Mission 5 - Turn 1 *Turn Ends
11PM UTC, 7 October 2024.*
It is a clear night with a waning crescent moon which gives off only a little light. The breeze comes out of the southwest, with small occasional gusts.
(roll dice)
Captain Aylar, you set about Working your glamour, that of the appearance of a typical mannish smuggling vessel striving to do just enough slightly dishonest work to stay decently running. As you slide it over the Ship supported by the Wards, it flickers a bit before settling, almost as if the Ship itself debates shaking off the scruffy visage that has been imposed upon it, but relents with almost a huff.
Seeing this, Cap'n Rummyfangs dashes into his cabin and returns without his hat or longcoat, in an old patched shirt and his worst breeches. Admiral Cliodhna grins and gestures with one hand, and her long hair is now short curls tucked under a dark scarf while her visage, figure and clothing is that of a waif of a human boy. She can't help throwing a wink at
Captain BenKii and a small smile at
Count Karnstein.
Kyp, you, Finn and Pearl take the buckets with the acid mix and are off. (roll dice*3) You encounter no problems on the way to the westernmost harbor entrance and locate the chain. You are lucky, there are two links with a bit of rust already between them. In the darkened night time waters of the Naval Harbor beyond you see a large shadow gliding about. It is a 12 foot tiger shark.
(roll dice) In the main part of the port a tavern brawl breaks out and spills into the street, catching bystanders of another drinking establishment as well. A port brothel erupts with shouts and screams as ruffians start throwing a few customers out minus their breeches and their purses. Then at the eastern far end of a pier a fire erupts in one of the older port storage buildings just as the breeze comes in off the water, threatening to blow the blaze into the more official port buildings.
Team 2/Prison Team - Aylar, Argy, Grog'tial, Baldbeard, Karnstein:
(roll dice) You mount Zephyr and take off with a leap and a slight whoosh of wings. From your vantage point up in the air you can see a fire at the far end of the port, several fights starting to get out of control and hear the alarms going up calling for the guard. In the flickering lanterns of the waterside you see seven ladies surrounding
Devin and wandering towards the west end. They seem giddy and drunk.
Grog'tial (roll dice) the lay of the land points that the tunnel most likely descends from where you saw it in H1, to somewhere underground in the dungeons of C69, most likely SW or W.
(roll dice) Zephyr lands and you get off
behind some bushes NW and uphill from the prison C69. Luckily the hill and outer edges of the prison is not well trimmed or cared for and there is scrub brush and bushes to hide in. You seem to have gone unnoticed. It isn't long before
you hear Devin and the ladies getting nearer.
Team 1/Carver Team - Bellandra, BenKii, Gilius, Durik:
The griffon returns and is loaded with
four ropes to use for binding as well as securing the figureheads for Zephyr to haul back over the wall. The team mounts and Zephyr takes off again. (roll dice)
You land behind three trees and some bushes NW of the carver's workshop home. You seem to have gone unnoticed. (roll dice) From the back you do not see a door anywhere, it must be around the front. From the look of things there will be one door into the workshop (the square western end) and maybe one into the house part (they are together in one building) or else the house is entered through the workshop itself.
A half-orc guard walks around the building in a clockwise direction. You can hear him grunt something to another guard in the front as he passes.
A human voice answers low and briefly. The window curtains are closed, but from the flickering light inside you can see at least
two shadows inside the house part. The workshop window is dark.
(roll dice*5)
Devin, you and the seven Saucy Sirens have made it to the prison and one of the ladies pounds on the door, laughing drunkenly. The
door faces north and is opened by a human guard, with another standing behind him. At first he seems irritated, but that quickly turns to amusement as he calls back to his fellows about the girls and party at the door. Luck is with you, the captain is away for the evening at some shindig in the upper town. Your music is entrancing and they let you all in the door.
You enter a small guard of the watch room, but beyond is the guardroom proper. While
you slip a small pin in place to jam the door slightly open for the Prisoner Team, the ladies quickly move into the guardroom and get to work encouraging the guards to drink drugged wine and ale.
The guardroom itself is round and open, except for a walled off area that must be the
captain's office along the south wall. There are
curved wooden stairs going up the eastern side, probably to the barracks, and
curved stone stairs going down along the western wall, probably to the dungeon cells. There are currently five guards (2 human 3 half-orc) in the room, being entertained by the ladies. Two more humans start to come down the stairs, hearing the party. (roll dice*3) You are able to Sleep all but one of the guards, a human. Two of the ladies knock him out and manage to make him swallow some drugged wine.
Devin, you sense the slightest twinge of unease, but not a life drain.