M Dwarf Cleric/1
"Aaach!" I yell out as I hit the deck amid a cloud of rotting wood.
"You recognize this face, Lamm? I know not if you follow the Harrow, but know that your hand is up!
I nudge Zarak back, making it clear I need room for my Glaive.
If Lamm's response is anything hostile to us or the other figure, or evasive,
M Dwarf Cleric/1
Phew! Thank Shelyn for Shield of Faith! Perception: 10 (Scent: 12... UGH!)
Can we see the dude with the wand here, or is that a separate room? Anyhow, will wait for map update before anything else... "I'm tempted to search here first, to see what this Lamm is up to with this mess, but we probably shouldn't waste any time."
M Dwarf Cleric/1
A new idea popping to mind, I gesture to one of the children, peeking out and watching us from their hiding place, and mime to them that they should throw some object towards the other set of doors above the walkway, as an auditory diversion... As soon as they toss some rock up against the door, we'll enter thru this one. I'll go straight thru the door (5'), and allow Zarak to go thru diagonally... My X-bow armed, but ready to drop it and switch to Glaive if necessary. Initiative Roll = 16
M Dwarf Cleric/1
Diplomacy = 19 Aid another if necessary?
I say we both go thru the same door. (on the left side of map)
M Dwarf Cleric/1
I'll leave it up to Zarak whether we continue into the upper rooms (which presumably connect to the lower level rooms by ladders/stairs) and deal with this "Hookshanks", or take heed of the commotion going on outside, and go back out the ladder. If we continue up, maybe we should both go thru the same door, since we don't know if it's one room or separate ones... If we go back down the ladder, perhaps I go first, followed by the kids (so they aren't up here alone), and you last, covering us with your X-bow. Once on the ship deck, we can have the kids lay low against the far railing of the ship, to stay hidden...? Also Lilith, from my backstory, I presume I'm able to recognize Lamm on sight, right?
M Dwarf Cleric/1
Perception: 22
ALSO: CdGrace against the Half-Orc: Damage 17 (& Fort Save if not REALLY Dead now)
M Dwarf Cleric/1
Stepping back to gain space on the Half-Orc (5'-> F-10), I draw back the haft of Shelyn's Glaive,
Making sure the children are quiet, I tell them:
Also, (I couldn't really ask them this same round, but next round) I would ask the children again what is in the upper room(s?),
M Dwarf Cleric/1
Seemingly in slow motion, I watch Zarak's bolt sail across the room to where the blob of acid had shot out from. Thinking for the briefest moment, "Could we have handled this differently?", I snap back to action, eyeing the Cyclopean thug:
M Dwarf Cleric/1
"I don't think the boss'll be liking much at all tonight..."
M Dwarf Cleric/1
OK, a 19 on that Perception...
BTW We both have Bless (+1 att/ Fear Saves) and Shield of Faith (+2 AC) up until you deem them to expire (they both last 1 min/ level).
M Dwarf Cleric/1
whoa, I hadn't noticed that link to the dog picture before...
M Dwarf Cleric/1
Toff's Init: 17
M Dwarf Cleric/1
OK-doke, then...
M Dwarf Cleric/1
Hey, welcome back!
Spoiler: Err... what's that square space/object just "south" of the circular tub?
Ducking back under the window sill, I whisper to Zarak: "There's just a scroungy dog (that's awake) and three kids sleeping. A stair goes up one more level, and there's two other doors." (I presume Zarak can look at the map & spoiler now, from my description.) Whad'ya say, Z?
M Dwarf Cleric/1
OK, Once the ladder is up under the first window (against the mast if possible?), I'll head up while Zarak holds it, stopping at the top, just under the window, to let Zarak follow. I'll do the Touch of Luck thing on myself, unless Zarak asks for my special ju-ju instead. Then I guess I'll go in thru the window, listening & looking at the light/shadows for clues to what's going on before I bust in. Perception: 24 Stealth: 3 Oh well... At least since we're not talking, and our approach is wierd enough, some-one might just hear a bump outside from the deck right before we come in...
M Dwarf Cleric/1
If Zarak doesn't have another idea, we pull into the square between the barge and the cornermost pile, adjacent to the other dinghy (which we likely notice once close enough) "Are you OK? We're all clear on the plan right?" It seems like there's no guards to overhear us barring other events,
M Dwarf Cleric/1
"W-Where? What is it?"
M Dwarf Cleric/1
OK... updated plan (thorough-like now):
Now, though, we'll pull up to the front of the ship, on the side near the building... So we're between the barge and the corner-most pile, adjacent to the dinghy on the lower level. We'll tie up to the pier (knife nearby to cut & run), and might get a glimpse at the dinghy(?) As we approach, we're silent as possible, trying to hear anyone nearby (or inside). If anyone is directly nearby, we'll try to sneak attack them, otherwise we get the ladder up quick. Either way, we climb up to the barge, hauling up the ladder. I figure we'd try the very first window, 5' away. Hopefully we can climb onto the barge and get in position just below the window in 2 rounds or so. I think I should enter first, since my glaive has 10' reach, and Zarak can follows with his crossbow, switching to melee if needed. Right before we enter, just below the window, I'll use my Touch of Luck on myself. I think we're ready to go with this, any thoughts Zarak? And when we run into Lamm, I'm planning to make sure he's surrendering BEFORE announcing our purposes. If his henchmen are taken care of and he tries something, we might want to knock him out (I think that's -2 att). Otherwise, if we can take control of the situation, there's probably some interesting stuff to discover, besides releasing the children... If it all works out, I hope to find an orphanage or homes for them thru my church. BTW: You should bring rope to tie people up with, I don't have any weight encumbrance to spare.
M Dwarf Cleric/1
"May Shelyn smile upon us, this foggy night." OK, starting the plan, details in the discussion, Lilith
M Dwarf Cleric/1
OK, but should we still try to check the back dock and take out any guards there, or just bypass it, and sneak up to under the windows? We can either tie the rope to a pile on the OPPOSITE side of the next pier, and navigate under it until we come under the windows, or tie it more at the nearest corner of the next pier, which draws us closer to the open water, but very close to the back dock (and open to roof snipers)
but then I think we pretty much have our plan together, Lilith...
M Dwarf Cleric/1
OK, let's go with that then.
If you understand what I meant about the rope tied to a piling,
M Dwarf Cleric/1
OK, my idea was that we should bring a tall ladder so we could get up to a higher level direct from the boat if we want (better than messing with a grappling hook & rope). It sounded like the barge was moored on one side (or the end?) of the warehouse, with people milling around it last we saw... Maybe a ROUGH map would give us the best idea of this, Lilith? I want to hear what Z says, but I'm thinking we could approach unseen, and come up to the Barge. We may have to deal with a guard or two (probably not as many people, in the dark & fog), but we deal them if they're there, and then we can cut the ropes to the barge, and set it drifting, which could be a distraction (maybe even toss a flaming oil flask onto the barge as we push it off). Then we jump back in our boat, between the piers under the warehouse (or just row around - but anyone who comes wouldn't be looking under the pier) and tie off on the other side, climbing up our ladder to look in the lit windows, while hopefully there's some sort of distraction with the barge threatening to float away, pulling guards away from their normal stations. Our retreat option is climbing/jumping down to the boat, and rowing away, either across the bay or just into another warehouse/pier. They'll know someone's doing something, but we can point the attention in the wrong way, to the barge... We COULD just skip the barge distraction part, and take the ladder straight to the windows... or... Z?
M Dwarf Cleric/1
Finishing all his meal and some of the others' that they didn't seem to have the motivation for... "Well, I'm all for scouting it out tonight, if ye all are.
First, if you two decide WHAT approach we want, then we can figure WHEN we can achieve it, and what may best be left for the daytime or tomorrow night. As my people say 'Knowing is half the battle'... I believe the other half involves getting sodding drunk, but I think combining the Wisdoms of our peoples might be best in this situation." This game has gotten off to a slow start, unfortunately...
M Dwarf Cleric/1
OK, both Gev and Zarak were wanting to play some deceptive role,
That plan sounded like it was based on the street side of things, if we wanted to go in/under via a rowboat it might not apply, though we could figure out some variant if we wanted...
I've said enough, so whatever you two decide on, I'll play along...
M Dwarf Cleric/1
Sure, but I don't plan on staying hidden 'hind a barrel if you're getting beat on by Lamm's thugs! But what did you intend specifically, getting involved with his guards? I'm not necessarily opposed, but before we try 'active' tactics,
Just walking/riding around the neighborhood, even if all of us aren't trained, 4 Perception checks between all of us should be pretty good at spotting most guards, checking at every location. Observing from a boat is pretty safe & anonymous, we can row around at a decent distance and get a look at their backside from every angle, depending on what we see between the waterfront and the neighborhood, we can choose our best options from there... If Matteos doesn't post ASAP, let's just figure out something between the 3 of us...
M Dwarf Cleric/1
In the interest of getting things rolling to figure out a basic approach OOC:
Was someone suggesting we stage some sort of event nearby Lamm's ware-house but not directly trying to enter it, to see what sort or response happens? That might be a good idea, maybe play someone stumbling home from a bar, piss-drunk... But we would need a plan how to respond if they are violent, since they could viciously attack a barely-conscious drunk even if not threatened... Maybe we should just get a reconnaisance of the neighboring area FIRST before actually TRYING to interact with any guards, even a ploy like this to learn more about them. Perhaps for this night, we could just skirt the actual warehouse, but get a good feel for the neighborhood. It's always good to know the places you can run away to if need be. Maybe we can pretend to be looking for a dog, calling out it's name...? Otherwise, besides a basic layout of the neighborhood, It'd be good to get a specific understanding of the adjacent buildings/ area, which would probably be easier to see in the daytime. (one thing to check out is if we can spot any of his henchmen on positions further out from his actual warehouse, like standing guard on adjacent buildings, or standing lookout down the street.) And I wasn't actually sure: is the warehouse ON a pier, and thus sticking out over the water, or is that the just the name of the neighborhood? I'd like to get a view of the waterline as well, which should probably just require renting a rowboat, but the order we check them out in doesn't so much matter, as long as we don't get caught...
M Dwarf Cleric/1
Well, 20 for that Know:Local result.
M Dwarf Cleric/1
"That sounds like a wise choice. All we have to go on right now are the cards, so to speak. It'd be good to get a feel of the comings and goings to his warehouse and the neighborhood in general - he must be sending the children out to town every day, and we could see how many people enter and leave, to get an idea of how many minions he has inside guarding his operation. Perhaps we could keep an eye out for the traffic on the water too - when there are heavier flows of ships, and what kind - large merchant ships, fishing craft, what have you." I can cast a fog cloud if we wanted to enter that way, but it'd work better if it didn't seem out of place, or was an extension of the fog already around - We can figure out what time is the foggiest, probably late night or early morning... If we wanted to take that approach. "We can get a look at the warehouse and neighborhood from all different angles, it'd be good to know the area if we run into too much trouble.... And there might be an opportunity if we can catch Lamm himself coming or going from the warehouse, at some point further removed from his base... If he seems holed up for now, it might be worth it to rent a dinghy from a fisherman and scope out the back from the water. I think our best chance comes from Lamm being complacent, and not expecting a group like us to be out to catch him - He's probably focused as much on keeping the children under control as anything else." "Of course, we should try not to attract attention, you know, blend in-like..." :-)
M Dwarf Cleric/1
OK, I'm presuming our table is far enough from the Professor so that we can discuss things in privacy. Given what we're talking about, Toff would feel it prudent to keep our discussions private. "Well, the children certainly are a factor, so we'll have to be careful. I wish we could rely on the justice of the Guards, but given Lamm's fingers are in as many rackets as it would seem, it would be more likely than not that he has at least a few key persons in his pocket... I'd PREFER if we could somehow bring enough evidence of his crimes to the Guard and know Justice would be done, but if we are to be the ones to strike against this evil as the cards seem to say, we must not give away our hand if we are not sure of it's outcome - If we were to release him to the Authorities of Korvosa, could he not still pull one of his tricks and escape the charges, only to then be wise to our group?" <sigh...> "...In these circumstances... If we could somehow reach him directly, and he has dangerous accomplices, whom I've encounted once already, but if we could reach him directly, we could force him to sign a statement of his crimes, revealing the names of those he works with... We could give that letter to the Guard, and indeed a copy to <the local news paper?> to make sure it's not swept under the rug, along with any evidence we find (like if he has a book recording those he makes payments to), and certainly the testimony of the children..." "It would seem we either need to discover where Lamm socializes or otherwise passes his time, and 'meet' him somewhere (he probably has bodyguards), or run into him coming or going from his warehouse... Or else we'll have to gain entry to his compound while he is there... What do you think?" <tossing back another drink>
M Dwarf Cleric/1
"MMM, I went to a University once, the family thought I should learn how humans think they know how to better Dwarven Engineering!!! I got in hot trouble with the professor when I disproved his theorem in front of the class - But it was his fault, that was taught in Dwarven Elementary Maths! It was a fun time though, overall, some good times, I'm glad for it...
Really great food description Lilith! I tear into our plate, not getting too distracted from the show below,
"Mmm, <#)#@*>, Gentleman, <#_)#$&>, I hate to interrupt this fantastic meal, <#@$*(&#$*(#%^*($#&^>, but I would like your opinion on how things stand. <#$W*^)#$(*&(*#$(*$(>, What do you think we should do now that we know where this Lamm operates. I was not even aware the extent of his crimes, which makes it all the more important to strike against his Evil, but with... the matter of children apparently being held against their will... We must take care that the innocent, <(*&#$@*(&#$>, are not harmed."
M Dwarf Cleric/1
After we deal with our companion on the balcony, let's discuss the situation surrounding Lamm, we can decide our approach, and I feel it would be appropriate to make a pact, of companions-at-arms as it were. After that, Toff might even be hoping to get in on some pole-arm action with the Varisian hotties if Lilith consents. :-)
M Dwarf Cleric/1
Hm. I guess it's up to Lilith to figure out how to deal with these two varying approaches to friendliness with our fellow diner here on the balcony.
If the old fellow is hard of hearing or doesn't respond right away...
M Dwarf Cleric/1
While Matteos orders us some drinks and gets friendly with the waitress: After sitting down where I have a good view of the performers (Study Perform: Dance)
"Elder. Not to interrupt your privacy, but has the performance been going on long? I caught this troop's performance in last night's festivities, and wanted to catch as much as I could of them, before they leave town..." "If you don't mind, what's that you're reading? I don't suppose there's much more light enough to be reading out here, perhaps the waitress could bring you a candelabra, though?" If the waitress comes back I'll ask her to bring a candelabra for the gentleman, unless he says otherwise.
I was just wondering, if everyone could check in... Since this game ended up getting started some time after we all expected it to, what's everyone's ability to post in it looking like?
M Dwarf Cleric/1
Every bit helps! That puts us at 26 to know about the Fishery Pier. Gev & Matt for 30!
"Indeed, thank you Madame Zellara. May Shelyn smile upon us here this afternoon.
M Dwarf Cleric/1
Ok, 24 for that Know:Local check
"...Hm, it seems the cards are saying there is an opportunity here,
"Did you have any other information that might help us in this issue, Zellara?
I thought we could find someplace else to discuss what to do about this.
M Dwarf Cleric/1
I'm entranced by her reading, really digging the whole Varisian harrow thing... The dwarf on the Forge card makes me excited since I'm a dwarf :-), and the appearance of the same card as my invitation (The Midwife), and her mysterious dismissal of it, pique my interest. I ponder the implications of her reading...
Zarak, she did tell us where she thinks he operates out of: (Haven't you paid attention!? ;-)
Spoiler:
Can I do my own Know:Harrow check on the card spread? Some of her actions seemed suspicious (dismissing some cards like the Midwife, Carnival, & Tyrant) I'm going to activate my Lucky Touch on myself, so best of 2 rolls (& for next 2 rounds, if it matters).
Know: Harrow (untrained) = 22 Also, Sense Motive on her reading = 28 (nat20)
(I don't know if those would have synergies in this situation) btw, Welcome Zarak!
M Dwarf Cleric/1
"Ah, please excuse me, Madame, I have so many questions for you,
I won't bother linking the Know:Arcana check I just tried (a 6) ...That's too bad about Stunty... His posts had been pretty minimal, but I wasn't sure if that was 'his character'.
M Dwarf Cleric/1
I sit quietly and fold my hands as the woman tells her story.
Nodding as she spreads her cards, I say "You say that we may ask a question of the cards?"
Spoiler:
I'm thinking of the most positive course of action, I don't want to focus on vengeance vs. just one man, leaving some poison to fester untouched. Or at least thinking of ZK re-clarified my intentions in that direction. Though if that's how things are, Toff's glaive is ready.
"And I'd also like to ask a question of you, if I may:
M Dwarf Cleric/1
Zellara's introduction probably leaving me with more questions than I had before, I nonetheless sit back down on a couch/chair opposite the fortune-teller. Questions can come later.
M Dwarf Cleric/1
Lilith: Spoiler: Well...
Sense Motive on everyone here: 11, and Perception check: 22 (24 Scent) Dunzeltoff is wondering what's going on. These fellows don't seem too forthcoming at all,
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