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Chapter 1- Untitled due to spoilers...(But really its called One Last Job)


SirLoganofGilead

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  • 1 month later...

As the group opened the door to the guardhouse the scene laid out before them very cleanly. There were two guards asleep at their desks on the left of the door. There were two holding cells. One of them contained a drow who seemed to be awake and raised an eyebrow at the entrance of your group. The other cell held 4 human adults and a young female blonde child. Her eyes are also open, filled with tears, and despite this still the brightest blue eyes you have ever seen in a mortal.

Neither of the guards moved even a bit, and their snores filled the room. It seemed pretty clear that guarding this place was not typically a priority. In the distance you could hear the patrolmen starting to call out to each other, it seemed to be some sort of check system, but the words were too far away to be made out.

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Keep an eye on those guards, whispered Glanton. I'll try to pick the lock nice and quiet, but if I fail and we have to force it, it'll be loud, and then it'll be more knife work for us.

 

And you all - nodding to the prisoners in both cells - quiet for a few minutes more. I'll try to get you out of here.

He had no idea whether the drow deserved to be here or not. Glanton didn't overly care. Besides, if he let everyone else but the drow out, they could raise the alarm out of spite. To him, that was the bigger risk.

A deep breath to steady nerve and hands, and then out came the lockpicks and he got to work...

 

Name
sleight of hand (dex) (also have thief tool and prof in those)
25
1d20+6 19
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izju8PZ.pngSutter hung back while Glanton took on the lock. It wasn't that he did not know his way around the inside of a lock - quite the opposite, in fact - but Glanton seemed to have the task well in hand and was a great deal quieter than Sutter might be. Instead, the alchemist kept his eyes open near the door. The call of the guard was an ominous timer counting down the remainder of their mission.

When he caught the eye of one of his co-conspirators, he quietly pulled the strange calling card they had been given from his jacket pocket and then tucked it back in. Hopefully one of those closer to the girl remembered the marked-card they were instructed to give Alessandria to both confirm the girl's identity and to earn her trust.

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The incarcerated dark elf seems torn between keeping his mouth shut and alerting the guards, only the hope that you will also set him free seems to keep him quiet. Glanton is able to deftly unpick the lock, the adults in the cell seem to not be stirring currently. The little girl seems reluctant to stir. With the door now open, the drow starts animatedly motioning to his door.

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Glanton moves to the second lo and again begins tinkering with the mechanism. In a quiet voice as he works, he asks the prisoner in a low whisper,

One professional to another, why are you locked in here?

lockpick

Name
lockpick
11
d20+6 5
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Istria Mare

HP: 19/27 | Spell Slots


Istria nudged Sutter's side and leaned in close to whisper, mouth to ear. As their resident expert on substances, it seemed logical to direct her question at him.

 

"Is it just me, or does everyone in that cell seem unusually placid. Think they were drugged?"

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izju8PZ.pngSutter took a closer look at the captives through reddened eyes, looking for any clue that might confirm Istria's suspicion. If they were drugged, perhaps he could concoct some sort of antidote. As he approached, he also showed the marked card to the girl, hoping to see some glimmer of recognition in her eyes.

OOC

Hmm, maybe first check if his passive perception (12) or insight (14) are high enough to help here as he gets closer? But assuming he doesn't spot it right away, he can take his Action to actively roll one of these skills (let me know which would be more appropriate).

 

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The imprisoned drow answers Glanton very quietly. "Public drunkenness." He almost pushes the door open when he hears the lock clock, but then peers at the guards, as if suddenly remembering they exist. He takes a step out of the cell but makes no move for the door as he waits for you to exit, seemingly trying not to make noise.

The little girl's eyes light up with recognition as Sutter shows her the card. She makes no move to leave the cell, but begins glancing back and forth at the inmates in her cell quite rapidly. She looks like the wants to get up, but something is stopping her.

 

OOC

The girl does not seem to be drugged, just scared.

 

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Olive cut her eyes over to the drow from the cage and then back to the sleeping guards. She wasn't sure that letting him go was a good idea, but she couldn't think of a better one.

"Grab the girl and let's go," she mouthed in the direction of her companions. She raised her arms together and gestured toward the door in a "Just pick her up and let's go" motion.

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Glanton looked at the now liberated drow prisoner skeptically. Public drunkenness was common to the point of ubiquity, but did this unfortunate fellow bear the trademarks of having been such afflicted? And surely it was a minor crime - why risk the "heat" of breaking out of prison for such a small infraction? But unless he wished to turn this place into a charnel house - which remained a very possible outcome, Glanton reminded himself - best to cut him loose. Glanton would do many things, but murder a man behind bars in cold blood, that had a certain air of gross moral turpitude about it.

He stowed his implements in his jacket and held up a finger to his lips in a probably redundant request for quiet. Then, he motioned for the other prisoners to leave.

 

Name
insight
15
1d20+5 10
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The girl wasn't moving. Why wasn't she moving? We can't stay here!

Olive glanced at the nearest sleeping guard to be sure he was, in fact, asleep, and then strode to the entrance of the cell, grabbed the little girl by the front or her dress, and hoisted her out of the cell. Axe in one hand and little girl in the other, Olive turned on her heels and headed for the door as quietly as possible under the circumstances.

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