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Six From Gate Pass - Chapter 3: Shelter From The Storm
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<blockquote data-quote="Gregor" data-source="post: 5704774" data-attributes="member: 11751"><p>********</p><p><strong>South Harbour (Inside Warehouse)</strong></p><p></p><p>Lars, you descend down the rope as quietly as you can. After 10 feet, the sounds of the rain and waves outside drown away and only the snoring of the thug below you and the gnawing of teeth on bones can be heard. Whether by virtue of your spell or through mundane stealth, your target does not hear you as you touch down gently on the warehouse floor.</p><p></p><p>You can see that there are some mangy looking wolves in one cage, wrestling over some bones, and a black bear in another, ripping meat from a shank. The animals seem concerned with their meal and pay you no attention. The thug snores blissfully and a line of drool runs from the corner of his mouth to his chin.</p><p></p><p>Your sword slides silently from its sheath and you hover the edge of the naked blade over his exposed neck. You pause and look around the area. Dim shadows cover most of the warehouse and it is difficult to see beyond the general area now that you are amidst the stacked crates, boxes and barrels. Satisfied that you are alone, you slash your short sword across the thug's throat.</p><p></p><p>A spray of blood paints the table crimson and the thug wakes up with a start, screaming through a ravaged gurgling throat. He holds his hands against his serious wound and cries out for help and in confusion.</p><p></p><p>********</p><p><strong>Initiative</strong></p><p></p><p>1 - DM #5 (NL)</p><p>2 - DM #2 (TWF)</p><p>3 - DM #4 (CB)</p><p>4 - Lars</p><p>5 - DM #1 (THF - wounded)</p><p>6 - DM #3 (S)</p><p></p><p>********</p><p></p><p>[GM]Lars, you get one surprise round given that you have literally surprised the hell out of Lowduke's thugs. Feel free to undertake one round of actions and then the initiative kicks in. The blacked out area on the map is all dark (where lanterns have gone out) and you can't see there. The cages with the animals in them are piled where the crates and boxes are. I have not marked their location unless you wish to do something specific (then I can illustrate their precise locations). The green vertical lines on the left of the map indicate the two plate glass windows on the side of the building (the only ones you can see right now). The crates underneath the window are stacked at a height of 7 feet (though we can assume that it tapers a bit towards the ground) so you'll need to either climb / acrobatics (jump) your way up. The windows are closed. Let us also assume that the trapdoor in the floor (to the ocean below) is at H22 (where the winch is).[/GM]</p><p></p><p><a href="http://gregthedm.files.wordpress.com/2011/10/warehouse.jpg" target="_blank">Warehouse - Surprise Round</a></p></blockquote><p></p>
[QUOTE="Gregor, post: 5704774, member: 11751"] ******** [B]South Harbour (Inside Warehouse)[/B] Lars, you descend down the rope as quietly as you can. After 10 feet, the sounds of the rain and waves outside drown away and only the snoring of the thug below you and the gnawing of teeth on bones can be heard. Whether by virtue of your spell or through mundane stealth, your target does not hear you as you touch down gently on the warehouse floor. You can see that there are some mangy looking wolves in one cage, wrestling over some bones, and a black bear in another, ripping meat from a shank. The animals seem concerned with their meal and pay you no attention. The thug snores blissfully and a line of drool runs from the corner of his mouth to his chin. Your sword slides silently from its sheath and you hover the edge of the naked blade over his exposed neck. You pause and look around the area. Dim shadows cover most of the warehouse and it is difficult to see beyond the general area now that you are amidst the stacked crates, boxes and barrels. Satisfied that you are alone, you slash your short sword across the thug's throat. A spray of blood paints the table crimson and the thug wakes up with a start, screaming through a ravaged gurgling throat. He holds his hands against his serious wound and cries out for help and in confusion. ******** [B]Initiative[/B] 1 - DM #5 (NL) 2 - DM #2 (TWF) 3 - DM #4 (CB) 4 - Lars 5 - DM #1 (THF - wounded) 6 - DM #3 (S) ******** [GM]Lars, you get one surprise round given that you have literally surprised the hell out of Lowduke's thugs. Feel free to undertake one round of actions and then the initiative kicks in. The blacked out area on the map is all dark (where lanterns have gone out) and you can't see there. The cages with the animals in them are piled where the crates and boxes are. I have not marked their location unless you wish to do something specific (then I can illustrate their precise locations). The green vertical lines on the left of the map indicate the two plate glass windows on the side of the building (the only ones you can see right now). The crates underneath the window are stacked at a height of 7 feet (though we can assume that it tapers a bit towards the ground) so you'll need to either climb / acrobatics (jump) your way up. The windows are closed. Let us also assume that the trapdoor in the floor (to the ocean below) is at H22 (where the winch is).[/GM] [URL="http://gregthedm.files.wordpress.com/2011/10/warehouse.jpg"]Warehouse - Surprise Round[/URL] [/QUOTE]
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