
Silas Flashstep |

Feel free to read the GM's note to me for a summary of Lamm's operation.
Good at sneaking? I resent the implication! Now if you'll excuse me I'm going to go take a quick look at what's inside. I'll be back shortly.
As he begins sneaking, Silas feels momentarily self conscious. With his companions watching, his instincts are screaming that he's been spotted. Going to have to get used to that. Not exactly a solo excursion here. The moment passes and Silas skulks up to a window, moving with quiet assurance, quarterstaff held low.
Stealth roll. 1d20 + 10 ⇒ (4) + 10 = 14
Perception roll if needed. 1d20 + 5 ⇒ (10) + 5 = 15

Pendin Fust |

1d20 + 1 ⇒ (5) + 1 = 6
1d20 + 1 ⇒ (9) + 1 = 10
Both of you, Pengon and Silas, see a man leaning on some crates smoking. He is paying particular attention to the front door and the dock area to the east of the fishery, but he doesn't seem to have noticed either of you.
Inside the window, the building is dark.
Please, put your names on the map where you want to be looking in. It will help describe which room you are looking into.

Domina Ornelos |
Sorry about the DC, I'll remember next time.
Domina walks up to the leaning man in a businesslike manner and begins conversation.
"Hey, you're the guy I'm supposed to meet, right? I'm Lamm's new recruit. Yeah, I'm a little older than usual but he's expandin' the business, lookin' for problem solvers as much as pickpockets. My name's Donna, care to show me around the hideout?"
Bluff: 1d20 + 5 ⇒ (10) + 5 = 15
Diplomacy: 1d20 + 5 ⇒ (2) + 5 = 7

Pendin Fust |

So, with Charm Person, you basically have to win at a Charisma check. I believe you are a +2? I'll take your Bluff roll (10) + 2.
The man looks at you suspiciously for a brief moment, but then relaxes and says "Sheesh...dunno what's gettin' in 'is head these days. Yeah I'll take you around the joint...when I'm off shift here. Lamm'd kill me if I weren't lookin' out fer the place."

Pendin Fust |

He looks up at Domina again and says, "Now shove off till morn...I can't let anyone slip in from that abandoned warehouse roof on the eastern side."

Pendin Fust |

Vanderoff, are you also stealthing and trying to look in?
A fifteen foot wide loading dock abuts the side of the building here. A few carts sit nearby, partially loaded with tar-caked barrels marked with a fish shaped splotch of red paint on the side. Double doors to the south of the loading dock's ramp provide access to the building's interior, while rickety stairs go down nearly to the river's surface, where another door provides entrance. The double doors are shut and locked at this time of the night.
Through cracks in the double doors you smell a stink of what has to be a mix of fish and sweat. It is strong enough to make your eyes water when you breathe too deeply. You can make out what looks like a large wooden trough. A tall cabinet and a desk occupy the opposite corner. The lights are off and you see a vicious looking half-orc, giggling to itself, walking around.
Through the door window, you see a floor with seawater, bits of seaweed, and fish blood on it, and you can smell the stench from the door. You notice wooden catwalks that have...hammocks...with small forms in them. The room is dark and no distinguishable sounds can be heard.

Silas Flashstep |

Silas scurries back from his scouting to find most of his newfound comrades scattered. Oh well. He looks at James.
Reeking hole of a place. Stairs down to a door near the waterline. Might be a good way to get in. At street level the back room appears to be a children's dormitory. I think that's your goal, but right now it's a big bottle of chaos and disaster we don't need to open. Fighting in there would likely be... unpleasant for obvious reasons and sneaking anxious kids out would be a nightmare even for my skills. Silas ignores his own youth as he says that. Best bet would be hard and fast through the river door or the double doors at the side unless Pengon has spotted obstacles there too. Silas is idly twirling his quarterstaff with one hand as he hisses out his report. Just like planning to rob a bread cart. Only with more blood and screaming children...
The boat in back worries me though. Too many ways out of there for this filth merchant. We don't have enough people to be sure of all the exits from this rat nest. Even more arguments in favor of hard and fast. Can't run if you're dead.

Domina Ornelos |
Is Domina in a safe place to cast message?
Also, and I probably should have done this before I left, could Domina have armor and shield already cast? I'd make sense to do, we're not yet in combat, and it'd speed things up.

Pendin Fust |

Domina has not entered into combat, so she should be safe. Yes, I will allow you to have Armor and Shield cast...how long does it last at this level?

James Greyson |

James thinks about it for a few moments as he studies the building. He had originally planned on exactly this, but knowing where the children were now changed things a little. "Hard and fast. Break down the door, surprise the occupants, take em out. If we can do it without killing them that would be best, but after all they've done I won't be staying my blade until everyone is unarmed at the very least."
The tired looking guard turns to the others, "Is there anyway one of you can get to the room with the children in it? We might not be able to sneak them out, but I'd rather someone stood between them and the thugs. This situation could easily turn into a hostage situation if those kids aren't guarded.

Pendin Fust |

I only see Vanderoff on the map...where are you all standing? Back somewhere to make these plans?

Pendin Fust |

Thanks Pengon :) Just wanted to make sure you weren't still standing next to the fishery.

Domina Ornelos |
Armor's all day, shield is 10 min/level.
Going in alone without a plan probably isn't a good idea...
Domina decides to go out the way she came, taking the chance that the door guard gets suspicious. She meets back up with the group.
"I charmed the guard and questioned the sentry. Lamm's not usually upstairs but prefers to be underground. Orphans are in "racks" until dawn. There's a guard dog, allegedly lazy, named Bloo to watch for. ON patroll is either a gnome named Hookshanks or a "weird" half-orc named Giggles. Someone named Yargin is also allegedly asleep elsewhere."

Pendin Fust |

I'll post today as I can, I am not sure if I will have access to a computer or just my phone where I'm going.
Also, are you guys waiting on me? Still making plans?

Silas Flashstep |

I'd prefer to stay with someone big and distracting in a fight. Silas nods at James. Gives me more opportunities if you know what I mean.
Also I see little point in splitting up like this. We can't split up enough to control all the exits so we may as well horde our strength and be able to push through any obstacles quickly.

Pendin Fust |

Pendin Fust |

As soon as Domina enters the room you hear a loud barking from a dog under the desk. He comes out, face scarred and foam beginning to develop on his jaws. You hear, "Damnit Bloo, what the hell is goin' on out there?!" through the wall to the east.
You start to hear heavy footsteps coming from the west.
Initiative rolls please
1d20 ⇒ 5

Pengon |

Pengon always had a soft spot in his heart for dogs...
Wild Empathy 1d20 + 1 ⇒ (18) + 1 = 19
Hey buddy, there is no need to be alarmed. We're friends.
Initiative 1d20 + 3 ⇒ (13) + 3 = 16

Pendin Fust |

The dog growls at the Elf.
Good idea! Unfortunately, it's a pretty hard DC for level 1 and it's starting attitude
Let me say this as well as far as rolls and timeliness: I will roll for your character using what I deem an appropriate skill based off your past actions if you haven't responded in 24 hours when we are in a dramatic situation. This includes Init, Attack, Diplomacy, etc.

Pendin Fust |

James' Init 1d20 + 2 ⇒ (3) + 2 = 5
Silas
Pengon
Vanderoff
Domina
James
Bloo
1d3 ⇒ 2
1d20 + 1 ⇒ (18) + 1 = 19
Actions please

Pendin Fust |

Thanks Vanderoff.
Silas and Pengon?
I'll be PM'ing by tonight if I don't see action :)