This post has potentially manipulated dice roll results.
Guards: 15
Sim takes a look around. Trying to duck between buildings with others. There are several other teams of guards patrolling around. All within the sight lines of those four guard towers. Overall, you see about 3 different teams of 3 patrolling through the zone.
Morgan fans themself with their hand, "whoo, sorry everyone, I was ...distracted. yeah, whare house sounds great. We're looking for a crate bound to be tons of crates there."
The open warehouse sits covered between what appears to be a few 'streets.' Boxes and sacks are organized and stacked on wooden pallets that sit on the dirt floor. A few lanterns hang inside the warehouse, but are currently extinguished - making it difficult to see.
Looking around, you have fairly open sight lines to where you'd expect the guards to be patrolling. Also means they may see moving boxes and the sounds of rustling if they happen to come by.
A quick observation doesn't appear to have any results. If it's here, it's like under some other box...
(Those each person searching: Investigation, disadvantage if no dark vision. Each person searching / assisting adds +1 to situation roll. Turning on a light to negate disadvantage adds +1. Max info DC 20) (Those each person keeping watch for the guards: Perception, DC 12 subtracts 1 from the situation roll as you're able to signal to others when to duck / be quiet; to a minimum of 1)
With Sim and Morgan keeping a keen eye, Abigail is able to work her way through the boxes. Carefully lifting and lowering. Trying to find their last target. After a good 25 minutes of searching, she comes up empty handed for the target. Firmly believing it to not be here.
She does find, among the boxes...
1 Potion of Resistance (Force) that was in a half-opened container. A very heavy locked chest, likely with coins. A coin purse that was dropped by someone (7 gold, 10 silver, 15 copper) A jewelry box that's was likely bought and stored here rather than where-ever the barracks was. It containing a set of earrings finely made (50 gold), and a bracelet (50 gold).
Glancing around, the coast is clear to get to any of the other spots. Although those towers are still scanning and looking around for signs of trouble.
Where do you go? (Warehouse, Stables, Workshop, Gate 1, Gate 2, Retreat from Zone)
Abigail pockets the potion, the purse, and jewelry, then emerges shaking her head to indicate, "Not here." She then points toward the carts near large giant-gate (Gate 1).
This post has potentially manipulated dice roll results.
Lookouts: 22 Situation (1): 7
The group ducks by, sticking to shadows... and some of the shadows sticking to them. Their feet not kicking up dust or tracks as they head over to...
GATE 1
Two guard towers sit on either side of the gate. Two people in each. A Small staircase leads up to a platform about 10 feet off the ground, followed by a rope ladder the remaining 20ish feet to the top. From underneath, you can see the latched platform that opens from where they are standing. They appear armed with bows, but Wilson can make out the barrel of a musket leaning up against the side as well.
A large pulley system is near the gate - a crank arm that can open and close the large wooden doors. It probably takes about a minute, and from the look of it, is quite loud as well.
A few carts sit off the path the giant has made. No horses or beasts or burden currently connected to them. But sitting to the side of one of the carts are several boxes neatly organized and ready to go. One of them having the numbers you're looking for. It's quite large, easily needing two hands to carry and will be cumbersome. But it is not big enough for a person; unless they were folded and didn't need air holes.
(DC 12 STR / Athletics or STR 15+ can simply pick it up without jerking around. Failure , Situation Roll 1 - 3, on D20 representing each guard tower that would hear it, unless mitigated.)
Sim and (the other) grab the box. Whatever is inside isn't the most secure; the weight shifting back and forth while they move and keep it level. But, they quickly manage to get back to where the others are hiding.
Burned on to the top of the box is now a Kevinter symbol; marking it as theirs despite the numbers on the side. Or perhaps it was theres all along, you're not entirely sure. Regardless, the job is to get these back.
(The big box requires 1 person to hold, action to put down. Free action to drop, but runs the risk of breaking. Lafetha has the small box, which needs 1 arm to hold)
Overall, nobody except for Shatter has seen you. Going back the route you came (1 - 3 - Exit) would provide the easiest knowable escape route. (Situation Roll 1 & 2)
Running for it could also in theory work... (Situation roll 1 - 10)
The area you're in now (1) still has patrolling guards, and the towers. And from the looks of it, 4 also has many people active in it by the Giant. 2 and/or 5 may have exits as well, but you don't know their layouts. (1 - 5 situation roll)
The fragility of this box means getting into a skirmish could cause a bigger headache than you'd like. But, you could always attempt something else. But with the vast amount of fort still unknown, and knowing they have impressive firepower and clockwork entities you've yet to find... runs some risks.
What do you do? (Chose a path, or, do something else!)
Morgan helps Sim with the crate, "so we got two crates, the third one is a bust, let's get out the way we came, because as soon as anything bad happens, I will 100% drop this without thinking about it."
This post has potentially manipulated dice roll results.
(Last Situation....1)
The group turns and begins to move. Carrying the box they slip out of the first area. Heading back the way they came, the large building still remains quiet. The guards dead up on the roof. They begin to head out, cutting through the back passageways until they get within line of sight of where they entered the fort. They stop short, a lone figure and two of those six legged moving turrets glancing at where they came from...
19 (Does he roll a 20?)
The figure hasn't noticed the crew.. yet. One thing is for certain, he isn't wearing Kevinter clothing. The elven man is armed, the hilt of a pistol on one hip, simple leather armor and helm across his lithe frame, and currently investigating the cut in the perimeter. He's blocking your escape, and seems to be on the lookout. You do have the element of surprise (advantage on initiative checks) if you decide to open fire from here. But... it could signal an issue to people at the fort who are a few minutes away... besides any possible cannon attacks.. And you know you still have to make it through the woods and away from here.
What do you do? (If deciding to start combat, roll initiative with advantage & actions.)
Morgan jerks their head towards the chest, someone hold this for me. When someone does they cast disguise self to look like one of the guards and runs towards the elf, so they are out of breathe "Halt! Who goes...? Oh, sir... sir.... They need you... In the... In the... Over there..." Morgan points to the first building the team went to, and hunches over and starts making a show of trying to catch their breathe.
Morgan pants, "armored mercs... exfiltration squad... Found the target... Sabatoged alarm... Went sideways..." deception12. Morgan sees they aren't buying it, "and they stole... My heart..." Intiative 12
Abigail, you can tell there are at least two guards per tower. But you can't quite tell where the other sounds and voices are.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Sim moves with the group trying to spot where people are and what noises come from where. Bow at the ready.
perception 19
Guards: 15
Sim takes a look around. Trying to duck between buildings with others. There are several other teams of guards patrolling around. All within the sight lines of those four guard towers. Overall, you see about 3 different teams of 3 patrolling through the zone.
(Situation roll 4)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Morgan fans themself with their hand, "whoo, sorry everyone, I was ...distracted. yeah, whare house sounds great. We're looking for a crate bound to be tons of crates there."
Sim moves toward the warehouse
Morgan Follows Sim
THE WAREHOUSE
The open warehouse sits covered between what appears to be a few 'streets.' Boxes and sacks are organized and stacked on wooden pallets that sit on the dirt floor. A few lanterns hang inside the warehouse, but are currently extinguished - making it difficult to see.
Looking around, you have fairly open sight lines to where you'd expect the guards to be patrolling. Also means they may see moving boxes and the sounds of rustling if they happen to come by.
A quick observation doesn't appear to have any results. If it's here, it's like under some other box...
(Those each person searching: Investigation, disadvantage if no dark vision. Each person searching / assisting adds +1 to situation roll. Turning on a light to negate disadvantage adds +1. Max info DC 20)
(Those each person keeping watch for the guards: Perception, DC 12 subtracts 1 from the situation roll as you're able to signal to others when to duck / be quiet; to a minimum of 1)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Abigail motions for Sim, Morgan, and Wilson to keep an eye out will she searches the crates... then hopes that they actually understood her motions.
Investigation: 20
perception 15
Morgan looks at Wilson, "We're going to take better care of these guys right?" and then actually keeps a look out this time perception 20
(Situation Roll: 15)
(Potion roll: 4)
With Sim and Morgan keeping a keen eye, Abigail is able to work her way through the boxes. Carefully lifting and lowering. Trying to find their last target. After a good 25 minutes of searching, she comes up empty handed for the target. Firmly believing it to not be here.
She does find, among the boxes...
1 Potion of Resistance (Force) that was in a half-opened container.
A very heavy locked chest, likely with coins.
A coin purse that was dropped by someone (7 gold, 10 silver, 15 copper)
A jewelry box that's was likely bought and stored here rather than where-ever the barracks was. It containing a set of earrings finely made (50 gold), and a bracelet (50 gold).
Glancing around, the coast is clear to get to any of the other spots. Although those towers are still scanning and looking around for signs of trouble.
Where do you go? (
Warehouse, Stables, Workshop, Gate 1, Gate 2, Retreat from Zone)DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Abigail pockets the potion, the purse, and jewelry, then emerges shaking her head to indicate, "Not here."
She then points toward the carts near large giant-gate (Gate 1).
Lookouts: 22
Situation (1): 7
The group ducks by, sticking to shadows... and some of the shadows sticking to them. Their feet not kicking up dust or tracks as they head over to...
GATE 1
Two guard towers sit on either side of the gate. Two people in each. A Small staircase leads up to a platform about 10 feet off the ground, followed by a rope ladder the remaining 20ish feet to the top. From underneath, you can see the latched platform that opens from where they are standing. They appear armed with bows, but Wilson can make out the barrel of a musket leaning up against the side as well.
A large pulley system is near the gate - a crank arm that can open and close the large wooden doors. It probably takes about a minute, and from the look of it, is quite loud as well.
A few carts sit off the path the giant has made. No horses or beasts or burden currently connected to them. But sitting to the side of one of the carts are several boxes neatly organized and ready to go. One of them having the numbers you're looking for. It's quite large, easily needing two hands to carry and will be cumbersome. But it is not big enough for a person; unless they were folded and didn't need air holes.
(DC 12 STR / Athletics or STR 15+ can simply pick it up without jerking around. Failure , Situation Roll 1 - 3, on D20 representing each guard tower that would hear it, unless mitigated.)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Sim moves over to the crate and motions someone to pick up the other end and lifts the box.
Strength 18
Sim and (the other) grab the box. Whatever is inside isn't the most secure; the weight shifting back and forth while they move and keep it level. But, they quickly manage to get back to where the others are hiding.
Burned on to the top of the box is now a Kevinter symbol; marking it as theirs despite the numbers on the side. Or perhaps it was theres all along, you're not entirely sure. Regardless, the job is to get these back.
(The big box requires 1 person to hold, action to put down. Free action to drop, but runs the risk of breaking. Lafetha has the small box, which needs 1 arm to hold)
Overall, nobody except for Shatter has seen you. Going back the route you came (1 - 3 - Exit) would provide the easiest knowable escape route. (Situation Roll 1 & 2)
Running for it could also in theory work... (Situation roll 1 - 10)
The area you're in now (1) still has patrolling guards, and the towers. And from the looks of it, 4 also has many people active in it by the Giant. 2 and/or 5 may have exits as well, but you don't know their layouts. (1 - 5 situation roll)
The fragility of this box means getting into a skirmish could cause a bigger headache than you'd like. But, you could always attempt something else. But with the vast amount of fort still unknown, and knowing they have impressive firepower and clockwork entities you've yet to find... runs some risks.
What do you do? (Chose a path, or, do something else!)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Morgan helps Sim with the crate, "so we got two crates, the third one is a bust, let's get out the way we came, because as soon as anything bad happens, I will 100% drop this without thinking about it."
(Last Situation....1)
The group turns and begins to move. Carrying the box they slip out of the first area. Heading back the way they came, the large building still remains quiet. The guards dead up on the roof. They begin to head out, cutting through the back passageways until they get within line of sight of where they entered the fort. They stop short, a lone figure and two of those six legged moving turrets glancing at where they came from...
19 (Does he roll a 20?)
The figure hasn't noticed the crew.. yet. One thing is for certain, he isn't wearing Kevinter clothing. The elven man is armed, the hilt of a pistol on one hip, simple leather armor and helm across his lithe frame, and currently investigating the cut in the perimeter. He's blocking your escape, and seems to be on the lookout. You do have the element of surprise (advantage on initiative checks) if you decide to open fire from here. But... it could signal an issue to people at the fort who are a few minutes away... besides any possible cannon attacks.. And you know you still have to make it through the woods and away from here.
What do you do? (If deciding to start combat, roll initiative with advantage & actions.)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Morgan jerks their head towards the chest, someone hold this for me. When someone does they cast disguise self to look like one of the guards and runs towards the elf, so they are out of breathe "Halt! Who goes...? Oh, sir... sir.... They need you... In the... In the... Over there..." Morgan points to the first building the team went to, and hunches over and starts making a show of trying to catch their breathe.
deception 20
The figure looks over at Morgan, eyes narrowing a bit as he looks over the uniform and disguise.
(Insight 20 v 20)
"You don't seem familiar," the figure walks closer to Morgan. "And I don't report to a low class soldier. Tell me. What's going on..."
Morgan hears one of the turrets turn towards them.
(Deceive, DC 22)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Morgan pants, "armored mercs... exfiltration squad... Found the target... Sabatoged alarm... Went sideways..." deception 12. Morgan sees they aren't buying it, "and they stole... My heart..." Intiative 12