + 2 = 3
lol
Sterling Slivertongue |
acrobatics: 1d20 + 3 ⇒ (13) + 3 = 16
acrobatics: 1d20 + 3 ⇒ (20) + 3 = 23
acrobatics: 1d20 + 3 ⇒ (1) + 3 = 4
Climb: 1d20 + 0 ⇒ (7) + 0 = 7
Climb: 1d20 + 0 ⇒ (15) + 0 = 15
Climb: 1d20 + 0 ⇒ (10) + 0 = 10
Eva Night |
when Eva's companions reach the top of the wall she whispers "I think we should go for that building over there." pointing to the building at W16. "We don't need to jump and make a bunch of noise to get to it." Amusing that no one disagrees, Eva then walks towards the roof of the indicated building (not invisible) looking through the windows on the way there for indication of the best entry point.
As Eva is out of view of the guards, she will not go invisible this round.
Stealth = 10 + 4 = 14
perception: 1d20 + 3 ⇒ (13) + 3 = 16
DM Rostam |
Gonna move forward again without Mahkah
With some effort and noise Vreni and Sterling manage to get up on top of the wall and drag Mahkah up with them.
The building Eva us looking at seems to have a bedroom of sorts on the second floor, with the head of the bed being right underneath the window. On the roof of the same building there is a small lip running around the edge but it is otherwise flat.
The three story building beside Eva has a one room third level with some sort of lavish furniture in it. The second floor windows show smaller broken up rooms, and the ground level is difficult to see into from your angle.
Sterling Slivertongue |
Does not like the idea of entering a room right over someones bed, but will go to the building and look into the building to see if there is a person in the bed currently, or if they are off doing something at night, such as drugs, but like classy rich people drugs, or visiting the 'house of lady favors' in case they are the whoring type. Needless to say, Sterling wants to know if this undoubtedly perverted degenerate is currently home and in said bed.
stealth: 1d20 + 4 ⇒ (4) + 4 = 8
perception: 1d20 + 4 ⇒ (5) + 4 = 9