Thravar nods, seemingly pleased with what he's hearing. His eyes move to
the bodyguard as he speaks, letting loose a breath laden with garlic and
suggestive of general poor dental hygiene.
"Th' 'old' manor house. We got maps?"
W
Ambrus's Avatar <
/"Miss Amber's the best there is at getting maps. We'll know more about
the place than the mark does. Right Amber?"/ Jacoby smiles at the raven
haired halfling before turning to the Guild Master. /"I get it. So is
Mister Fhel gonna be calling the shots again?"/
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Lord_Raven88's Avatar <
Quote:
Originally Posted by *Ambrus*
/"Miss Amber's the best there is at getting maps. We'll know more about
the place than the mark does. Right Amber?"/ Jacoby smiles at the raven
haired halfling before turning to the Guild Master. /"I get it. So is
Mister Fhel gonna be calling the shots again?"/
Inclining her cowled head slightly in agreement with Jacoby, Amber
whispers in her ragged voice "I can get the maps" turning to look around
the group her emerald eyes evaluates everyone while the candle light
vividly shows off the scar on the left side of her face "I should be
able to have the plans by tomorrow night, I suggest that we retire until
then and meet in a safe location, then we can formulate our plans and
begin our preparations, Fhel and I should also do some snooping into the
owner and the people who work there"
OOC: Knowledge (Local) check +9 to see what Amber knows about this Lord
and the history of the manor.
EH Only
[sblock]
Amber is going to do as much of the following before the meeting
tomorrow. The list is prioritised in order of importance.
* Get a map of the manor and the grounds, as well as the surrounding
area.
* Gather Info on the Lord of the manor.
* Gather Info to see if anyone was recently 'fired' from the manor.
* Gather Info to find out about the number of people who work there,
who the important staff are etc.
* Gather Info to find out about as much as possible as the important
staff especially if they have any nasty habits/vices, and who
their closest kin are (especially young children, wives etc).
* Check the surrounding buildings/cellars/inns etc to see if there
is anywhere close by to set up HQ.
* Check to see if any passes or ID is required to access that area
of the city.
* Check for possible escape routes, both for the group and for Amber.
[/sblock]
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Jostin listens intently to the high up's comments. For once his fingers
are still, and he sits motionless, in unconscious mimicry of
Fingersmith's own posture. He licks his lips at the description of the
haul, nods at Jacoby's question regarding the leadership, and smiles at
Amber's calm assurance.
"I'll check with my contacts to see what information I can come up with
about their defenses. After all, if they're new in town, with plenty of
goodies, they may well come looking for a few welcome mats. They haven't
come to me, so I'll ask around."
"How about Black Dog's for our next meeting? He's currently ... taking
the waters for his health ... and I'm sure he wouldn't mind us using his
kip - for a small fee."
Waiting only for further comments, he stands, nods to the others, and
makes his way to the door. As he opens it and steps out, a sparrow flies
down from the rafters and makes it way into the darkness.
OOC: Knowledge (Local) +8 to find out about any traps or locks the mark
may have purchased.
------------------------------------------------------------------------
Ferrix
Fhel remains impassive as the others speak for a moment, then his voice,
clear and almost disturbingly calming cracks his silence, "I will only
assume that the lot of you have your heads set on straight, I'm game for
no amusements or long tongued songbirds. Black Dog's, tomorrow night, a
candles spell* after dark." He rises, lest anyone else have anything to
say, a cursory nod only to the guildmaster, he departs.
*EvilHalfling*
Stuff to know (if a different check applies better to a given question
let me know):
* Knowledge (nobility & royalty) +8:
o regarding the new lord of Ardeth manor
o the old lords, ladies and tales of Ardeth manor (i.e. the
manor's history)
o any information on the ball happening on the sixthday as
well (who is attending, who is doing invites, etc.).
* Knowledge (architecture & engineering) +4;
o if he can get a hold of any maps, layouts, etc. of the manor
from his apprenticeship or for when he acquires them from
Amber on any tactical/structural details of
oddity/importance (secret passages, extra space where there
shouldn't be, etc.).
* Knowledge (local) +8:
o anything on the new lord and any gripes anyone may have with
him, etc. Also anything about that general area of town
(demographics, whatnot).
* Gather Info +12:
o on the lord of the manor (where he came from, what he has
done in the past, his general disposition, how he treats
servants, other nobility, family, likes, dislikes, vices,
virtues)
o how many servants, what families they are from, any
particular important staff that is of note and their history
(vices & virtues, weakness, family members)
o guard retinue (leader, shifts, watches, vices, payrate,
anything and everything), etc.
o anything on the great ball which doesn't fall under
Knowledge (nobility & royalty) (who's going, who's doing the
invite, who's running the show, who's running security, etc.)
* Once he's figured out some of the above I'll start making concrete
actions.
* refers to the length of time it takes for a candle to burn out (about
an hour)
------------------------------------------------------------------------
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Thravar grunts, bowing to the guildmaster, then eyes the remaining
rogues dubiously before strolling out, puffing on his cigar.
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/"And I'll case the joint."/ The young urchin kicks his legs and lands
in front of his crate, completing the movement with a bow to the Guild
Master. /"Black dog. See y'all then."/ Jacoby waves goodbye to the other
footpads as he heads swiftly towards the warehouse door.
*EH*
Taking the direct approach, Jacoby will do what he said and head quickly
(Speed 50 ft.) and stealthily (Hide +16, Move Silently +15, taking 10)
towards the Ardeth Manor House immediately, hopefully in time to catch
the evening guard shift (assuming the place is in fact actively guarded
and has shift rotations). He'll start by finding a good vantage point to
observe the property from up high, perhaps from the top of a nearby
temple steeple, bell tower, clock tower or neighbouring building roof;
whatever is convenient (Up the Walls, Climb +16, Balance +14, taking 10).
From there Jacoby will watch (Spot +3) the property to see if there are
any guards or watchdogs around. He'll count their numbers, assuming
there are some, and visually follow their movements around the property
as they perform their rounds. He'll also keep an eye out for servants or
other residents' comings and goings. The scout will change location by
moving to other nearby roofs or tree tops a few times over the next
couple of hours. Jacoby wants to ensure that he's seen the entire
property along with any other buildings or features that may lie around
the manor such as a kennel, stables, a carriage-house, guest-houses,
sheds, gardens, statuary, fountains, etc; anything that may offer the
group cover or an escape route. After an hour or two when he's got a
better idea of how the place is laid out and where people are Jacoby
will move in closer. He'll enter the property itself by leaping or
running up and down any walls or fences while doing his very best to
remain undetected (Jump +24, Tumble +14, Hide +16, Move Silently +15,
taking 10). If possible, Jacoby will try to keep as far off the ground
itself as possible by keeping to the tops of walls, buildings or trees,
leaping from one to the next. He'll keep watch on the manor house from a
new vantage point, moving every so often to gain a new perspective.
Eventually, if things are going well he'll check out the house itself,
not by going inside but merely by spying through windows that he'll
reach by quickly and stealthily running up to and perching on sills or
gables and peeking and listening inside. He hopes to see how many people
are inside, what they're doing and where their quarters are located. He
also wants to note which windows if any are locked or seemingly trapped
(Search 0, taking 20).
If Jacoby ever suspects that he's been detected he'll carefully fall
back and leave the property. Come morning, the scout will return to his
original vantage point off property to observe the manor's morning
routine. He'll then go find himself a safe place to rest for a few hours.