Ernhild Jaggvir |
Yeah, I can't see the map on the Google Slides.
Once everyone is (more or less) ready, Ernhild gives Briggi a nod, and leads the way into the butchery. She has her sap in hand, and looks well on her way to antagonise everyone.
At least to those who begin to know her well. She's so stern that her angry face looks just like her normal face.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9 See how many people are in the butchery
Intimidate: 1d20 + 1 ⇒ (4) + 1 = 5
Tisha Nerifaren |
As they are heading that way Tisha pipes up:
Do we perhaps want to sneak in like we did at the Fishery?
Might give us a chance to get the drop on one of the remaining ones.
Oh and I can see map as a player. So we only know B1 but I assume we know it’s a 2 story building with a fenced in yard next to it and an alley next to that.
Narciso the Sorcerer |
"You think these guys have the whole building, not just a shopfront? That's a pretty big building for just 5 guys to be staying in... Well, on the way there, we'll walk all the way around the building, keeping our eyes open. If the butcher's isn't open at this time of night, I think a sneak might be a good idea. But let's do a better job of reconnaissance than we did at Lamm's hidey hole..."
The fishery was a bit of a mess, what with Briggi clumping his way up to the front door (-2 stealth) ... This time, assuming their closed, our sneak (Tish), can wander up to the building and listen at doors and so forth. then we can make a plan.
Ernhild Jaggvir |
Yeah okay I can see the map. Thanks!
Retconning previous post if we change tack strategy-wise...
"We could ambush them= if we get an idea of the layout of the place," Ernhild nods.
Foxy Quickpaw |
As you arrive it is well past sunset and dark. The butchery is closed and the front door locked. Light is only seen in the upper floor.
Behind the house the cattle is held. This large pen is open to the air, and the stink of manure, mud, and animal is strong, despite the breeze that wafts through the stockade’s wooden fence. To the south stands a
roofed shed containing a straw-filled wagon. Both the pen and the shed have an outside door. Both locked, both probably noisy to open.
Tisha Nerifaren |
Stealth: 1d20 + 8 ⇒ (8) + 8 = 16
Tisha tries to sneak around the and see if she can see anything else in any of the windows.
Climb: 1d20 + 3 ⇒ (12) + 3 = 15
She even tries to pull herself up and looks to see if she can see any animals in the pen or can reach the wooden shed roof and peer into the second story windows.
If nothing else is appearing as a better option she tries to unlock the shed door and tries to find a way to quietly open the door.
Disable Device: 1d20 + 8 ⇒ (15) + 8 = 23
[ooc]Note she is not opening the door unless she thinks she has a way to keep it quiet.
Foxy Quickpaw |
Tisha climbs the shed, which causes the cows to make some noise. But after a short while it becomes clear that no one reacts to that. Climbing from the shed to the roof is easy. Sneaking up to the window with the light in Tisha can spot a man in Korvosan guard armor sitting at a table. A single large desk stands in the eastern part of this large office, transformed into a makeshift bed by a bedroll and several blankets and pillows. A chamber pot sits under it. A table and three chairs sit to the west; several papers lie strewn over the table’s surface. One of the papers is pinned to the tabletop by an exquisite silver dagger (B8).
The door to the next room is closed, so there is no easy way to tell what is there.
Narciso the Sorcerer |
Before Tisha goes sneaking off, Narciso casts Message (twice) to link the party into a whisper net (with Narciso as the hub)...
Tisha Nerifaren |
Tisha reports back in a whisper as she finds info
one armored man upstairs in makeshift office bedroom.
Can’t tell where other two are but nobody is responding to cattle being disturbed so might be out.
We should take him quietly now as he isn’t expecting trouble.
Want to go in front or back way?
Narciso the Sorcerer |
"First, if we're not going to be able to play tricky games, give me my spear, cestus and crossbow back... Second, back door. Tish can set a rope at the back corner (red circle) and we can climb into the wagon yard. Then into the loading doors. (green circle)
Narciso the Sorcerer |
Ok, red circle relocated. We can still go in the back, even if we need to go through the cow paddock (B6).
Tisha Nerifaren |
Tisha continues to wait in a shadow on the shed roof ready to jump down if the group in the cow pen pull in a merc, or once they open the door.
Acrobatics (dc15 to reduce fall damage): 1d20 + 8 ⇒ (16) + 8 = 24
Foxy Quickpaw |
Climb Briggi: 1d20 + 7 ⇒ (9) + 7 = 16
Briggi climbs over the wooden fence, which is an adventure of its own. The fence as a whole is sturdy, to keep the animals in, but the single branches it consists of, are rather elastic, when the whole weight of a guard is put upon it. And getting over it, with nothing above to hold onto isn't easy.
But Briggi manages and lands on the inside and on his feet. Which bestows him with a bunch of new friends. He gets swarmed by four cows who loudly demand to be fed.
It's not exactly grappled, but lets go with combat maneuver rules anyway if you want to move.
Ernhild Jaggvir |
Ernhild's voice rises from the other side of the fence. "Please tell me I don't have to climb over this."
Narciso the Sorcerer |
Perception: 1d20 + 2 + 3 + 2 + 2 ⇒ (10) + 2 + 3 + 2 + 2 = 19
2 rank +3 trained +2 wis+2 racial
Narciso the Sorcerer |
Narciso uses his message spells to communicate: "He's looking out the window! Everybody hide until the cows calm down. We should be able to get away with it; he's a human looking out into the dark."
Stealth, untrained, behind the fence: 1d20 + 2 ⇒ (7) + 2 = 9
+2 dex
Ernhild Jaggvir |
Ernhild attempts to stand absolutely still behind the fence. Some stuff still jingle. And creak. And she looks, very obviously, like a dwarf in full armour standing behind a fence with big cracks in it.
Stealth: 1d20 - 6 ⇒ (1) - 6 = -5 If shields count even when unequipped, it's -6
Not that it would make less of a disaster!
Tisha Nerifaren |
Perception: 1d20 + 9 ⇒ (17) + 9 = 26
Tisha continues to hold still trying to stay in the shadows and watching what happens.
stealth: 1d20 + 8 ⇒ (12) + 8 = 20
Narciso the Sorcerer |
@Ernhild, your backup plan is a bluff - drunk dwarven warrior taking a whizz against the fence...
Ernhild Jaggvir |
@Ernhild, your backup plan is a bluff - drunk dwarven warrior taking a whizz against the fence...
Nice idea! Since I didn't come up with it myself, let's role-play it :)
"Good plan," Narciso hears Ernhild's answer in his mind.
If spotted, she will try to act black-out drunk. Sadly, she did not prepare for the role, and the transition between not-so-stealthy burglar to drunkard-impression is a bit too obvious not to notice. "Damn it," she slurs after a moment's hesitation. "Forgot my keys...?"
Bluff: 1d20 + 6 ⇒ (3) + 6 = 9 If Stone Face applies; otherwise +2
Ha! No, she's getting an arrow to the face. Sorry guys!
Foxy Quickpaw |
Perception: 1d20 - 1 ⇒ (16) - 1 = 15
Tisha notices in time and hides just under the window, out of sight. The others all have a wall or a fence in the way and the darkness isn't helping the guy either in seeing what is going on.
After a moment he turns and moves away from the window.
Ernhild Jaggvir |
Ernhild holds her breath until the guard has walked away.
"Briggi, I'm going to have to pass you my shield and my backpack to stand a chance to climb over this."
It takes a while, even if Narciso's tall height can be of some help. When she's finally got nothing but her armour on, Ernhild attempts to heave her old bones on the other side of that damn fence.
Climb: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12
She's far from the most graceful climber, and almost remains stuck straddling the thing - but finally, she makes it safely on the other side, and retrieves her equipment.
"Hello, girls," she whispers to some inquisitive cows. One licks her hand with her coarse tongue. In the darkness, the cleric's small smile turns into an expression of disgust. "Where to, now?"
Narciso the Sorcerer |
Narciso climbs over the fence into the cow byre, joining Briggi and Ernhild.
Climb, take 10: 10 = 10
Then he quickly checks the doors into the wagon shed to see if they are locked...
Tisha Nerifaren |
Tisha stays on the roof watching and listening to see if anything changes with the man in the upstairs window or any sound of combat from the group downstairs.
Narciso the Sorcerer |
Narciso calls Tisha down with his message spell, "Tisha, get down here, we have a way in..."
Then he heads into the wagon shed through the door nearer the house...
Ernhild Jaggvir |
Unable to do much for the locked door, Ernhild listens for any signs that they might have been discovered.
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Tisha Nerifaren |
Tisha freezes and watches if there is any reaction to the creak of the door.
Trust Perception from above applies as nothing has changed
Tisha quietly lowers herself down and tries to open the locked door.
using acrobatics roll above to just and not take damage
Disable Device: 1d20 + 9 ⇒ (16) + 9 = 25
Then she hides to the side of the door and motions brigi to open it.
Tisha whispers to tell the others what she sees.
Take cover you have someone checking out the door
Foxy Quickpaw |
Ernhild doesn't notice anithing over the ruckus the cows make.
Tisha finds, that the lock is not that good. The door also makes some noise when opening - the effect of the butchery being closed for months. But the cows aren't exactly silent either. On second thought, this might be the bigger issue, because when there is noise the door kept out, you for sure notice an opened door.
The floor of this grim chamber is strewn with blood-stained straw, and the reek of slaughter is almost overpowering. The room is a killing floor. Meat hooks dangle from a metal track affixed to the ceiling that allows the hooks and their gory loads to be moved easily around the room. In the northwest corner, a large hammer sits on the floor amid a permanent bloodstain. To the south, a bloodstained grill covers a wide hole in the floor. Just north of the grill sit two large vats of water, one boiling and one cold. Two large butcher blocks stand to the east next to barrels of salt, and in the southeast corner sits a reeking vat of cast-off meat and bones.
There are three sets of double doors to the north.
Tisha Nerifaren |
On my phone so I can’t drop player tokens on the map, so can someone drop by us there?
If we see no reaction Tisha slips into the killing floor after the others enter and she shuts the door behind them as quietly as possible to block out the cow noise.
If there is still no reaction Tisha looks at the others questionably and points at the far set of north double doors (B3).
Then she waits quietly as she tries to hide behind the water tanks in case someone comes through the double doors while they decide what to do.
Stealth: 1d20 + 8 ⇒ (16) + 8 = 24
Narciso the Sorcerer |
It will have to be @Foxy to put the icons on the map (or at least I think so), and we as individual players need to move them (you can't move someone elses's icon...
Also, @Foxy, there is a cow token in the middle of the area, and it's not in your description. Is it actually there? If it is, is it a cow corpse?
Foxy Quickpaw |
(B3) The air in this room is stale, stinking of day-old meat and blood. Straw litters the floor, scattered to catch the drips from the meat as it hangs. Meat hooks are affixed to the walls and ceiling on metal rods. To the north is a low blood-stained table and two barrels of salt. An iron bar extends through a narrow hole at the top of the doors; the bar runs along the ceiling for five feet before ending at a vertical pole running floor to ceiling. No one is here either.
Narciso the Sorcerer |
Narciso whispers "Quick! Find a way upstairs so we can get to the guy upstairs before he figures out what's going on..."
Narciso heads over to the door besides the one that Briggi has opened, and tests it gently (and quietly) to see if it's locked. If it's not, he opens it a crack to peek in behind...
stealth: 1d20 + 2 ⇒ (4) + 2 = 6
+2 dex