| Skarn Firetongue |
10 minutes later, the healed group had exposed of the evidence and regrouped silently before the doors. Who locks the doors on the top floor? Let's check it out. Skarn points at the first door on the right, approaches and Beginns to work at the lock.
Thievery: 1d20 + 25 ⇒ (20) + 25 = 45
| GMAndrewW |
Skarn starts working on the lock. With a few seconds work it pops open. The locks are good quality but few can stand up to a person of his talents.
The locks require 4 successes, I have rolled some more checks for you to save time.
Gently pushing open the door you find a spacious bedroom is spacious, outfitted with comfortable furniture. A large bed, an oak writing desk, an armoire, and an armor rack furnish the room. Hanging from the north wall is a fishing pole and net with several lures hooked into the netting, all of which look immaculately clean and well-cared for. The south wall has a mural depicting an impossibly tall warrior covered in plate mail, his red eyes glowing through the slit in his helm. The warrior wields a greatsword and is slashing through armies on a vast blood-soaked beach. A small stone altar with a softly glowing smear of blood atop it stands in the room’s southeast corner.
This is clearly the altar you learned off which is the focus of the consecrate spell. Consecrate can be dispelled, you know it is a 7th rank spell. The fishing gear is expensive and clearly very well cared for. The mural is obviously Gorum. The two small rooms off this one contain a closet and a privy, there is nothing of interest in either of them.
The scene on the mural depicts Gorums realm, the Clashing Shore in Elysium.
Thievery: 1d20 + 25 ⇒ (2) + 25 = 27
Thievery: 1d20 + 25 ⇒ (13) + 25 = 38
Thievery: 1d20 + 25 ⇒ (13) + 25 = 38
| Skarn Firetongue |
He Tomas, isn't that the altar that blacksmith told you about? I take it this is Ordulf's chamber then. He paused while they looked around the room.
Hmhm. He must be a big fishing fan with that fancy gear displayed like that. Did we hear any smalltalk about his hobbies in town? Skarn asked the others, while taking down the fishing gear from the wall, inspecting it and putting it in his Spacious Pouch, acting as if this was the most normal thing to do.
Religion: 1d20 + 25 ⇒ (12) + 25 = 37
He then went on to investigate first the mural, then the altar.
| Sassarra |
Sassarra will search the armoire for anything of interest. "If we can desecrate the altar, all of the foes will be slightly less capable, but it may draw attention."
| Skarn Firetongue |
Jax didn't signature Dispel Magic, so this strategy is off the table.
Can we roll Arcana or something think of another way to desecrate the altar? I'm thinking destroying it, might work, but neither I nor Skarn know that.
| GMAndrewW |
Searching the room turns up nothing much of any interest. Some spare clothes, a few religious texts, oil for cleaning armour and weapons and the like. The only other thing of interest is the valuable looking fishing rod and tackle.
Are you taking the fishing gear? If so, who is taking it? Also, which door next? Go ahead and give me some thievery checks, you need 4 successes to open a door. Remember that you do have one key which you can declare fits a door you encounter.
| Skarn Firetongue |
Skarn took the gear, see my post above. Jax should at least try a Dispel, it's a 5% chance to succeed. Should we bot him to cast Dispel Magic? Would you do so, GM?
After rummaging through the boss's room, the group moves on to the next door counterclockwise.
Thievery: 1d20 + 25 ⇒ (17) + 25 = 42
Thievery: 1d20 + 25 ⇒ (2) + 25 = 27
Thievery: 1d20 + 25 ⇒ (6) + 25 = 31
Thievery: 1d20 + 25 ⇒ (7) + 25 = 32
Maybe Tomas wants to assist?
| GMAndrewW |
You quietly unlock the door, carefully pushing it open. As you do so Skarn steps on an old bone which cracks unless his heel with a loud snapping noise causing Jax to hiss loudly in surprise. Two voices inside shout out, Hey, who goes there. What's the idea of disturbing us, this is our rest period!
They sound loud, angry and harsh. The room is filled with a thin, freezing fog which billows out into the rookery as the door opens and all of the surfaces are covered in rime. Skarn can just about make out that there are a pair of tall, hairy, humanoids with wide mouths full of wolf like teeth inside. The room is clearly some sort of barracks, with a few simple beds and footlockers and some furs covering the floor.
At this point you face the "Who Goes There" complication. I need one person to give me either an Intimidate or Deception check to either threaten or deceive the guards into letting you pass/go elsewhere. It does look like there is a passageway further on out of the room which leads deeper into the fortress although obviously you dont know where it leads to. If you have other ways you think to deal with the complication then I can also consider them. You could also attack them of course but that risks more awareness. Everything in the blue aura (which is most of the map now) is concealed.
| Skarn Firetongue |
Skarn curses himself for his unusal clumsiness, but quickly regains composure. He hand-signals at Tomas making it clear, he'd like to proceed down the stair, and also points at the sigils and badges at his make-shift Gorumite uniform that the party is wearing. Since Ordulf wasn't in his chambers on this floor, he's most likely somewhere downstairs.
Would be a good place for our Dandy to let his charm play and maybe use the uniforms from the Preparation phase. But we only need to use them and their Leverage point, if Tomas failed, correct?
| Sassarra |
Sassarra quickly responds with a gruff, "Sorry" As she pulls the others back and shuts the door. She'll listen for a moment in case anybody sound like they are getting up.
deception: 1d20 + 22 + 2 ⇒ (18) + 22 + 2 = 42
the +2 is for the "forgettable background character" from clandestine cloak. 40 if this doesn't apply.
| Skarn Firetongue |
Surprised by Sassara's fast reactions, Skarn shrugs and moves on to the next door.
Thievery: 1d20 + 25 ⇒ (20) + 25 = 45
Thievery: 1d20 + 25 ⇒ (9) + 25 = 34
Thievery: 1d20 + 25 ⇒ (6) + 25 = 31
Thievery: 1d20 + 25 ⇒ (14) + 25 = 39
| GMAndrewW |
Moving around the rookery Skarn opens the next door quickly and quietly. It reveals a long, bare corridor illuminated by the occasional everlight spell. It bends at the far end, leading to parts unknown. As you are about to head further in you hear the sounds of voices talking from around the bend and they are getting closer. It seems a guard patrol is approaching!
This is the Unexpected Patrol complication. Each of you needs to give me either a Deception check to try and distract the guards, giving you a chance to avoid being noticed or a Stealth check to hide. Remember, if you fail or critically fail you can spend a leverage point to make it a pass.
Rolling for Jax
Stealth: 1d20 + 24 ⇒ (15) + 24 = 39, Success
| Skarn Firetongue |
Quick, hide!
Stealth: 1d20 + 27 ⇒ (10) + 27 = 37
| Sassarra |
Realizing that all of us hiding may be an issue, she pushes Tomas against the wall, kissing him like people sneaking off for a little fun away from the crowded barracks. As they come up, she pulls her cloak around to cover her modesty. As well as hiding Tomas drawing his sword if need be. "A little privacy, guys?"
deception: 1d20 + 22 ⇒ (20) + 22 = 42
Will a crit help bring up Tomas' score if he needs a little more?
| GMAndrewW |
Unfortunately crit passes dont allow you to bump up other peoples results. On the plus side you have all actually passed.
The guards give the briefest of nods at Sassarra and fail to notice the rest of you. They had out into the rookery, briefly noting that the roc is missing, Must be out hunting one of them mutters, Filthy night for it says another.
At this point you have three options. Head down the corridor the guards came out of. Wait for them to leave and explore the final door on this level. Ambush the guards. What do you want to do?
| Tomas de Balincour |
"Let's find out where they came from." Tomas whispers.
| GMAndrewW |
We have two votes for heading inside so lets go with that.
The group quickly head inside the fortress, closing the doors behind you. At the end of the passageway it turns and opens up into a broad stairway, heading downwards.
The stairs open into a large hall containing two wooden tables with long benches. Each table is covered with partially finished meals, dirty utensils, and mostly emptied goblets. Greatswords and other assorted weapons hang on the walls. The western wall has two arrow slits that let cold air and the howl of the wind from the mountains beyond. Double stone doors exit to the south. Three doors in the east wall lead to small chambers, and a small hallway ends in a fourth door leading further into the fortress. A stairway to the east leads down.
This is clearly the main mess hall for the fortress. Given it is late at night the place is empty.
I have moved you to a new map. What do you do?
| Skarn Firetongue |
Skarn leads the group silently down the corridor and the stairs. Not making any sound whatsoever he looks through the mess hall.
hmhm. Should I? Probably not. But then again, this could be hilarious.
Skarn investigates the weapons hanging on the wall. Are any of them magical, Jax?
The thief within Skarn is tempted to just put everything in his Pouch.
| Sassarra |
Sassarra will skirt the room, listening at all of the open doors and trying to see as much as she can without being obvious to anybody behind them.
She motions Skarn to take the other doors so we could get this quicker.
| GMAndrewW |
Checking out the weapons on the wall, none of them appear to be magical.
Sassarra does a circuit of the room. The double doors to the south are locked. There is little sound from them but they are thick and sturdy. You know from your scouting that they lead out to the battlements and the siege engine and that a group of guards will be there along with another at the other end of the battlements.
The stairs lead down into darkness. There is a sense of openness down below but no noise. The three small chambers that lead off this one are a mix of storage rooms, a small kitchen and the latrines.
The short passageway to the east leads to a closed door. Sassarra can hear the sound of voices arguing within. It is difficult to make out what they are saying through the heavy door although there seems to be at least 3 or 4 people inside.
What do you do?
| Skarn Firetongue |
Attacking and disabling the siege engines would be pretty cool, but I don't think it does us any good. We're not preparing for an assault. So I'd say we surprise the tea party behind this door?
| GMAndrewW |
Sassara's magic shows her a grand chamber with walls lined with a variety of tapestries and banners, each with a different color scheme and insignia. At the center of the room, a grand oak table divides the chamber in two, with comfortable-looking chairs surrounding the table. Two maps, one of Hagreach and one of the Linnorm Kingdoms, covers the table, each with several wooden markers arranged on the map indicating potential wartime maneuvers. Double doors exit to the south, and two doors exit east while another exits west.
Four creatures sit around the table. They are clearly arguing about something. Two are clearly wolf like humanoids, more adlets like those you met upstairs. One is a large, three eyed, blue skinned giant. the last is a strange mix of humanoid and spider, wrapped in leopard skin furs.
What do you do? These creatures do see to be in conflict to a degree. If you could convince them you are supposed to be here then you could perhaps try to stoke that conflict. You may recall that Ordulf is trying to recruit allies for his invasion plans. These could be those potential allies so setting them against each other would help. You could of course also try to assassinate them.
| Sassarra |
Can I figure out anything about the banners or the creatures?
She will explain the situation. "If we can get them fighting among themselves, that would solve the problem without us spending much resources." she explains, looking at Tomas. "If nothing else, hopefully they will not work together if we have to fight."
| GMAndrewW |
Sassarra recognises the various banners as belonging to various Ulfen clans which have recently either vanished or were wiped out by unknown assailants.
She recognises the large, blue skinned giant as a Snow Yai, the two wolf humanoids as adlets and the strange spider humanoid as a jorogumo.
You can know one thing about each of them.
| Skarn Firetongue |
"Let's do this. Tomas, you lead. Tell them, we're here on Ordulf's invite. He wants to offer us some of his soon-to-be-conquered land or something. Jax, keep Haste ready, if things go sideways." Skarn whispers.
He then takes the nearest Greatsword from the wall and carries it casually over his shoulder with one hand, while holding his Dogslicer under his coat in the other.
Jax Kraven
|
I say we should figure out what they are arguing about to come to an agreement and get them on our good side. Jax whispers to the others.
| Tomas de Balincour |
Tomas straightens his clothes and prepares to speak...
| GMAndrewW |
You push open the door and march into the large banqueting hall. The four do not immediately notice you but when they do they stop arguing with each other and start getting angry.
The strange spider humanoid sneers, What's this, more of Ordulf's would be allies. No doubt this will make the division of the spoils even more difficult!
At this point you face a "Who Goes There" complication. They seem to assume you are more of Ordulfs potential allies which you can play on or you my have some other explanation. I need one person to give me a Deception or Intimidation check or other skill you can convince me is relevant to convince them you are allowed to be here.
| Tomas de Balincour |
"Hello. Please, don't get up on our account. We're here on the General's orders. I expect to be offered a Barony in a recently liberated area. That said, we'll be moving on. Thank you."
Deception: 1d20 + 27 ⇒ (17) + 27 = 44
| Skarn Firetongue |
It's actually right there, where your finger is, Sir. You better look elsewhere. Skarn was trying to assert dominance.
Intimidation: 1d20 + 26 ⇒ (12) + 26 = 38
| Sassarra |
Sassarra will look them over. "Seems like Ordulf is optimistic in how much territory he will be capturing." She chuckles, "or perhaps he's just gathering potential rivals into one place."
deception: 1d20 + 22 ⇒ (13) + 22 = 35
| GMAndrewW |
Thats a critical success in dealing with the complication.
What are you insinuating, hah, I see you trying to sow even more division damn you snarls the spider woman. The large giant cuts in, If you are joining the battle for Hagreach then you had better take your place. I dont care what you want as long as you stay out of MY mountains. The two adlets seem unhappy at this but sit quietly fuming.
At this point each of you have a chance to sow further division, sets them against each other or otherwise disrupt Ordulf's plans to form a grand alliance to overrun Hagreach. Each of you can give me a Deception, Diplomacy or Intimidate check. You may use another skill if you can provide a convincing reason but the DC is likely to be higher. Please give me either some in character dialogue or an idea of what you are saying and what arguments you are using and what you are seeking to achieve.
| Skarn Firetongue |
Your mountains? According to Ordulf, and I quote, "that giant really doesn't need another mountain next to his mother." Are you sure, the Gorumite is the ally he pretends to be? Skarn drops the Greatsword he was demonstrately carrying.
Intimidation: 1d20 + 26 ⇒ (2) + 26 = 28
Heropoint to reroll Intimidation: 1d20 + 26 ⇒ (20) + 26 = 46
| Sassarra |
Sassarra nudges Tomas and nods her head toward the adlets. Despite her voice being quiet, it carries well. "Always keep track of the quiet ones. They're usually making plans while everybody else is talking."
deception: 1d20 + 22 ⇒ (19) + 22 = 41
Jax Kraven
|
diplomacy: 1d20 + 20 ⇒ (15) + 20 = 35 Your mountains? But I'm a sniper of shorts, mountains would be great for me so I can pick the enemies off from a distance. Why can't we join your mountains?
| Tomas de Balincour |
Deception: 1d20 + 27 ⇒ (7) + 27 = 34
"I really don't see how you trust 'that' one." Tomas whispers to them.
| GMAndrewW |
The effect of your words are startling. The snow oni leaps to his feet and begins to pound on the table while the strange spider woman scuttles backwards, up the wall of the chamber. The two adlets glance at each other and spring back, drawing spears. Frosty mist begins to flow from them, coating the floor and table with rime. Tensions are clearly much increased.
At this point you have put paid t any hope of an alliance between these four and Ordulf and you can sneak off elsewhere. They no longer are paying any attention t you lot. You gain 1 Infiltration point. Where to next?