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"Can we estimate how long it will take to carry out the operation and then depart? To push the investigation as much as we can."

DM Kludde |

From the general size and description of the warehouse, it should not take more than three hours to get in, explore, and get out again. There is plenty of time to research.
Spending three more hours on research reveals an interesting tidbit of information: a little crypto-chain that was left on the infosphere, containing key codes for Villyth's warehouse.
The key also contains floor-plans of the warehouse, as well as the existence of a second floor 100 feet underground. It's apparently not so well-known, as its layout was not uploaded to the infosphere. ([ooc]Floormap is on the map)
Sirion find some recent surveillance drone recordings. The footage shows there is usually just one guard stationed at the main entrance of the offices, and there might be three more drow inside.
The floorplan shows that the mainframe is located in the northwest part of the upper floor. The system is air-gapped, and cannot be hacked remotely. (Area A4 contains the mainframe)
Finally, Buzz manages to find a log file of a communications record, and shows that Villyth usually has an entourage of about half a dozen lower-ranking drow. A few weeks ago, her lieutenant, a drow named Malindeil, bought more than a dozen half-orc mercenaries. These mercenaries have received some basic training, but Villyth has already killed a few of them out of frustration.
<3 hours left>

DM Kludde |

Ceobarn's hireling is still waiitng next to the company car when the group returns, cleaning her sniper rifle with amazing speed. Boss is getting impatient. You have plan?
Villyth’s warehouse is located within a vast pressurized dome. The dome contains several other buildings, some of which can be used as sniper perches within roughly 120 feet of the entrance. Ceobarn's signals she is willing to assist the party while they clear the warehouse. You point, she says I shoot

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"Let us see if Villyth frustrates us! So, ready to go for a ride in the boss' car?"

Crunch's Space Pregen |

"Always game for a new experience," Keskodai grins, though he fastens Chk Chk's canister securely to the inside of his cloak. "I'll tell you all about it later."

DM Kludde |

The ride to the warehouse takes only thirty minutes, as the general rule of traffic seems to be 'yield to a vehicle belonging to house Zeizerer'. It's a very efficient traffic rule.
Villyth’s warehouse has a spacious office complex on the ground floor. A 10-foot-high chain-link fence surrounds the building, with 20 feet of space between the fence and the building.
Before you even notice, the drow woman has disappeared from view.
The entrance is guarded by an armed drow. The party has not drawn his attention yet.

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"We might be able to set these orcs against their employer."
Sirion looks at the guard "Does anyone think we can bluff our way past him? Or do we take him out? If the latter I can summon an elemental next to him"

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"The safest would be to take him out fast..."

Crunch's Space Pregen |

"I would rather not resort to violence but nor am I a skilled liar. I've heard a fight is sometimes inevitable." Keskodai mulls over the situation. "If we want to surprise him, I could try to make him drop his weapon. Then one of you strong types or the elemental could grab it."
If we are trying to get the drop on the guard and a melee person agrees, I'll cast command (drop) on him, DC 15.

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"That sounds like a plan Iseph, that you talk to him and while you do so I summon the elemental behind him. When that appears Keskodai can force him to drop his weapon."
N Tiny outsider (elemental, extraplanar, earth)
Hailing from the Elemental Plane of Earth, earth elementals are ponderous and obstinate
Init +1; Senses darkvision 60 ft.; blindsense (vibration) 60 ft.; Perception +3
DEFENSE
HP 6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities immune to Bleed, critical hits, paralysis, poison, sleep effects, and stunning; elementals are unflankable.
OFFENSE
Speed 20 ft.; burrow (earth glide) 20 ft.
Melee slam +5 (1d6+3 B)
STATISTICS
Str +3; Dex +1; Con +0; Int −3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3
Languages Terran.
Earth Mastery (Ex): An earth elemental gains a +1 bonus to attack and damage rolls if both it and its foe are touching the solid surface of a planet or an asteroid. If an opponent is airborne or waterborne, the elemental takes a −2 penalty to attack and damage rolls. These modifiers apply to initiating or resisting bull rush combat maneuvers.

DM Kludde |

Isephs would be able to approach the guard, but there's a 10-foor-hight fence separating him and the guard. DC 15 Atheletics to climb, but more than possible to communicate through.
If he tries to talk, can I have a bluff roll from Iseph?
A short commlink message appears from Ceobarn's sniper aide: In position

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Buzz looks thoughtful.
"Will it be particularly easy for us to bluff him? There aren't a lot of non-Drow around here..."
He then cautiously moves to do a quick perimeter sweep, to see if there are any other likely ingress points.

DM Kludde |

Buzz moves along the perimeter, and finally finds an open gate in the fence opposite of a double door. On the door, a sign reads “Freight only! Customer entrance on the left.” (South of Area A10)
The gate is out of sight of the guard at the 'customer entrance' (Area A1)

DM Kludde |

The double door is locked, and would require a feat of engineering to open (or brute strength, as you prefer)

DM Kludde |

Buzz manages to open the door without making too much noise. The door opens into a corridor, and directly behind (A10) there seems to be a freight elevator. It requires a key card to operate. (You can remove the elevator control panel and hack it, first action requires engineering or strength, second requires a computers check.
A corridor leads further into the complex.
I've added Sirion and Iseph on the map, can you all add your own icon?

DM Kludde |

Buzz unscrews the control panel, giving Iseph access to the digital interface controlling the elevator door. Iseph hacks the console with ease, leaving the elevator to do his bidding.
You can go directly down, completely bypassing the level A

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Well, we were told to try and be discrete... I see no reason to *not* go downstairs, first, since I doubt the stuff we are after will be up top.
If we end up creating a ruckus, well, we can go commando on the upper level on the way out.
Buzz presses the button for the lower floor.

DM Kludde |

The elevator descends smoothly, in what seems to be several floor. Suddenly, heralded by a puff of yellow vapor and the smell of rotten eggs, a small, mostly humanoid creature appears in the elevator. Her little leathery wings flap furiously to keep her airborne. She has spiraling horns and an ominous tattoo on her chest. “Now who might you be? You are a bit—how should I put it—lacking in the pointy ears and blue pigment departments. Are you Villyth’s new slaves or something else?”
This creature is a quasit.
The tattoo is the symbol of Andirifkhu, a demon lord of illusions, knives, torture, and traps.
The way the creature talks about Villyth shows a lot of contempt for the wayward Zeizerer drow.

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SM: 1d20 - 2 ⇒ (17) - 2 = 15
Pangea is slightly amazed that it was able to read such a creature's intent, and shares this information on the Comm' Unit.
DC 15 Sense Motive info' shared
"Villyth! Pfff... what a... pfff! No no no..."

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Buzz eyes the creature cautiously.
"The fact that you haven't tried to raise the alarm speaks volumes. We are here to collect something which doesn't belong to her, which she purloined from people from whom she should have known better than to have tried to steal from. You wouldn't happen to know where we might find this recently 'acquired' cache of weapons, would you?"

DM Kludde |

The quasit looks at Buzz and Iseph with something of surprise I’m Ipqik, and I’m supposed to keep track of everything Villyth steals and sells, but it’s quite hard! How do I know you’re telling the truth? it says.

Crunch's Space Pregen |

Mysticism: 1d20 + 13 ⇒ (5) + 13 = 18
Mysticism: 1d20 + 13 ⇒ (11) + 13 = 24
"Another demon-worshiper. This one a minor demon itself, a quasit. Be careful, they're tricky liars."
Aloud, Keskodai says to the quasit, "You don't seem too happy with Villyth yourself, Ipqik. How can you trust us? Well, we're your enemy's enemy, for one thing. By that vein, we could spirit you away along with our weapons. Unless you'd prefer continuing to work for this drow...?"
Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23

DM Kludde |

Okay then, the little demon says, then turns to the topic of guns shipments:
Oh, I’ve seen guns, lots of them! But the stupid drow and their half-orcs never put them where I tell them to! And Villyth blames me for it! I don’t know where your guns are.
He explains roughly how the warehouse works, There's a forklift robot, it moves inbound wares through this elevator and place them onto the nearest pallet rack or under the mezzanine. From there, the drow move the containers deeper into the warehouse. Fast-moving wares get placed onto the nearest racks, while items in long-term storage are farther away from the elevator. From there, outbound goods are moved to the packing area, which is west of the elevator. When the goods are ready to be delivered, the drow move them into the elevator.

DM Kludde |

You mean apart from the daisy and teddy bear shipments? Villyth trades in guns. She’s fond of her guns—likes to steal ‘em and sell ‘em. And shoot ‘em. And she likes her knives and traps. Likes to cut and torture little old Ipqik. ‘You heal so fast I have to cut you twice as much,’ she says! I was sold to Villyth and can’t leave as long as she lives. The creature drops a silence, then adds with a smirk What a pity it would be if she were to die...
I've revealed the warehouse map
Well over a hundred feet long, this immense warehouse is covered with rows of thirty-foot-tall pallet racks. Each of the racks has a secondary floor fifteen feet from the ground level. The ceiling here rises to an impressive forty feet in height.

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"Yes, a great pity..."
Is there a computer terminal somewhere nearby? Failing that, I guess I wander down the central corridor, weapon out, looking down the side aisles for anything that might attract my attention...?

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Weapon in hand, Beta follows along...

DM Kludde |

The mezzanne offers a raised metal platform that rises fifteen feet off the floor of the warehouse. Steel support columns rise to the roof from here, keeping the weight of the metal platform from collapsing.
Buzz walks past the mezzanine, and is about to turn into the long central corridor.
Can you all place your token on the map?

DM Kludde |

I've covered the part of the map that you haven't seen yet - you have an idea of the general layout from the creature, just tell me where you want to go

DM Kludde |

Iseph takes a vantage point, and get a good view of the warehouse. Pallet racks and the aisles between them make up the largest part of the warehouse. There are dozens of containers on the shelves of the pallet racks. The storage area is incredibly disordered, and many of the containers are sitting on the floor between the racks, blocking some of the aisles. Close to the elevator, container are marked in Drow script, which read '01' to '04'.