The Plans:
((All the plans being implemented. At this point we are merely preparing for them, and asking questions to see which plans are possible. The party does A at the same time as the church does B and the thieves do D. A turns into C part way through the day, or sooner if anyone finds something to make us have further reason to think these are the Dark.))
A} We go to the camp as simple customers, there for the festivities, and take a look around, scouting it out as best we can without taking risks. Possibly purchasing things from the mages. Aive and Philo selling their loot if they get the chance to do so inconspicuously.
B} Fake a plague. Working with the church, we have one of the newer members of the church "let slip" to one of the townsfolk, (we get the thieves guild to help spread rumours) that the mysterious disappearances are actually the church quarantining people infected with a plague to try and prevent its spread, the rumours will spread like wildfire, partly due to multiple leakages, partly by common curiosity and gossip. He could easily pretend to let it slip in the hopes of comforting the families of the disappeared. Then, once the rumours spread, we just come out with a flier from the church saying that anyone who has had severe nightmares of late is required to come by for inspection. After that, once enough people come by, we have the church throw the whole city into quarantine, with nobody allowed to leave their homes, and cancel the parade. This will buy us time to deal with the mages. Once we have dealt with the mages, be they Dark or not, the church can lift the quarantine off the city and reveal that some people died from it, but that anyone still alive should be fine. The ones who died "from the plague" will be those we were unable to save. We will try to have the church state that the number of deaths was next to nothing because of the peoples swift and willing compliance, and tell them they are all free to go about their lives, and the parade has been rescheduled for next week. (If necessary, Myrrani will pose as a member of the church, with the church's help, and address the city about the "plague".)
C} Myrrani and Aive will enter the mage camp, and try to mingle with them. Myrrani will try to seem interested in what they're doing, while Aive plays her scoundrelly escort, and Myrrani will try and find out whether they are the Dark, or just some mercantile mages. Myrrani'll try not to find out anything concrete about the Dark though, because She doesn't want to be a target or anything. If necessary, she may be forced to pretend to actually try and join their order, at which point she will fall back on whatever connections Aive can manage to make in the Thieves Guild and disappear. While Myrrani goes about her inquiries in the camp, Aive will play the part of a scoundrelly thief, covertly spying on the mages as much as he can while pretending to be a mere pickpocket.
D} Aive will try to convice or pay a few of the thieves to stage a few break ins but not take anything and make it look like they are planning a huge hiest on the night of the carnival at all the empty houses, so people will feel less inclined to leave their homes.
The Party: Making quick inquiries, desiring speedy answers to the following.
Questions for the Church:
1) Who is in charge of the parade scheduling? Could they be convinced to postpone it rather than cancel it?
2) What are the protocols for a plague outbreak, who calls the shots and inspects the people? Could the plan work?
Questions for the Thieves Guild:
1) Could you make someone "disappear" so that they could lose whatever is tailing them?
2) What sort of secret paths and passageways are there to get around the city, and the mage camp, unnoticed?
3) What do they know about the mage camp? Has it been scouted as a mark? Do they have any plans or ways to get in and out unnoticed?
Aive and Philo: Getting chummy with the Thieves Guild. Also purchase 2 silver daggers and 20 Silver Arrows for Philo, and a Shortbow, hand crossbow, rapier, 30 bolts, 20 arrows, Mithral Chain Shirt, Darkwood Buckler, silver shortsword, and 20 silver arrows for Aive. They work on more hand signals if they get the chance.
Myrrani: Thinking up plans and backup plans and side plans, and getting the church to help with the plans as necessary, without asking too much.
Lwentano: Buys a silver long sword and 40 silver arrows.
Edited: Rentok on 1st Oct, 2010 - 3:14pm
Wow, that is a lot of information. It is going to take me awhile to respond. I will probably have a post by tomorrow night or a little later.
I will say real quick that you have like 5 actions for Aive and a couple for yourself. Some of those actions are going to trump others. We may have to sift threw this monster post. Also I don't see any actions for Lwentano and only one for Philo.
Are they doing anything at this time? I am just trying to get an idea of where they are located / actions if any.
Philo is doing the same thing as Aive. There are more actions for them because there are two of them. I'm not sure what Lwentano is doing, exactly. At this point we are only in the planning stages. Those plans are not actual actions yet, but we ARE making preparations for them, and looking to see what we can do that will work. I was pretty sure none of the actions taken would interfere with the others, but if you find any that do "trump" each other, by all means.
I don't plan that often, but when I do, I like to overplan, to be sure things work out favourably.
As far as you know plan A can work. There is also a chance it may end in your deaths.
Plan B is possible but to what degree it will work is an impossible variable to pin down. It could work swimmingly, or the whole town could end up in flames. Most likely it will result in something in between.
Plan C is like plan A, in as far as what I can tell you.
Plan D has a very small chance due to the fact that the guild operates on its own laws and accord.
Amanda (hafling) is in charge of the parade scheduling. She is an advisor to a certain council member. Grumar has asked her many times to cancel the parade, she refuses. You can try to get her to postpone but you'll have to ask her.
There is not really a set protocol for a plage. Grumar knows that if such a thing did occur the captain of the town's military force would be the one calling the shots.
The thieves guild can do any number of things but for a price. The more valuable the information or task the higher their price.
Aive and Philo seek out the thieves guild at the location described. They are unable to locate the entrance but they do find the collapsed stone building. As they turn to leave in defeat the sun, now setting, shines on a particular stone pile. From their angle they can now see their may be something more here. Investigating they see boulders are positioned in a way to give the illusion of a solid wall. Around and underneath, they see there is another chamber.
Climbing down they enter the buildings basement and meet two other thieves (Bejie and Ryanc). Aive is able convince them (after some time and heavy drinking / smoking of herb) to let them into the fold. They reveal the location of a particular house that most all the thieves gather at.
After rereading, plan D can work. I want to add that Aive and Philo are starting to have doubts that a "guild" exists at all. From what they are seeing this is just a collection of rouges who happen to know each other well. More of a rag tag gang than a guild. The diplomacy roll has placed Aive and Philo in friendly terms with this band of misfits. Further individual rolls will be needed to see if you can sweet talk particular individuals into other actions.
Lwentano:
Lwentano does not like the sounds of everything that is being planned but having no better plans at the moment he will just go along with the group and aid how ever he can. When he has nothing to do he will ask the guards if he can practice in their practice yard. Who knows maybe one of the guards will say something that can aid them.
Aive:
25 14 30 33(nat) 30 17 25 20 Diplomacy rolls to sweeten up to every one in the 'guild' perhaps during a few card games and such. Aive also would have thrown around 100 gp worth of coins to make it all that little sweeter, and would have told them
They are lucky I have found them now, while I am still at their equal, for it has been decided with or against the will of the gods that Aive will amount to be the king of thieves, the conquerer of the dark and controler of all shadows, he will be known as the night angel.
And if no one is claiming to be head of this place that they should embrace him as their new leader and coins shall flow like never before!
If anyone objects he would like to place it up to the people to decide or a competition of sorts.
If his offer is rejected, he will call it their loss and continue to socialize.
Philo:
As Aive works towards a leadership role in the group, Philo quietly makes "suggestions" to the thieves in one-on-one ans small group situations. If the group is not well organized, maybe they can be manipulated.
Philo will make friendly jokes at Aive's expense to endear himself and at the same time point out that Aive has a point and he could get things organized, make the right connections in the city government, and make things better for all.
Without be specific, Philo will see how they react to a city-wide, well organized scam ... The plague and/or major heist plans and if the more experienced members think it can be pulled off.
bluff (+2) 16, 10, 5, 17
gather info (+3) 5, 9, 11, 6
knowledge local (+4) 11, 7, 20, 5
listen (+2) 8, 17, 17, 10
Myrrani:
After finishing discussions and preparations with the clergy, Myrrani will browse about the marketplace, looking for any unique or useful magical items she could afford, and keeping an eye out for anyone that seems trustworthy that she might befriend.
Unmodified d20s: Spot, Listen, Sense Motive, Bluff(For haggling if possible) in no particular order, use as needed for those or other skill checks
11, 10, 6, 15, 12, 9, 5, 14, 6, 15
Lwentano talks briefly with a guard at their training grounds. The guard looks Lwentano once over and tells him he is free to use the facilities. He asks (invites) Lwentano if he is interested in joining Klagek's military ranks.
Lwentano, positioning himself near a small group of guards begins to practice. While testing his bow on the archery target he listens in on their conversations. Night is beginning to fall so he only has a few hours to eavesdrop. He does find it interesting when the guards talk ill of a council member.
It seems Nibroc (council member) is not in the favor of the people. Yet his rank and power continue to grow. They talk spitefully about his recent proposals that would increase the tax on already strained farmers and his plan to lessen the amount of military power in Klagek.
One guard says something really strange when he shares that his cousin told him she has seen a large black bird seem to frequent the location of the reclusive council members abode.
Aive's buttered up words are not turned aside. Along with Philo's support the word spreads quickly of what Aive intends to do. The rouges never had considered forming any kind of set organization. Most all of them seem to like the idea very much and are already calling Aive night angel, though more with tongue in cheek than reverence. It appears like their plan is getting some weight to it.
Myranni's plans with Grumar (the church head) take some time to work out. They go over their plans and as night is now falling Myranni cuts the meeting short. Stating that they can iron out the details later.
She makes her way to the mercantile section of Klagek, looking for a good deal.
She meets no one she can deem trustworthy though she does form some good connections with a merchant named simply JT. Perhaps in time this can become some one to trust. No items in particular seem more special. Her mind goes over what could be most useful but the intricacies of the world do not allow her to pin point any particular one.
Edited: Oliron on 7th Oct, 2010 - 6:05am
Night has just taken hold as Aive's band of ruffians spread out into the night. Aive reenters the safe house and leans back in a chair, kicking his legs up, waiting for the reports.
Philo stands on the opposite wall of a dart board. He sends a dart flying every so often then retrieves them, repeats.
Outside laughter and jolly making can be head. The town is just beginning to get into full swing.
Lwentano walks past a few bonfires searching the orange lit faces for a familiar one. He wishes to tell the party of what he has learned of a certain council member. Alas his search is futile, he realizes. He finds himself drifting to a nearby bonfire, sits down on a log, and enjoys the folk music. Soon he is offered some ale and salted pork. His worries sail away like the embers of the fire into the night sky.
Myranni keeps searching for that elusive prize. She almost buys a number of items but can't bring herself to seal the deal. It just isn't what she is looking for. Myranni, exiting from a store, realizes it is now night. Everyone has gone to celebrate.
She sees a distant bonfire light and hears a few hoots and hollers come from its direction.
She begins to walk that way when she suddenly realizes she is unable to move. She feels a twang of panic as she sees three dark figures approaching her. She tries to scream but cannot move her lips.
"Such a pretty lady should not be out so late alone.", a man speaks cold and calmly from under his hood.
"Allow us to escort you." He says while waving to the shop owner who is closing up.
Two of the men on each side of Myranni grab her stiff arms and pick her a tiny bit off the ground. The other man leads walking ahead into the night away from the bonfires. She hears him chuckling, then the other two start laughing as well. She knows she should try and run or scream for help but finds herself drifting off to sleep.
Myranni awakens into pitch black. She instinctively casts light (partly out of fear and confusion). She is underground she is fairly certain. The walls floor and ceiling are made of dirt, a few well placed wooden beams line the walls and ceiling. Across from her in the corner she sees a figure covered in a thick blanket. It is sitting with its back against the wall staring at her. Only one eye can be seen among the figures wrappings. Just one eye in the shadows watching, motionless, unblinking, staring.
Lwentano wakes to the mid morning sun most uncomfortably. His head hurts and he has a terrible thirst for water.
Aive and Philo wake to find the rouges have returned, their duties achieved. Word has been spread of a plage and traps were sprung. There were a few close calls but the festivities allowed for easy escapes. The scouting group returns with a basic map of Klagek. Most parts are void of details but several areas have a birds eye view of information.
Edited: Oliron on 16th Oct, 2010 - 5:59am