Episode 6 - Mudlark Casing the Orphanage

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Episode 6 - Mudlark Casing the Orphanage

#1 Post by SilverBen »

Urson wrote: Thu May 25, 2023 4:50 pm Mudlark slips off into the maze of side streets and alleys.

Mudlark's intent is to scout the area thoroughly, looking for climbable walls, shadowed spots where she can crouch and hide, spots where she can watch without being seen, etc. She won't hesitate to scramble onto roofs for this recon.
sastaz wrote: Wed May 31, 2023 9:24 pm Thorily

"...We should plan our next step carefully and not rush to action, especially not if we are really dealing with a witch here. So, before anyone tries something stupid, let's ga.... Hey, where's Mudlark?
Antoine de Saint-Exupery: “If you want to build a ship, don’t drum up people together to collect wood and don’t assign them tasks and work, but rather teach them to long for the endless immensity of the sea.”

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Re: Episode 6 - Mudlark Casing the Orphanage

#2 Post by Urson »

Mudlark
Mudlark stays low on the roof, looking down into the courtyard. She raises an eyebrow at the topiary. Pricey stuff for an orphanage. May be some worth here to steal, after all.
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Re: Episode 6 - Mudlark Casing the Orphanage

#3 Post by SilverBen »

Time: early afternoon
Turn 1 - Round 4

Urson wrote: Thu May 25, 2023 4:50 pm Mudlark slips off into the maze of side streets and alleys...

Mudlark's intent is to scout the area thoroughly, looking for climbable walls, shadowed spots where she can crouch and hide, spots where she can watch without being seen, etc. She won't hesitate to scramble onto roofs for this recon.
The stone wall appears to have plenty of easily accessible footholds for Mudlark. The wall is roughly constructed of large round stones stacked and cemented together at its top. In order to climb onto the roof, Mudlark must traverse several challenges...
  • discreetly climb the stone wall - Make a successful Climb Walls roll as a Level 1 Thief, 1d100 <= 87.
  • if failed, reveal the spoiler
    failure of the Climb Walls roll will result in a 1 round delay in meeting up with the party. Perhaps the stones weren't secured well enough or have come loose?
  • looking for climbable walls, shadowed spots where she can crouch and hide - Make a successful Hide In Shadows roll as a Level 1 Thief, 1d100 <= 10.
  • if failed, reveal the spoiler
    failure of the HIde In Shadows will result in you being spotted and 10% random chance alarms will sound. It's mid afternoon and there may be some passersby concerned by what appears to be a misbehaving young girl from the orphanage! They might scold Mudlark loudly and spoil her stealthy approach!
  • scramble onto roof - Make a successful Climb Walls roll as a Level 1 Thief, 1d100 <= 87.
  • if failed, reveal the spoiler
    failure of the Climb Walls roll will result in a 1 round delay in meeting up with the party. Mudlark can't seem to reach the roof yet, ...just a little closer - but whatever you do, don't fall Mudlark!
Mudlark definitely has the skills to climb up to the roof discreetly, but it might take time.
Antoine de Saint-Exupery: “If you want to build a ship, don’t drum up people together to collect wood and don’t assign them tasks and work, but rather teach them to long for the endless immensity of the sea.”

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Re: Episode 6 - Mudlark Casing the Orphanage

#4 Post by Urson »

Mudlark
Mudlark manages the wall easily-
[1d100]=54
...but someone sees her. (Obviously, she _doesn't_ know she's been spotted).
[1d100]=80

No alarm is raised.
[1d100]=39

If no one bothers her, she pulls herself onto the roof like a cat.
[1d100]=9

She'll move toward the ridge of the roof, looking for open windows.
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Re: Episode 6 - Mudlark Casing the Orphanage

#5 Post by SilverBen »

Turn 1 - Round 5
Mudlark on the roof of the orphanage


Awesome, Bob! One more set of rolls required before Mudlark can find one significant proof hinting that Headmistress Hildgrid is a witch. I've posted an update for XP earned in the other OOG thread for Awarding XP to reward Mudlark nicely!


From her hidden position up on the roof of the Headmistress's home, Mudlark quickly spots a large square window in the roof covered with a glass trap door that she may just be able to open and.. widen... and wiggle through...

To figure out how to open the glass trap door mechanism in the roof, make a successful Find Traps Roll 1d100 < 10. If failed, role play in character

Then, to unlock the glass trap door mechanism in the roof and open it far enough to slip inside, make a successful Disarm Traps Roll 1d100 < 10. If failed, role play in character

If both rolls succeed, then Mudlark scores big! She gains entry to the building by opening and wiggling in through the glass trap door in Round 6


Meanwhile, from below her at ground level Mudlark overhears the rapid echoes of sneezing from Tove and Vatn.

Make a successful WIS Ability Check Roll 1d20 <= 13 for a helpful hint and observation Mudlark correctly realizes.

Nevertheless, even of she is unable to gain entry, Mudlark will be able to peer down through the glass window.
Antoine de Saint-Exupery: “If you want to build a ship, don’t drum up people together to collect wood and don’t assign them tasks and work, but rather teach them to long for the endless immensity of the sea.”

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Re: Episode 6 - Mudlark Casing the Orphanage

#6 Post by Urson »

Mudlark
Mudlark ignores the sneezing and ruckus from the ground- she's focused on her job right now.
There's a pennyworth of luck, she mutters as she spots the glass window in the roof. She goes nearly flat and creeps over to it, trying to peek inside without exposing herself. (Probably looking down with one eye, only half her face exposed). She has absolutely no intention of entering before she knows what's there.

I'm guessing 'move silently' is the key here. Move silently: 20% [1d100]=11

WIS 13: [1d20]=1
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Re: Episode 6 - Mudlark Casing the Orphanage

#7 Post by sastaz »

Let's call the sneezing "a well timed diversion to direct attention away from Mudlark" :lol:

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Re: Episode 6 - Mudlark Casing the Orphanage

#8 Post by SilverBen »

Four walls enclose a 15' X 9' rectangular study an labratory. Its contents include...
  • East Wall: framed mirror hanging, potted plants
  • West Wall: window to topiary garden, gate, stone wall, hanging baskets, potted plants
  • North Wall: a desk, candles, alchemical equipment, foodstuffs, potted plants, jars, writing implements, books in Ancient Languages
  • South Wall: bookshelves, shelf of books, shelf of instruments for weather sensing, shelf of stoppered jars, potted plants
  • Exits: west wall in window 25' above topiary garden, curtain to South corridor, skylight to roof without ladder
Mudlark looks down upon a collection of seemingly harmless trappings that infer Hildgrid is a capable astrologer. Much reading material scattered around the desk reveals her deep engagement in herbalism and brewing. A realization then dawns on Mudlark that triggers her to gasp.

Mudlark already knows a witch is someone who practices dark, powerful magical abilities that are extraplanar in origin.

Roll a succesful 1d20 < INT and she also...
Mudlark also knows while wizards typically learn the academics of spellcasting at magical schools or from learned personal mentors, Earning Hint#1...witches learn magical skills from demonic entities and their minions, or from other Witches under the control of forces in other planes of existence.


She looks through the window in the roof of the orphanage to the room below and recognizes among the reading material is Earning Hint#2... an insignia of a cult that worships Efreet - free-willed, enchanted creatures from the elemental plane of Fire. The insignia is used to summon the demonic creatures, appearing as clouds of smoke, condensing into giant-sized men surrounded by flames!
Antoine de Saint-Exupery: “If you want to build a ship, don’t drum up people together to collect wood and don’t assign them tasks and work, but rather teach them to long for the endless immensity of the sea.”

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Re: Episode 6 - Mudlark Casing the Orphanage

#9 Post by Urson »

Mudlark
INT: 10 [1d20]=3

Mudlark nods when she sees the magical trappings. As rain... She makes a mental note to warn the rest of the crew.

She'll check to see if the skylight can be opened, but won't actually open it. This trip is all recon, anyway. She holds position for a minute or so, just listening to the activity inside the orphanage, then moves South.
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Re: Episode 6 - Mudlark Casing the Orphanage

#10 Post by SilverBen »

The skylight poses no significant challenge to Mudlark, that is once she has a few tools of the trade with her to work her craft. The drop from the skylight to the desk on the north wall is not more than her height and a quick jump back up, assisted by something below to close the distance might be the easiest score she's ever made!
Antoine de Saint-Exupery: “If you want to build a ship, don’t drum up people together to collect wood and don’t assign them tasks and work, but rather teach them to long for the endless immensity of the sea.”

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Re: Episode 6 - Mudlark Casing the Orphanage

#11 Post by SilverBen »

Turn 1 - Round 8

Mudlark removes a few tools from her backpack and crouches in the afternoon shade to use them. She overhears the satisfying sound of success and opens the skylight a crack to test it. "Success!" she congratulates herself and runs her hand over the lip of the window frame to feel out the surface, "now to just hop down and this will be the easiest job I ever had..."

OUCH! Mudlark feels a cold pain sweeps across her hand and recoils to examine the injury! She pulls out a strip of bandage to bind the wound and notices a sparkling residue.
Mudlark must make a Saving Throw vs Poison!
[1d20]=19 >= 13 Mudlark saves vs Poison Needle

Mudlark drops herself down as quietly as she can to the desk below and then to the floor. Mudlark must make a successful Move Silently roll of be overheard
[1d100] <= 20 Mudlark Moves Silently

[1d100]=5

She studies the maps on the desk and quickly comes to a fearful realization.
Urson wrote: Thu Jun 15, 2023 3:21 pm Mudlark
INT: 10 [1d20]=3
The desk is covered with items carrying insignia of a cult that worships Efreet - free-willed, enchanted creatures from the elemental plane of Fire.
Antoine de Saint-Exupery: “If you want to build a ship, don’t drum up people together to collect wood and don’t assign them tasks and work, but rather teach them to long for the endless immensity of the sea.”

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