Morgan grabs a hold and frees the door jam. The door creaking just the slightest bit.
It's only a moment after that where the door flies open. A figure standing there, about seven feet tall, but clearly was not originally that big, or strong... The scraps of a Kevinter officer's uniform dangle where the change in size and girth haven't torn it to shreds. It's skin has turned into a dull green. Cracked in various places, and seem to have some kind of festering wounds, but the other parts are in some kind of hardening process. Fingers have fused into three pronged claws. It's muscles flex as takes a low and slow breath.
Sim, Lafetha, and Abigail notice runic tattoos across it's body, or at least an attempt. Unsure if this is some kind of metamorphosis or getting some kind of ritual wrong. The head snaps to look around the room; what light there is appearing to bend around it.
"What is the decision of the leaf?" it says in a deep, crackled common. Abigail, and her understanding of Thieves Cant, knows this is some kind of call and response question...
This post has potentially manipulated dice roll results.
Abigail steps up, her mind racing frantically as she tries to connect as many dots as she can within the moment or two she has. History/Religion:12 (same bonus)
Either way, she will attempt to utilize her knowledge of clandestine organizations and allusions to fake her way through an answer. Deception: 8
((On the extreme off chance that this works some how, and he is then looking for orders... Abigail is going to attempt to relate to this, super soldier, that a new order has come down, he is to join us as we 'break out of base as quietly as possible in order to become double agents within Mortis Foundation. We are to try to avoid casualties as we seek out, but casualties are allowed - in order to make the escape look plausible, as many have not been briefed on our mission parameters.' After establishing ourselves with the Mortis Foundation, we will be contacted by another agent on our exact mission parameters - Abigail might throw out Shatter as a name if she feels that might help her story.))
This post has potentially manipulated dice roll results.
Abigail quickly begins to talk. Looking at the group for a moment to see if anyone had a sudden idea, with a few shaking heads....
(12 v 22)
...the creature seems to give a nod. Unfortuantely, Abigail isn't entirely sure WHAT part of her story just came across. "Yes. You clearly know enough, you have to be it." The voice crackles as it steps out of the chamber. Looking at the group. "Well? You're the exfil team... let's go."
Abigail, swivels around to the group. "Alright team, we have been preparing for this. Morgan, find out who is coming down the hall - this could be our first test. Lafetha, grab some of those vials, it may help us with our cover story. Sim and Wilson, take point with Morgan... If these are the guards, we will either need a means to silence them or put them down quickly and quietly. Remember people, minimal casualties if we can, getting out of the camp without getting caught is priority one."
Morgan, Sim (and Wilson?) exit the room to take a quick look and get ready to head out / deal with any potential problems.
As they turn the corner to the hall, Shatter is there. Pistol quickly moving to the others; that chain still wrapping and dancing in the air. "Morgan..." the pistol lowers a bit. "Out of the way. You know not to stand between me and my assignment." Shatter making reference to how the Raven's Nest operates. Mercenaries that take any job; even if it puts them against other guild members.
Morgan put's their hands up, and in a desperate jovialness they say "Shatter, Darling. Normally I'd love to immediately acquiesce to your confidant, arousing demands, even though we didn't negotiate the terms of this power scene first. Thing is we've got like 5 objectives of our own here. So I need to know what your objective is so I know how to get out of your way Hopefully we are not at odds, even those star-crossed lovers tragically turned adversaries die to them both having the heroic flaw of wanting to get paid seems like an epic for the ages, now that I think about it."
Shatter armored head tilts to the side as the gaze seems to stay entirely on Morgan.
"Better make sure your five objectives don't conflict with mine. I don't think you want this to be where you fall," Shatter quips - the chain continues to dance around like a ribbon on the wind. Still, there was a soft inflection on that sentence. Not quite double-speak, but...
"A single person. That's all I'll say," Shatter interrupts any thoughts. The voice forceful, but quiet. Not wanting to raise alarms.
Sim steps up to Morgan’s side “Oh for goodness sakes will you two just get a room already? We all get it Morgan wants your “chain” and you want to give it to her. I mean heck there is an empty med bay right down the hall. All of this can wait a bit. As for this person you need to pick up, I don’t suppose you happen to be lost and they might not be in this building, are you?”
"Unlikely, considering the big door over there," the helmet gestures to the opened vault door to the room with the vials, "and your confirmation." Shatter's free hand slides on to the hilt of a one of the blades. Just keeping a readied hand in case this all goes south quickly. "But, if you're after this same person, I'm going to have to kill you. Business is business."
The orbiting chain begins to become serrated. The beginning and end shifting into circular cutting disks.
"So. Tell me, Morgan and company. What are you all here for?"
Sim eyes the chain for a moment and then gives a sigh to indicate how very predictable the threat is.
“I mean I’m not usually into threesomes but I’ll considered it. How about you calm your chain and we see if there is a beneficial way for us to all get what we want. Maybe a little tit for tat. We came here looking for crates that were stolen during the raid on the fort. Three were intended to be our cargo. So since I assume you would rather not kill Morgan if you had another way, how about your turn to add to the info shared. Fair?”
”I’m here for one thing. And don’t care about that fort or crates. My contract tells me they’ll be here so. Here I am with you in the way. Last chance. Move or die.”
Rifle raised and ready knowing full well the entire camp might here if it gets fired Wilson turns to Sim, "That isn't how this works in our world mate. We aren't here to fight anyone and I have no skin in this so please let them through"
Gesturing with his Rifle for Sim to let Shatter through He perks up listening for more sounds outside the hallway. Making it very clear he has no desire to Fight Shatter especially in an enclosed space in the middle of enemy territory.
Shatter walks forward, pushing past Sim and Morgan.
(If Morgan or Sim try to stop shatter, roll initiative. Otherwise, continue forward.)
Shatter enters the room, the helmet sweeping across Abigail and Lafetha before looking at the monster. The monster looks to Abigail, "An assassin! They hired someone to..."
Shatter shrugs. "Don't be an idiot. What's the call?"
"Decision of the leaf?"
"...where to fall." Shatter pauses, "Did they say it to you as well?"
"No. But they knew," the creature begins.
"Doesn't matter. No response. You don't engage." Shatter points to the Raven's Nest symbol on the armor. "Now, let's go..."
(If Abigail and Lafetha decide to stop Shatter from taking this person, roll initiative)
The creature and Shatter turn, heading out of the room. Shatter stops for a second by Morgan, but not looking over at them.
"There are crates in wagons at the front gates. Don't follow us, or I'll make sure this entire place wakes up." The helmet turns and gives a nod with a simple, "Wilson."
Shatter and the Monster leave. Heading back out of sight. The slightest sounds of wings beating coming from the front door. (Did anyone hear the whispering? 5)
((edit: assuming everyone just lets this happen, which Abigail is all for...))
Abigail watches Shatter and the... thing... leave. "Well, all things considered, that probably worked to our favor. At least now we have a lead as to where we might find our final crate. Let's move people."
As she passes Morgan, Abigail pauses. "Not now, but later, you are going to have to let me know what exactly is up between you two. If this is going to be a regular thing, I think it would be nice to know what we are up against."
Sim steps to the side and let’s Shatter go by. He listens in as he talks and thanks him for the info about the crates. Then says well I guess we should head over there next.
This post has potentially manipulated dice roll results.
Abigail and Wilson's earlier peaking around lets the group know the direction to the front (Zone 1), but are mostly unsure of what to expect. Knowing better than to attempt to cut through the lair of the Giant, they skirt around (Zone 2) in a effort to get closer.
(Situation roll, entering and leaving complications: 1 & 2: 18)
They manage to get by without must cause for alarm....
Zone 1
The giant seems closer here, than back at the other building. It's slightly easier to make out the ship-like-rigging drawn across it's body, making it a easy climb. Lanterns dangling about the rigging, giving a wide range of light. The Giant itself, moving in that constant pattern. From this distance, you're nearly sure people are probably there and on it. Not that you can make out any of those details; just every so often something makes the light go out just for a second.
Four guard towers sit up a good 20ish feet, just barely over the walls. Two are by GATE 1 (The gate is closed). This gate is far wider area and has a direct road access to the Giant. It's likely where they let the beast out, and have it come back in. Several boxes, crates, and a few unloaded carts are to the sides of the giant's main pathway. The other two guard towers are by GATE 2 (the gate is closed). This route is smaller, and the grooves in the ground make it seem more well traveled by cart and carriage. Both guard towers have people actively looking around. And can likely see each other.
With your quick peaking around corners and buildings, it's difficult to make out how many sit in these towers. (Perception)
There appear to be three other areas of interest, a WORKSHOP - a half open air house that you can see the embers of a forge of a blacksmith, and large tools laying around of a woodcarver. What is inside the workshop remains yet to be seen, but there are things scattered around. THE STABLES - where you can hear and smell horses. and THE WAREHOUSE, a building that's mostly just a roof and support structures. Several boxes and crates sit inside; but its too far to make out what they could be and need you all to be closer.
Lafetha, you know that your spell is nearly done. You guess you have about... (enough time to get to 1 of these areas) ...minutes left before it fades and might need to be recast. While whispering this to the group (I assume), you do hear other voices of what are guards and soldiers that are in this particular zone.
This post has potentially manipulated dice roll results.
Abigail's peeking around corners perception roll: 18
((Edit if something important is noticed.)) Abigail agrees with Lafetha, "That would seem to be the most likely place to store them. Although, if they have not unpacked the crates, it could still be in one of those carts."
"Also, we are going to need to start figuring out how we are going to get out of here in one piece."
Morgan grabs a hold and frees the door jam. The door creaking just the slightest bit.
It's only a moment after that where the door flies open. A figure standing there, about seven feet tall, but clearly was not originally that big, or strong... The scraps of a Kevinter officer's uniform dangle where the change in size and girth haven't torn it to shreds. It's skin has turned into a dull green. Cracked in various places, and seem to have some kind of festering wounds, but the other parts are in some kind of hardening process. Fingers have fused into three pronged claws. It's muscles flex as takes a low and slow breath.
Sim, Lafetha, and Abigail notice runic tattoos across it's body, or at least an attempt. Unsure if this is some kind of metamorphosis or getting some kind of ritual wrong. The head snaps to look around the room; what light there is appearing to bend around it.
"What is the decision of the leaf?" it says in a deep, crackled common. Abigail, and her understanding of Thieves Cant, knows this is some kind of call and response question...
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Abigail steps up, her mind racing frantically as she tries to connect as many dots as she can within the moment or two she has. History/Religion: 12 (same bonus)
Either way, she will attempt to utilize her knowledge of clandestine organizations and allusions to fake her way through an answer. Deception: 8
((On the extreme off chance that this works some how, and he is then looking for orders... Abigail is going to attempt to relate to this, super soldier, that a new order has come down, he is to join us as we 'break out of base as quietly as possible in order to become double agents within Mortis Foundation. We are to try to avoid casualties as we seek out, but casualties are allowed - in order to make the escape look plausible, as many have not been briefed on our mission parameters.' After establishing ourselves with the Mortis Foundation, we will be contacted by another agent on our exact mission parameters - Abigail might throw out Shatter as a name if she feels that might help her story.))
Sim wracks his mind for anything he knows of the leaf question
history 13
Abigail quickly begins to talk. Looking at the group for a moment to see if anyone had a sudden idea, with a few shaking heads....
(12 v 22)
...the creature seems to give a nod. Unfortuantely, Abigail isn't entirely sure WHAT part of her story just came across. "Yes. You clearly know enough, you have to be it." The voice crackles as it steps out of the chamber. Looking at the group. "Well? You're the exfil team... let's go."
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Abigail, swivels around to the group. "Alright team, we have been preparing for this. Morgan, find out who is coming down the hall - this could be our first test. Lafetha, grab some of those vials, it may help us with our cover story. Sim and Wilson, take point with Morgan... If these are the guards, we will either need a means to silence them or put them down quickly and quietly. Remember people, minimal casualties if we can, getting out of the camp without getting caught is priority one."
Sim moves to where he can clear the door in a step to cover Morgan if needed bow ready.
Morgan, Sim (and Wilson?) exit the room to take a quick look and get ready to head out / deal with any potential problems.
As they turn the corner to the hall, Shatter is there. Pistol quickly moving to the others; that chain still wrapping and dancing in the air. "Morgan..." the pistol lowers a bit. "Out of the way. You know not to stand between me and my assignment." Shatter making reference to how the Raven's Nest operates. Mercenaries that take any job; even if it puts them against other guild members.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Morgan put's their hands up, and in a desperate jovialness they say "Shatter, Darling. Normally I'd love to immediately acquiesce to your confidant, arousing demands, even though we didn't negotiate the terms of this power scene first. Thing is we've got like 5 objectives of our own here. So I need to know what your objective is so I know how to get out of your way Hopefully we are not at odds, even those star-crossed lovers tragically turned adversaries die to them both having the heroic flaw of wanting to get paid seems like an epic for the ages, now that I think about it."
Shatter armored head tilts to the side as the gaze seems to stay entirely on Morgan.
"Better make sure your five objectives don't conflict with mine. I don't think you want this to be where you fall," Shatter quips - the chain continues to dance around like a ribbon on the wind. Still, there was a soft inflection on that sentence. Not quite double-speak, but...
"A single person. That's all I'll say," Shatter interrupts any thoughts. The voice forceful, but quiet. Not wanting to raise alarms.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Sim steps up to Morgan’s side “Oh for goodness sakes will you two just get a room already? We all get it Morgan wants your “chain” and you want to give it to her. I mean heck there is an empty med bay right down the hall. All of this can wait a bit. As for this person you need to pick up, I don’t suppose you happen to be lost and they might not be in this building, are you?”
Persuasion 12
"Unlikely, considering the big door over there," the helmet gestures to the opened vault door to the room with the vials, "and your confirmation." Shatter's free hand slides on to the hilt of a one of the blades. Just keeping a readied hand in case this all goes south quickly. "But, if you're after this same person, I'm going to have to kill you. Business is business."
The orbiting chain begins to become serrated. The beginning and end shifting into circular cutting disks.
"So. Tell me, Morgan and company. What are you all here for?"
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Sim eyes the chain for a moment and then gives a sigh to indicate how very predictable the threat is.
“I mean I’m not usually into threesomes but I’ll considered it. How about you calm your chain and we see if there is a beneficial way for us to all get what we want. Maybe a little tit for tat. We came here looking for crates that were stolen during the raid on the fort. Three were intended to be our cargo. So since I assume you would rather not kill Morgan if you had another way, how about your turn to add to the info shared. Fair?”
Insight 21
”I’m here for one thing. And don’t care about that fort or crates. My contract tells me they’ll be here so. Here I am with you in the way. Last chance. Move or die.”
You now know Shatter is done talking.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Rifle raised and ready knowing full well the entire camp might here if it gets fired Wilson turns to Sim, "That isn't how this works in our world mate. We aren't here to fight anyone and I have no skin in this so please let them through"
Gesturing with his Rifle for Sim to let Shatter through He perks up listening for more sounds outside the hallway. Making it very clear he has no desire to Fight Shatter especially in an enclosed space in the middle of enemy territory.
Shatter walks forward, pushing past Sim and Morgan.
(If Morgan or Sim try to stop shatter, roll initiative. Otherwise, continue forward.)
Shatter enters the room, the helmet sweeping across Abigail and Lafetha before looking at the monster. The monster looks to Abigail, "An assassin! They hired someone to..."
Shatter shrugs. "Don't be an idiot. What's the call?"
"Decision of the leaf?"
"...where to fall." Shatter pauses, "Did they say it to you as well?"
"No. But they knew," the creature begins.
"Doesn't matter. No response. You don't engage." Shatter points to the Raven's Nest symbol on the armor. "Now, let's go..."
(If Abigail and Lafetha decide to stop Shatter from taking this person, roll initiative)
The creature and Shatter turn, heading out of the room. Shatter stops for a second by Morgan, but not looking over at them.
"There are crates in wagons at the front gates. Don't follow us, or I'll make sure this entire place wakes up." The helmet turns and gives a nod with a simple, "Wilson."
Shatter and the Monster leave. Heading back out of sight. The slightest sounds of wings beating coming from the front door.
(Did anyone hear the whispering? 5)
What do you do?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
((edit: assuming everyone just lets this happen, which Abigail is all for...))
Abigail watches Shatter and the... thing... leave. "Well, all things considered, that probably worked to our favor. At least now we have a lead as to where we might find our final crate. Let's move people."
As she passes Morgan, Abigail pauses. "Not now, but later, you are going to have to let me know what exactly is up between you two. If this is going to be a regular thing, I think it would be nice to know what we are up against."
Sim steps to the side and let’s Shatter go by. He listens in as he talks and thanks him for the info about the crates. Then says well I guess we should head over there next.
Abigail and Wilson's earlier peaking around lets the group know the direction to the front (Zone 1), but are mostly unsure of what to expect. Knowing better than to attempt to cut through the lair of the Giant, they skirt around (Zone 2) in a effort to get closer.
(Situation roll, entering and leaving complications: 1 & 2: 18)
They manage to get by without must cause for alarm....
Zone 1
The giant seems closer here, than back at the other building. It's slightly easier to make out the ship-like-rigging drawn across it's body, making it a easy climb. Lanterns dangling about the rigging, giving a wide range of light. The Giant itself, moving in that constant pattern. From this distance, you're nearly sure people are probably there and on it. Not that you can make out any of those details; just every so often something makes the light go out just for a second.
Four guard towers sit up a good 20ish feet, just barely over the walls. Two are by GATE 1 (The gate is closed). This gate is far wider area and has a direct road access to the Giant. It's likely where they let the beast out, and have it come back in. Several boxes, crates, and a few unloaded carts are to the sides of the giant's main pathway. The other two guard towers are by GATE 2 (the gate is closed). This route is smaller, and the grooves in the ground make it seem more well traveled by cart and carriage. Both guard towers have people actively looking around. And can likely see each other.
With your quick peaking around corners and buildings, it's difficult to make out how many sit in these towers. (Perception)
There appear to be three other areas of interest, a WORKSHOP - a half open air house that you can see the embers of a forge of a blacksmith, and large tools laying around of a woodcarver. What is inside the workshop remains yet to be seen, but there are things scattered around. THE STABLES - where you can hear and smell horses. and THE WAREHOUSE, a building that's mostly just a roof and support structures. Several boxes and crates sit inside; but its too far to make out what they could be and need you all to be closer.
Lafetha, you know that your spell is nearly done. You guess you have about... (enough time to get to 1 of these areas) ...minutes left before it fades and might need to be recast. While whispering this to the group (I assume), you do hear other voices of what are guards and soldiers that are in this particular zone.
What do you do?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Lafetha suggest that the group head to the warehouse to check for the last crate.
Before they head off she cast Pass without Trace, "never know what it over there, and our spell is almost out!'
Abigail's peeking around corners perception roll: 18
((Edit if something important is noticed.)) Abigail agrees with Lafetha, "That would seem to be the most likely place to store them. Although, if they have not unpacked the crates, it could still be in one of those carts."
"Also, we are going to need to start figuring out how we are going to get out of here in one piece."
For the inevitable Stealth roll: 29