
DM - Voice of the Voiceless |

Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Blaze and Darkbiter easily join Grusk within the cloakroom (see spoiler above) - but Sentis crunches his shin into the same timber that Grusk grazed earlier. This time the pipe smoking servant's attention is aroused and he turns to face the half-elf with a quizzical look on his face.
He has definitely noticed you, but doesn't yet know what you were trying to do.

Drannigan "Doc" Piper |

Doc comes shuffling up. "Should last plenty long. He'll sleep fer at least an hour. Might want t' find a closet or somethin' t' stash 'im though."
Clapping Grusk on the shoulder, Doc says "Don' worry, lad. Ah'll do th' same thing wit' it tha' you would. Give it t' yer momma."
Peeling the sticky poisoned patch off the man, the self-amused dwarf stuffed the evidence into a pouch. "Best not t' leave these b'hind. Ain't many folks round 'ere who could make 'em an' we don' want no one comin' round askin' questions 'cause we got sloppy."

DM - Voice of the Voiceless |

The group takes tack of the situation and is immediately thankful that Sentis decided to drag the unconscious worker inside the small cloakroom that you are all crowded within. The entry to the house proper lies behind a closed door that beyond which you cannot hear any signs of life or inhabitance.
The door leading from the cloakroom to the street is also presently open.

DM - Voice of the Voiceless |

The first room beyond the cloakroom is a darkened kitchen. There are pots and pans and an open fireplace, but no people present. To one side is a set of louvered doors that lead into the compound grounds - and on the other another closed door that you think leads deeper into the compound.

DM - Voice of the Voiceless |

The portal opens from under a staircase and into a grand entrance hall with high roofs and a staircase leading to a second floor. The main entrance to the house lies to your left, and double doors leading to what is likely a sitting room of some kind on your right. There is also a balcony above you on the second level.
Judging by the recent wear in the rugs under your feet, the second floor seems to be where most of the foot traffic from the kitchen travels to. You can also notice outside the front doors a couple of men standing guard... though you cannot get eyes on them without risking your own discovery.
Please see OOC thread

DM - Voice of the Voiceless |

With the servant's entrance closed behind you and the sleeping man constrained - thoughts turn onwards into the house itself.
At present there are three exits from the entrance hall:
- Closed double doors to the right - leading towards what is likely a sitting room.
- An open front door with a pair of guards outside - though you have yet to lay eyes upon them.
- Stairs leading to the upper floor - but to reach them might risk discovery from without.
Which way first? :)

DM - Voice of the Voiceless |

As Grusk begins to make a less than elegant passage across the room towards the doors, Sentis shadows his progress and Blaze moves to open the parlour doors. As this unfolds the voices just outside the entrance stop and after a second the guards move into view. A Mwangi and a Rahadoumi draped in steel and wielding spear and shield.
They are garbed in the dress uniform of your own mercenary company, and though you don't know the guards well - you have crossed paths with them occasionally at barracks. They are no novices in the art of the fight, and they are clearly alert. Spotting you they initially yell "Halt!" before a glimmer of recognition crosses their faces and they continue "... the hell... What in the nines are you doing here?" as they recognize you as kindred mercenaries.

Drannigan "Doc" Piper |

"Don' suppose ye c'n tell us if'n the fella we're lookin' for is in there or not? We ain't lookin' t' git in th' way o' yer job. We're just lookin' fer the guy tha' hired us t' do ours. If'n yer boss kidnapped ours, that's a pretty big problem, ye know?"

Sentis Spinis |

The half elf knew this could ugly fast and earnestly wished it wouldnt happen.
It is as my brothers say; we have no quarrel with any of our fellow Blood Hawks nor do we wish to have any quarrel with you. Please help us and we will be gone before you know it.
Diplomacy: 1d20 ⇒ 20

DM - Voice of the Voiceless |

The Mwangi licks his lips nervously and exchanges a glance or two with the Rahadoumi, but they remain guarded "See now that's the problem... man upstairs has a contract with the higher-ups and he made it clear he wasn't to be disturbed. I can't step aside without breaking that oath... and I don't plan to."
"But... I can say that somebody came in with a passenger in tow... but not via the front door" his eyes glancing up to a set of windows up on the second floor. "I'm not saying that's your man... but it could be."
A tense silence holds for a few moments before the Rahadoumi speaks in a deep and accented voice "Are you here on a contract?"

Drannigan "Doc" Piper |

"He didn't go 'cause 'e wanted to, that much was damn clear. The trail led us 'ere. Looks like th' reason yer boss don't wanna be disturbed is 'cause 'e kidnapped our boss an' brough 'im 'ere. I'm sure they're jus' talkin' like gentlefolk. Yer boss was prob'ly jus' lonely." Doc said sarcastically.

DM - Voice of the Voiceless |

Shrugging at Doc's implications "I'm not paid to care for what he's doing up there... just to follow his orders. And it sounds like you're not on paper with the one you're after... so we've got a problem."
The Mwangi holds his ground, while the Rahadoumi begins to back up a little towards the door leading outside.
You'll likely not talk your way through them directly. You'll need to use some deception, subterfuge or brute force.

Memluk "Blaze" Seljuk |

Blaze adopts an obvious fighting stance, Sunstrike at the ready. "Well, we might as well get to part where we have to kill you then. Didn't want it to come to that, but I see no other choice" Flames almost seem to dance along the edge of his scimitar, and he smiles at the guards. "Unless you can help us out of course"

Sentis Spinis |

Before things could get out of hand and they had to put down their fellow Blood Hawks; Sentis activated the powers of the Tolokoshe mask in an attempt to hypnotize the Rahadoumi.
Will save DC 15

Darkbiter |

"Doc's got a point. Depending on the specific wording of the contract and your orders, there may be a loophole that will spare all of us a great deal of headache." Dark stsys in a defensive position as he remains wary of the situation.
Diplomacy 1d20 - 1 ⇒ (12) - 1 = 11

DM - Voice of the Voiceless |

Will Save: 1d20 + 4 ⇒ (9) + 4 = 13
The Rahadoumi stops his movement backwards and his eyes become slightly glassy as his body relaxes. The Mwangi does not notice the fact his companion has been affected, and does not take to Blaze's aggression kindly. Spitting to one side he responds "Feh, you are no true follower of Sarenrae to speak so. You are lucky your friends have kinder tongues." glaring at the overly aggressive Keleshite before responding to Doc and Darkbiter cautiously "We are charged to defend the house, and not disturb him... we can't let you past and you'll need to leave... but maybe we won't be watching the treeward side of the house for an hour or so... I've warned Vankerman that the trees are awful close to the windows of the guest room up there..." holding gaze to see if you understand.
He's saying that he can't let you up the stairs as it would be known he's seen you and failed - but if you backed out and came in over the walls and through the window - then you've entered legitimately illegally.

Sentis Spinis |

Sentis watched fascinated as the spell took hold of the man and his eyebrows rose behind the mask at the Mwangi's offer.
That sounds more than reasonable..
he looks the enspelled man in the eye and asks... and you'll let us go with no problems right?
that being the single request given by the spell Hypnotize.

DM - Voice of the Voiceless |

Backtracking out the service entrance you follow the suggestions of the mercenaries and manage to find a breachable part of the wall and a sturdy tree that leads to an upper window. Making your way across the foilage you end up in a dusty storage room with a single exit via a close door. Most of the items around you are dust covered furniture and general tableware.