DM - Voice of the Voiceless |
Advance Scouts:
The group sets out on their appointed mission and it takes a good hour or so to navigate the winding streets and find out the indicated spot where Vankerman was purported to have purchased the mansion. It's a big and imposing building, sitting nestled within a walled estate that bears high walls to block any realistic peek within. Moving around towards the entrance... you spot a peculiar sight. Standing at relative attention and guarding the front gates are two men wearing your colours... those of the Blood Hawks. They appear to have their attention pointed outwards, towards any that might be planning to approach the mansion compound.
Boozy Crew:
Settling into your much less challenging pursuit of emptied tankards and ribald tales you await the arrival of the city guard. Doc finds that as the common room swells he gets a few signs of recognition and playful requests that he repeat the spectacle that he laid out previously, but if not entertained the men dissipate without too much challenge.
It's been about an hour or more when the barkeep whistles to attract your attention. She jerks her head towards a couple of city guard - both half-caste Mwangi - that have just entered and taken a corner table.
Sentis Spinis |
Sentis jumped at the chance to join the two half orcs ...besides Sunny didnt say to stay where I was either...
The druid eyed the estate and whistled softly under his breath. That looks like a tough nut to crack and with our brothers at the gates no less. Blaze wont like this at all. We better not get too close.
Survival: 1d20 + 14 ⇒ (19) + 14 = 33
He caught the scent trail and sighed...of course...
Our kidnapper came through here. Its faint but here none the less.
DM - Voice of the Voiceless |
The barkeep has a strange look on her face for a moment before shaking her head "I wouldn't bother with the local stuff... these boys've been away from that awhile" taking a couple of cigarillos from under the counter and handing them forward "Give these a go instead" before filling your drinks order as well.
DM - Voice of the Voiceless |
The guards snort with a mixture of amusement and derision "Heh - I can tell ye where he lives, but I don't know the guy himself. Ain't much to do with the common folk is the feeling I get."
The other guard adds with a hint of realization "You guys are mercs right... Blood Hawks? - shouldn't you guys know more'n us, what with one of your squads on the gate and all?"
DM - Voice of the Voiceless |
I'm waiting on PC input before providing DM output - looks like Sentis and Grusk are returning from scouting out Vankerman's digs. Lets assume to the tavern just to put everyone together.
The two half-Mwangi guards are ready and willing to provide information... and are just lacking in questions being asked.
Drannigan "Doc" Piper |
"Aye, tha's what we jus' learned too. Sit down, 'ave a drink."
Turning back to the guards, Doc says "Look, we really ain't much good at bein' subtle, so we're jus' gonna level wit' ya. We think Vankerman might o' nabbed a friend o' ours, an' we need t' find out if'n he's at that new manorhouse. We don' really want t' fight th' Hawks. We jus' want t' rescue a guy who they might not even realize they're guarding. C'n you two tell us anythin' that might help us out?"
DM - Voice of the Voiceless |
The guards take a long draught and swirl it about thoughtfully before swallowing "As long as no word makes out if it goes t*%! up aye? If we see you breaking in, we gotta at least try and keep the peace... be a pity if you tried it just after dawn tomorrow when we're patrolling elsewhere" fixing Doc with a knowing look.
"There's definitely somebody there - lights in the windows and you see some shadows moving about at times. Mainly on the second level. The front's guarded by some of your Mercs... but there's a servants entrance at the back I think that they occasionally slip out of. That might get you in ok."
The guards don't actually get inside the compound as that is guarded by mercs from your company.
Drannigan "Doc" Piper |
"Aye, that'd be a right shame." Doc says with a nod. "We def'nitly won't do that."
Standing up to get a refill, Doc thumbs back to towards the guard's table and talks to the bartender.
"Those two blokes, they drink on my tab fer the next week, an' their last round gits one o' these in it every night."
Doc hands the bartender a small bag full of chalky tablets.
Alchemist's Kindness. Prevents hangovers.
Drannigan "Doc" Piper |
Doc eyeballs the axe and scratches his beard, "B'sides little inflatable floaty wings? Ah could make up a foam sleeve tha' might do th' trick. Honestly, Just makin' ya a new axe outta ironwood, or clouded mithril, or even somethin' like dragon bone if we c'n git some, tha' might be a better option."
'Clouding' is a forging technique in which metal is made significantly lighter. It also tends to make it more easily broken and is usually only used when weight is more important than durability. Mithril is light enough that Clouding it might make it less dense than water.
DM - Voice of the Voiceless |
The night passes and dawn finds you casing out the compound in question. You easily slip around the front of the estate and spot the service entrance at the rear. Camping out for a while to see if the guard's intel plays out.
Just confirming - I've assumed you hide yourselves from the other mercenaries on guard. Let me know if that is not true.
Sentis Spinis |
Sentis had those pre battle jitters that old men talk about having their first few times out. It wasnt the prospect of possibly having to combat any armed resistance it was the possible backlash if this all went sour and they had to face a very angry Captain that as causing it. He waited as patiently as he could for their opening to move.
DM - Voice of the Voiceless |
The stealth will be an opposed check - so no taking of 20. The man is currently smoking next to the opened door.
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Grusk begins to stalk with consummate grace across the gap between the open door and your lurk... only to slam his shin into a jutting timber and choke down a curse. Luckily it coincided with the slop of a chamber pot being thrown out further down the lane and the half-orc was not detected.
Anyone following Grusk in?
Memluk "Blaze" Seljuk |
"Grusk really needs to learn about teamwork and patience. Doc hand me one of those knockout patches" When he does so, the magus utters a fiery sounding word, and disappears.
I am going to assume Doc complies. Casting Vanish and moving to apply the patch. 1d20 + 27 ⇒ (8) + 27 = 35 Stealth