Back at the Eel
Subject More on the cells
I will write this up later, but Sysyphys can only talk to Ally, not to any one else. If this person is a druid, it would normally be possible for the druid to cast speak with animals and be able to understand.
Here is the SRD on speaking:
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
From: Kevin
Subject More on the cells
Mark, your descriptions so far have been pretty detailed - that little guy has great senses.
Has he been able to sense what type of material the door is made of? Wood, metal, stone??
If he does not know (or has not sent back that impression) so be it.
From: Mark
Subject More on the cells
The door going into the hallway with the cells is iron and so are the doors going into the cells themselves. In fact, the cell doors themselves actually have iron frames that are built into the walls. That is why the fit is so tight.
From: Mark
Subject Back at the Eel
Sysyphys sends back a picture of a landshark trying to squeeze through the eye of a needle and then send Ally of picture of the mage with his head in a postion that Ally is sure even a contortionist could not reach. The image brings a little laugh to the mage's lips, but he stifles it and tells the snake to hang around and get an idea of how many people come and go from the cells. He also gives an image of looking at the rest of the cellar area. The snake give a mental sigh and heads off on the rest of his mission.
The rest of the day goes quickly. Sysyphys checks in every few minutes and before long he is heading back out of the cellar. He passes by the rats nest and tastes that the rats are gorging on the body of the fallen leader. They chitter and hiss at him as he enters, but one loud hiss from the snake is enough to make them back down. Sysyphys is glad for this because there is now over 50 rats in the chamber and he is not sure if he could out last them all.
When Ally gets off work he heads down the path towards the gate he is supposed to use. At one point he steps a few feet off of the path, looking like he is adjusting his boot. As the sleeve of his robe lies on the ground, he feels Sysyphys slither up his arm. The snakes cool skin soothing against his arm. Ally stands again and heads back to the Eel.
OODM: Derek you and the others can discuss what Sysyphys found out at dinner. Ran will have a few minutes before he has to leave for his shift.
From: Kevin
Subject More on the cells
Just wanted to know. Thanks.
From: Derek
Subject More on the cells
That was more or less the idea, that he would hiss under the door and 1) if there is a druid in there and 2) if he can use his magic, then he could communicate with him. The 'hello' hiss was just to get his attention and let him know there is an intelligent animal down there trying to communicate with him.
Also, what of the pine smell? Any similarity to Salix's smell?
From: Derek
Subject Back at the Eel
Allistair explains everything that he found out from Sysyphys's adventure during the day. "He wasn't able to get any closer than the door, but despite all the dried blood, filth, and human waste, he was able to detect a pine-like smell that reminded him of Salix's smell. I think that's about as good of proof as we need to know that at least one of the druids is being held there. Whether its the Stormfather or not is still anyone's guess."
"So how do we want to do this? Sneak in as much as possible and then use the mocker's diversion to try and escape? That's probably our best bet, but where to hide after we get away from the Mayor's home could be a problem."
From: Kevin
Subject Back at the Eel
Harp says to the others "I don't know what to think now. I ended up getting switched to different duty today - hauling bodies out of the Mayors house here in town and taking them out to the estate. They did not smell or feel like dead bodies - just like someone who was not awake. And, we did not pick them up from the main house - we got them from one of the out buildings. Don't know if we should be worried about that or not."
From: Randy
Subject Back at the Eel
Ranthir arrives for guard duty and finds himself positioned at the gate at the rear of the house on the family side. He joins a group of 3 men, one a corporal who looks to have some minor experience with the sword, at least enough to avoid hurting himself. The same could not be said of the other two.
Ranthir makes small talk with the guards, getting a feel of their loyalty to the mayor and the possibility of getting them to take a bribe and turn the other way. He does not sense that they would be likely to risk their job and the perks that they enjoy from it. Discussion of these perks are nearly enough to make Ran blow his cover as they discuss the things they are allowed to do to any female servant who enters the grounds. He grits his teeth, not wanting to ruin the plans that were being laid. Justice would more than likely fall on these guards when the plan went into motion and Ranthir would not hesitate to administer that justice with his sword.
Through the night Ranthir observes that there are 4 guards at each gate and two wandering patrols of 3 guards each. He tries to time the wandering patrols as best he can to get an idea of the best time to strike. On top of the posted and wandering guards there are also at least two officers on duty who spend their time in the barracks unless they are doing rounds. There are a total of 5 officers on staff and those not on duty sleep in the barracks with about 20 daytime guards.
All of the guards other than the officers are pretty inexperienced and do not pose any real threat. It seems to Ranthir that the mayor keeps his home secure more through intimidation than an actual skilled guard.
Ranthir also learns that the mayor is gone to his estate for the next several days and the guard seems to be more relaxed than he had seen them up until now.
As morning comes, so does the change of the guard. The set up during the day seems to be about the same as at night. Ranthir leaves the grounds as most of the others hea to the barracks. He makes his way back to the inn and joins the others for breakfast. After relaying the information he was able to acquire in the night he adds his ideas of what they should do.
"I think that we should make our move tonight. Get the mockers to set up the distraction at the front entrance. That should draw the patroling guards to the front and hopefully the officers and any guards awoken from the barracks. If we're lucky some of the men at the rear gates will go too. I'll let you guys in the gate at the back and we can make our way into the house by force if I can't find a way to get the keys from one of the officers
"I haven't thought this through fully yet but here is what I have so far. Stage one - Once I am on duty, Surin approaches the rear gate invisibly and makes some noise, nothing major, but enough to get someone sent out to check it out. While the gate is open, he sneaks in and finds one of the officers to steal the keys from. Once he has the keys, he will hide out somewhere near my post until the next stage of the plan. Stage two - The mockers set up the distraction at the front entrance. That should draw the patroling guards to the front and hopefully the officers and any guards awoken from the barracks. If we're lucky some of the men at the rear gates will go too. Surin and I will take care of the guards at the rear gate and open it up to let you guys in. Ally should have something big ready in case any guards have noticed what we are doing here." Ranthir stops here to take a drink.
"Stage three - We enter the house and head to the basement. I don't know anything about what might be happening in the house at night but I imagine that any guard inside the house are of a much higher caliber than those posted outside. I did not see anybody come out of the house throughout the night. I hope that any significant people have gone with the mayor and will not be around anyway. Stage four - We get out. This may be more difficult but I do have an idea. If we can get back outside and near one of the walls then perhaps the rope trick spell might give us the chance to get over the wall. We could hide in the portal and wait for an opportunity to slip out unseen."
Ranthir laughs bitterly and adds "That is of course not all going to work out like that but we need some sort of plan. What do you guys think?"
From: Derek
Subject Back at the Eel
"I think the plan is workable," Allistair says, "but I want to know what the others think. I'm a little concerned about the possible lack of keys. That final door the druid was in was well-made and very strong, and I assume the lock is just as good of a quality. Even if Surin could pick the others, I doubt we can get in that last door without a key."
OOC: I think the idea of hiding in the rope trick is potentially very powerful. Even if we can't escape immediately, if we can get inside a rope trick unseen we can virtually disappear for seven hours - and that is a VERY long time game-wise. Plus we could use it to get over the wall as Ran suggested, which is also useful.