Session 16

The town has clearly been wealthy and well-maintained town. A town of craftsmen and tradespeople.

Going to See the Guard Captain
We notice a lack of the poor underclass (homeless, street urchins, and the like) until we get close to the docks.

As we approach the home of the Guard Captain, we notice that the door has been kicked in!

Suleiman knocks on the doorframe, but gets no response. He thinks he hears stomping boots upstairs. He thinks the damage is recent.

We hear the sound of clanging and muffled swearing from upstairs. We rush up, and find what appears to be the Guard Captain drunkenly barging through his own home.

After some chatting, he asks us if we are trying to start a coup. To which, Beans responds: "Those are strong words. We prefer positive change." Beans persuades him to help us, and Suleiman stipulates that he can come AFTER he sobers up a bit. The man has managed to wedge his sword so deep in the ceiling that Suleiman has to take falling damage to get it down.

Suleiman notices that the sword is exceptionally made, the blade is phenomenal quality, and the hilt is embossed with silver and inlaid with a crest the party doesn't recognize.

We go to fetch the captain some food, only to return and find him fast asleep. We camp out downstairs and wait.

After a while, someone peaks their head around the door. We notice, and Knot gives chase but fails to catch him. They (1) appeared well-off, and (2) very fast. Definitely not a street urchin.

The Kid
Beans goes out to monitor the street in mouse form. She finds and/or catches (?) the kid, who it turns out was taken in by the Guard Captain (aka Master Balciar).

She calms him down and brings him to the party. We feed him, and continue waiting for the Guard Captain.

The Guard Captain Wakes
The captain finally wakes around noon, and has no memory of our conversation from earlier in the morning. We re-do the conversation and he is significantly less interested in a coup than he was in the morning.

Suleiman rolls exceptionally badly, and he basically tells us to fuck off til we have a better plan than "threaten the Baron with violence."

The Keep


The Keep is ornate, well-maintained. Surrounded by a moat and adjacent to the city on two sides and the outer walls on the other two. Within the walls, the moat is more of a "canal" than a moat.

We notice a stairwell where the moat crosses under the outer wall of the city. Suleiman yells at the guards from next to the drawbridge while the rest of the party checks out the stairwell.

The stairwell is on the other side of the grate, which the party discovers by swimming down there and seeing it up close. They manage to climb out of the moat without getting caught, and we regroup to discuss The Plan(tm).

Return to the Captain
We go back to see the captain, explain our new plan (break in via the service entrance) and he is, uh, not enthused. He does, however, agree to draw us a map of the keep if we give him a couple days.

Suleiman asks if the captain has any training swords so he can bide his time practicing with the kid. He does (the closet opens and a number of wooden training swords fall out).

We go back to the inn, sleep, and then Suleiman meets the kid for training.

Training Montage
The kid is goood. Like, really good. But he's proper---a duelist, and wholly unprepared for a light punch during training.

Map of the Keep
After a couple days, the captain produces some maps for us. We resolve to try to go through the Kitchen first, then audible into the southeast entrance if that proves impassible. The doors are apparently locked but not intended to be sturdy against assault, just against some loose prisoners.

The on-duty prison guard in the south-east would've been 3-5 people strong in the captain's day, but he's not sure what it'd be now.

The baron's quarters should be in the middle-right on the 2nd floor. The guard's quarters are in the northwest on the first floor.