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The Mayor's House

From: Mark

Subject The Mayor's house

No one has been close enough to the house to see any obvious entrances other than the main one. There is a large open area, almost like a park, around all of the house. There are trees and stuff, so it is not completely bare. The house was three stories, with the first story being made from stone while the other two are made from wood. There small windows built into the first floor, and larger ones on the upper floors.



From: Ashley

Subject The Mayor's house

Is it solid stone? Are there any culverts or weak spots that might not be guarded? Do any of the trees hang over the stone wall?



From: Mark

Subject The Mayor's house

All of the stone is made up of large rocks. Easily climbable for one of Surin's skills, if he had any.

When you ask about weak spots do you mean in the house or in the wall around the grounds?

Around the ground you are not sure off since you did not make a search around the grounds. That might have attracted notice.

The house you have no idea of.



From: Derek

Subject The Mayor's house

Were there any beggars in the area? They might know more than anyone else about the security at the mayor's house. Of course, asking them could be very dangerous.

Between a few invisibility and fly spells, I'm pretty sure we could get a few people into the house undetected. Getting everyone in undetected would be hard though. And we still have no idea what's in there, or even if the mayor would be there or not.

Mark, has anyone that we've spoken to actually seen the mayor? Does anyone know what he looks like? Does he make public appearances at all?



From: Mark

Subject The Mayors house

There were no beggars in the area, very well patrolled section of town.

No one the party has spoken to has been asked directly about the mayor, but the impression is that he has made public appearances in the not too recent past. No one that you know of has ever met the Mayor face to face.



From: Josh

Subject The Mayors house

Kal has a mass invisibilty spell. I'm not sure if we could get enough fly spells off though.



From: Mark

Subject The Mayor's house

Just to be clear, Kal has Invisibility sphere, not Mass Invis. The first is a 3rd level spell, the second is a 7th level spell.



From: Mark

Subject Turn

I am over half done with the main project today, so baring any really new hot rush projects this afternoon, I am planning on working on the Merc guild stuff this afternoon.



From: Karl

Subject The Mayor's house

Not to mention that we'd arrive in the house spent of spells



From: Derek

Subject The Mayor's house

That's what you meat shields are for! ;)



From: Josh

Subject The Mayor's house

With Levitation, could Harp or Mund carry someone like Surin or Kal?



From: Mark

Subject The Mayor's house

Probably. Here is the SRD

Levitate

Transmutation

Level: Sor/Wiz 2

Components: V, S, F

Casting Time: 1 standard action

Range: Personal or close (25 ft. + 5 ft./2 levels)

Target: You or one willing creature or one object (total weight up to 100 lb./level)

Duration: 1 min./level (D)

Saving Throw: None

Spell Resistance: No

Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a --1 penalty on attack rolls, the second --2, and so on, to a maximum penalty of --5. A full round spent stabilizing allows the creature to begin again at --1.

Focus: Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.



From: Mark

Subject On the way to the Mercenary guild

Ran and Mund head out of the Leaky Mug by the front door, while Harp and Ragnar exit out the back. They meet a two blocks away and Harp turns to Mund "OK so which way to the guildhall?" Mund looks at him "I thought you knew?" Harp chuckles and turns to the other two "Do either of you two happen to have picked up where the guildhall is?" They shake their heads no and Harp turns back to Mund. "Well, I guess we're going to have to ask someone for directions. Beggar or soldier?" Mund thinks for a minute "Beggar, less likely to get us into trouble." The four nod and start looking for a beggar. Ragnar sees one in an alley a block down and points him out to the others. "Ran" Harp says, you deal with others pretty well, can you see if he knows how to find the Merc guild?" Ran nods hesitantly and heads off to where the beggar is. A few minutes of hushed conversation, a coin exchange, and the 1/2 elf heads back to the party.

"He did not know the exact location" Ranthir reports "but he said it was in the Merchants' quarter, up by the Potter Gate. That is in the north side of town. I gave him a copper. I would think we could head over that way and ask again when we get closer." The four head out, moving west and north, following the streets as they can. They only get lost once, but it is hard to get lost when you don't know exactly where you are going. They finally get to the Merchant quarter. The streets are bustling with activity, people going here and there, wagons full of goods and raw materials rumbling down the street. An old man does not get out of the way of one of the wagons and is run over, his weak screams drowned out by the clomp of the draft horses.

"Let's ask an armorer or weaponsmith if they know where guild is." Ragnar suggests. "If any one who is not a mercenary would know where the guild is they might." Mund, Ran and Harp agree to this simple plan and the four listen. The clang of hammer on steel can be clearly heard and the four follow the sound three streets over. On the edge of the block is a sign with two crossed swords, and the pounding sound of metal being beaten into shape comes from the back of the building. The companions wander up to the front of the shop and see a burly man dressed in a leather apron working on a breast plate.

OODM: You guys can role play this if you want.