Assassin Quest

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Assassin Quest

Unread postby Arganaut » October 18th, 2010, 6:58 pm

A distant island was visible outside the port side window. A large layer of land jutting forth from the surface of the ocean grimly displaying itself despite the immense fog that wrapped around it, like a shroud. A dock down at the edge of the island's embankment being their destination, a short stop on the journey to a large, almost monolithic structure that sat in the very center of the island.

Gray stone walls rose up from the boulder covered earth, the structure strong, seemingly impenetrable. The only holes in these walls being barred windows, granting those behind them a brief glimpse of the world they would never be apart of again.

At each corner of the structure there was a single tower, watching over the lay of the island with open windows positioned to allow those stationed there to see every which angle.

Out of all these towers, one in the very back of the structure stood out most prominently, standing a great distance above its fellow structures; a symbol of the importance of the individual whom held himself up in such a lofty structure.

Direstone Prison was a formidable fortress meant for those condemned by all nations and walks of life. Political traitors, revolutionaries, heretics, psychopaths and their black-souled brethren were sent away to this isolated place, where the rest of humanity hoped they would never have to deal with those whom would be locked behind the stone walls.

As the barge approached the docks, the latch above him opens, drawing his eyes upwards.

"Al' right you retches, time to ge' up an movin." One of the helmsmen called down into the lower deck, our man sparing no time in standing up and immediately moving for the way off this ship. Many of his fellow deckmates spent most of the ride here either muttering something about there mothers, screamed hysterically out of the great terror that struck what were otherwise cowardly men, or seemed rather busy eying him up the entire ride. As odd as it might sound, being separated from all these malcontents in a nice, secluded prison cell wasn't sounding quite so bad.

As our lead steps forth from the boat, the dim amount of light passing through the thick mist illuminates at least a few of his features. A human, about 5'8", a lean frame with black hair hanging about his head several inches long. Having been stripped of what clothes he had been wearing back at the mainland, they had been replaced with what the guards referred to as 'suitable linens', consisting of a dirt-gray shirt and pair of long pants, with a run down old pair of shoes.

As he walked off the dock a handful of guards approached him and began going over his person for a check. After finding that he was suitably clean, by going even so far as to check the back of his throat and the roof of his mouth for any small tools or weapons, the guards let him pass, relatively quietly, into the prison.

The massive gates to the compound opened and, without further ado, the whole lot of them were led in, the oppressive wooden doors slowly closing behind them, a loud echo ringing through the prison as they closed, a certain finality to the sound...

-----------------

Midnight. Almost immediately after arriving he was told the bare minimum about his stay here in the prison. Where he was to eat, sleep, work, and report every day for the rest of his life, about 'rules of conduct' for the prisoners and, most importantly, the repeated boasting and chest thumping about how the prison was inescapable, and that any attempt at escape would be met with a rather quick and sudden death.

When it came time for the inmates to turn in, our lead was guided gracelessly to his cell, locked up tight around the wrists with a pair of chain cuffs having been added far earlier in the day as an added precaution.

As the bars shut behind him he sat up against a nearby wall, and slowly slid into a sitting position, resting his head into his arms.

Now he had been waiting for a few hours, feigning sleep as he sat in the cell, awaiting for what he felt to be just the right time...

Opening his eyes he raised his head and peered around the room...

What is the first order of business?

--------------------------

(Preparing stats, notes, other niceties and information for the next post, please proceed with opening suggestions.)
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Re: Assassin Quest

Unread postby gman391 » October 18th, 2010, 7:05 pm

Check to see the strength of the chains. Scan the room for possible tools.
"My friends, love is better than anger. Hope is better than fear. Optimism is better than despair. So let us be loving, hopeful and optimistic. And we’ll change the world."
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Re: Assassin Quest

Unread postby Darkandus » October 18th, 2010, 7:51 pm

Check to see the strength of the chains. Scan the room for possible tools.
Pretty much this.
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Re: Assassin Quest

Unread postby serbii » October 18th, 2010, 8:35 pm

Shiv a guy. They'll lock us in solitary for a month but the other prisioners will respect us when we get out.
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Re: Assassin Quest

Unread postby Wittgen » October 18th, 2010, 8:39 pm

Shiv a guy. They'll lock us in solitary for a month but the other prisioners will respect us when we get out.
serbii, you're a woman after my own heart. All quests must have more shivving!
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Re: Assassin Quest

Unread postby Arganaut » October 18th, 2010, 8:42 pm

Perception Roll(1d20)+6: 7,+6 Total:13

The chains are a tad rusted and old, but otherwise somewhat tight... he might be able to work his way out of them, though it might cause a bit of a racket. The lock keeping the chains together, on the other hand, looks particularly vulnerable: the keyhole brazenly facing up at him.

Turning his eyes to the cell room he find that your room, to his eye, the room was only odd in that it was completely empty. No mattress, no blankets, no hay, hell, not even a bucket. Apparently when these people said they took every precaution to make sure no one found a damn thing to get out with, they meant it.

Still, he's done far more with less. Mostly because, as he's been forced to frequently learn, he always needs to be prepared for having less.

'Too bad they were so thorough: probably found the pick jammed in my wisdom teeth during the first search...' Our lead thinks to himself, before reaching to the back of his skull. Searching through the long locks of hair, he nicks something, causing him to smirk. 'Not thorough enough though.'

With a quick tug of the offending object and a few blood droplets fell to the floor behind him, our lead pulling to his vision a black painted strip of metal, a small amount of blood still hanging to the end of it. A lock pick, just what he was looking for.

How to proceed? Pick the lock, or take a peek outside the cell?

----------------
Spoiler: show
Name: Unknown
Occupation: Unknown
Guild: Unknown
Rank: Unknown
Age: Unknown
Background: Unknown

Statistics:

Strength: 12 (+1)
Constitution: 10 (0)
Dexterity: 18 (+4)
Intelligence: 8 (-1)
Wisdom: 12 (+1)
Charisma: 16 (+3)

Skills:

Acrobatics (+9)
Athletics (+1 (+1 background))
Bluff (+8)
Diplomacy (+3)
Endurance (+0)
Insight (+6)
Intimidate (+3)
Nature (+1)
Perception (+6)
Stealth (+9)
Streetwise (+3)
Thievery (+9 (+1 background))

Items on hand:

One lockpick (+2 Thievery)
Prison Garb
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Re: Assassin Quest

Unread postby gman391 » October 18th, 2010, 8:55 pm

Pick the lock we need to be able to move when our guard checks up on us. Then look outside the cell
"My friends, love is better than anger. Hope is better than fear. Optimism is better than despair. So let us be loving, hopeful and optimistic. And we’ll change the world."
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Re: Assassin Quest

Unread postby Tempest Kitsune » October 18th, 2010, 9:00 pm

Pick the lock we need to be able to move when our guard checks up on us. Then look outside the cell
Agreed. Also, a bit of rumination on what led us to this situation, and what was our specialty when we were on the outside (I mean besides the obvious).
"Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move."
— Captain America

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Re: Assassin Quest

Unread postby Arganaut » October 18th, 2010, 10:01 pm

Thievery Roll(1d20)+12: 13,+12 Total:25

Going to work on the lock that held the chains together, our lead was quickly able to undo the lock in a small amount of time, nodding in appreciation as he loosened the chain's grip on his hands. Slowly piercing the lock pick into its original place, he held off on taking off his chains completely, for now anyway.

Stealth Roll(1d20)+9: 16,+9 Total:25
Guard Passive Perception: 12


Slowly sliding up against the wall he made not one sound as he began to physically prepare himself for the next part of the job. Really, this was never going to be easy. The Warden of the prison, whether you call him paranoid or obsessive compulsive, ran a tight joint on this place. The guards were chosen from a very tight lot of people the warden found to be particularly trustworthy, which left that route of getting into the prison a no go.

Which just left getting into the prison as a prisoner, seeing as how they were the only ones, besides the ones running the ships to the island, were the only ones allowed nearby. Getting in was the easy part: a well-forged warrant and a sack of gold plenty well convinced the authorities that he was indeed a 'Johnathan Conner', a heretic from the far west whom the dukes and nobles felt needed to be removed, 'for the good of the children'. Helping his case was his initial endless ravings about whatever cockamamie deities he could think of on the fly.

Now that he was in, his employers just needed him to do one thing: kill the warden. The Guild, however, added another requirement: come back alive. Although, that last part was never in question.

After all, you don't earn the title of Assassin without coming out of your jobs with your target's head in hand, and your head on your neck.

We're one step closer to free, but we're not quite free roaming yet. Ideas?

-----------------------
Spoiler: show
Character Identity Updated
Character Name: Unknown
Occupation: Assassin
Guild: Part of Guild, unknown name
Rank: Unknown
Age: Unknown
Background: Unknown

Items Updated
Lock Pick
Prison Garbs
4 Feet of Chain
Lock
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Re: Assassin Quest

Unread postby gman391 » October 18th, 2010, 10:25 pm

Wait in the shadows until a guard checks in. When the guard comes into look for the prisoner. Sneak up behind the guard and snap his neck. Change clothes with the guard and leave him tied up in the cell. Go looking for the Warden.
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Re: Assassin Quest

Unread postby Darkandus » October 18th, 2010, 10:27 pm

By any chance, and I know this is a longshot, is the guard similar in appearance to us?
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Re: Assassin Quest

Unread postby gman391 » October 18th, 2010, 11:12 pm

I doubt it but I gather the lighting isn't all that great as long as there's a body it should keep them ignorant.
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Re: Assassin Quest

Unread postby Arganaut » October 19th, 2010, 12:13 am

Perception Roll(1d20)+6: 20,+6 Total:26 CRIT SUCCESS

The Assassin slowly slithers his way around the cell, keeping his eyes and ears wide open as he ducks into a corner, attempting to peak through the cell doors in order to see if there's a guard nearby.

Unsurprisingly, there is. The guard's leather armor, while thick in and of itself, couldn't cover up a definite layer of what had to be muscle underneath, proving himself much larger, though not much taller, than the Assassin. A longsword was strapped to his side and, if the jingling was any sign, so were a ring of keys.

As for appearance, the guard's appearance was mostly obscured by his leather helm. His hair was likely knotted up into or behind the helm, and his face was mostly covered as the helm either wrapped around the sides of his head or a small strip of metal enforced leather covering the bridge of his nose.

The guard was only a few scant seconds away from his cell... if he was going to take this guy out clean and fast he was going to have to be very good about it...

Stealth Roll(1d20)+9: 12,+9 Total:21
Guard Passive Perception: 12


Out of the guard's view the Assassin begins to crouch ever closer into the dark corner, his breathing becoming slower and slower as sat back and awaited the arrival.

"A'right, just two days away from retirement. Just gotta keep my 'ead up and keep on movin, and I'll be out of this place faster than you can say..." The Assassin heard the guard mutter under his breath, approaching his cell door, only to find, to his vision, the Assassin gone. "Where the 'ell did this bloke go?" The guard nearly shouted, attempting to keep his voice down so as to not incite a panic. The jingling of keys and the sliding open of the cell door helped the Assassin steel himself as the guard walked right into the middle of the room...

Now, how to take care of this little problem?

-------------------------

For Perception Crit Success on The Guard
Spoiler: show
Direstone Guards
Statistics:

Strength: 14 (+3)
Constitution: 12 (+2)
Dexterity: 10 (+1)
Intelligence: 9 (+0)
Wisdom: 10 (+1)
Charisma: 11 (+1)

Short Sword (AP +1)
Leather Armor (AC +2)(DC -0)
Before continuing, I require feedback on the opinion of the forum goers on the following:

"Explanation of AP, AC, DC and the Assassin's Respite: The Sneak Attack and Acrobatics"
Spoiler: show
There's a lot of things that don't exactly translate over well when you're using tabletop gaming as a model for your Quest, one of the worst of which is 'Health'. The idea of snapping your opponent's neck or stabbing him through the center not immediately killing him because 'his HPs is still above 0' doesn't quite make for epic story telling.

Also its hard to precisely measure how powerful you are as compared to your opponent and vice-versa, making writing a particular fight scene, for me, imprecise.

So, to supplement this system I instead worked out the concepts above from said table top game: AP (Attack Power), AC (Armor Check) and the last one of my creation, DC (Dodge Check) in order to supplant this, while also not leaving the decision of who lives or who dies to authorial whim.

Here's the basic lowdown starting from First to be calculated to Last:

Attack Power- The value of an opponent's AP is calculated similarly to the normal manner, though with a somewhat different spin: 1d20 + the Strength modifier + the Dexterity modifier + the weapon proficiency modifier. An example roll for the guard would be 1d20+3+1+1= 18+5= 23.

Dodge Check- Calculated after the enemy makes the initial Attack Power roll, Dodge Check is, instead of a rolled value, a value based upon the score of your Dexterity. The guard's, for example, would be 10. If the AP is lower than the DC then the attacked foe gets to make two AP roles in return, the first role of which able to bypass the DC modifier of the attacker.

Note: Heavy armored foes well get their Dodge Checks lowered depending on the check value of the armor

Armor Check- The last refuge before you're hit. The armor check is calculated similarly to the dodge check, only using different stats. Your armor check calculation is made up of 1/2 Strength + 1/2 your Constitution + the bonus from the armor worn. Going back to the guard, his Armor Check would be 7+6+2= 15. If an attack does not successfully pierce the armor, no penalty is given to the attacker. The opponent fights back.

Note: The roll made for the Dodge Check is not carried over to the Armor Check. A separate roll is made.

Now, using the same calculations for our Assassin, we find that he's in a bit of a rough spot. Attack power without a weapon is currently only a +5, good breaking even with what the guard is capable of throwing at you. His Dodge Check, 18, while formidable, has little more than a better than even chance of not being hit by the guard. His Armor Check, 11, is far less formidable. However, as noted, our Assassin is highly skilled in Acrobatics and Stealth, both ploys that can play well with our perception challenged guard.

The Sneak Attack- There are a lot of ways in order to obtain a sneak attack bonus to your AP. The first and most obvious is successfully hiding yourself from an enemy with a Stealth roll (having a higher Stealth Roll than their 'Passive Perception'). However other methods, such as using disguises in order to move under your enemy's radar (and then lavish in the surprise on his face as you shivv him with a hidden dagger), or Bluff them into either a sense of misplaced confusion, comfort or misdirection are examples. Get creative, think like you're right out in the field, you'll be surprised what I could consider worthy of this bonus.

What makes this bonus worth getting precisely. Simply put: + 1/2 of your Dexterity to your AP. Or, in this case, +9. Add that to your earlier +5 without a weapon and you only have to avoid a crit botch in order to get past both the Guard's DC and AC to kill him.

Acrobatics- Creativity counts for a lot of things when it comes to getting every last drop out of your skills in order to put a knife in someone's back, and being creative with Acrobatics is just another way to do so. Successfully perform a Acrobatics check for a stunt you describe and, depending on feasibility, this is yet another way to even the odds with muscle-bound opponents. Describe a (somewhat) believable stunt, and I roll for the check, and on top of other AP bonuses half of the Acrobatics modifier (+9) is added (rounded down, of course).

However, if you fail an Acrobatic check (not rolling 15 or higher depending on the stunt) you leave yourself open one free attack discounting your DC, with only your AC to defend you.

Allow me to end with this: yes, using a system of solid numbers to help more definitively decide the outcome of a battle carries with it the potential risk of the numbers and rolls not going our way and the Quest ending up with our Assassin splattered on the floor.

Though, that's partly the intention. Our avatar is an Assassin, not a brawler, not a barbarian and not a magic user: Assassin's have to depend on being quick and clever and being one step ahead of their targets in order to ensure that the life ended that day is the target's, and not our own.

Stealth is our protection, trickery our weapon and dexterity our escape. Think carefully about a move before making it. It could decide whether the Quest ends in triumph or magnanimous defeat.

The opening chapters of the Quest will be meant to help acclimatize to this system, if implemented.
If this system does not please the forum going community then it will be scrapped for the traditional means. This system is merely suggested in order to combine not only the importance of creatively planning out your next move, but also putting a more solid value on the skill of our Quest Avatar, and of our opponents.
Last edited by Arganaut on October 20th, 2010, 2:15 am, edited 1 time in total.
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Re: Assassin Quest

Unread postby gman391 » October 19th, 2010, 12:20 am

Well strangulation is far to noisy for me to be comfortable with it normally would using the chains give us a bonus to killing the poor bastard from a sneak attack? If so use stealth to get behind the guard and strangle the life out of him.

If it all reasonably possible I still prefer to snap his neck.
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Re: Assassin Quest

Unread postby Tempest Kitsune » October 19th, 2010, 12:22 am

I say we just knock this guy out, not kill him. He's not the target, we won't get paid extra if we kill him, and let's call it professional courtesy from one side of the law to the other. I mean, two days to retirement after twenty years on this rock? Let the poor schlub live to see his grandkids.
"Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move."
— Captain America

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Re: Assassin Quest

Unread postby gman391 » October 19th, 2010, 12:31 am

That makes the job much harder though. We're an Assassin focused on getting the job done not Batman.
If reasonably practicable knock him out. Otherwise....
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Re: Assassin Quest

Unread postby MrRigger2 » October 19th, 2010, 12:48 am

Kill! Rip! Nash! Tear! Burn! Destroy Everything!

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Re: Assassin Quest

Unread postby Darkandus » October 19th, 2010, 12:49 am

A good assassin is a scalpel. Only cutting away what is necessary.
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Re: Assassin Quest

Unread postby MrRigger2 » October 19th, 2010, 1:29 am

Cleanse the Earth with Fire! Everyone is corrupt, kill them all!

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Re: Assassin Quest

Unread postby Arganaut » October 19th, 2010, 1:30 am

I'll make a quick note here: things around and on your person can be used in a non-lethal manner, following the same path as a lethal attack. A touch of creativity is all it takes.

------------------------

The Assassin brought the chain to the forefront, wrapping it somewhat tightly around his right hand as he slowly approached the guard from behind. Dead bodies didn't take long to start reeking like no tomorrow, and he needed this guy to stay unnoticed until, at the very least, the boat arrived tomorrow.

So, he decided to go with a different tact...

Roll(1d20)+14: 19,+14 Total:33
Guard DC: 10
Roll(1d20)+14: 20,+14 Total:34 CRIT SUCCESS


The Assassin's moves were fluid and unstoppable. He quickly wrapped the length of the chain around the guard's neck, earning a surprised gasp from the soon-to-be-retired guard before clamping his right hand onto his mouth, the chain wrapped around it somewhat bruising the guard. Still, this allowed for a anchor for one half of the chain, allowing the Assassin to use his left hand to pull the chain tight around the guard's neck, a vice grip tightening all around the guard.

What gasps and groans might've come were muffled by chain and the Assassin's hand, the Assassin slowly watching as the color began to fade from the guard's face. With no air and no blood rushing to his head, the guard's struggling died down, until it seemed he lost consciousness.

Releasing his grip and the chain, the guard dropped down to the ground like a tree, laying flat on the ground as the Assassin bent down and removed his helmet.

"Good way to quickly knock someone out... but as soon as you get enough air and blood back in that noggin you'll be up in no time..." The Assassin stated, picking up the lock. "You know, at first I thought this lock was pretty much garbage..." A quick strike to the crown of the guard's head solicited a quick groan, a bruise immediately forming in the area the guard was struck.

"But its grown on me, just like that bruise is about to grow on you." The Assassin stated, laying the chain and lock to the side as he cracked his finger. "Now then, hope you don't mind if I take this... and this... and this..."

------------------------

Locking the cell door behind him, the Assassin hung the ring of keys back into their place on the armor's hip like he had seen the guard do earlier. Wearing the guard's helm, armor and sword, the Assassin looked into the room to see the guard, laid down in a corner facing away from the cell door, his prison garb now worn by him, his arms bound in the chain and lock as his had been.

"Right then, that went far more smoothly than I thought. Didn't even have to kill the guy." A quick crack of his knuckles punctuated this statement, as the Assassin began looking around the area. The armor would do well to disguise him, the helmet obscuring his face and hiding his hair, but he knew he wouldn't be safe for too long, and he had a time limit unless he wanted to spend another night on this island, risking further exposure.

Assassin Passive Perception= 16

The tall tower was all the way on the other side of the prison, this tall monolith obviously housing the self aggrandized warden he had been sent to snuff out.

Do we head straight through the compound in order to get to the tower, or should we pace ourselves.

-----------------
Spoiler: show
Items Updated
Lock Pick
Leather Armor (+2 AC, -0 DC)
Short Sword (+3 AP)
Ring of Keys
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Re: Assassin Quest

Unread postby gman391 » October 19th, 2010, 1:36 am

I say we pace ourselves. We still got to figure out how we're getting off this island.

Hmm can we find the armory? I fancy finding us some tools.
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Re: Assassin Quest

Unread postby serbii » October 19th, 2010, 4:46 am

I'm just waiting for our major character flaw trait to emerge.
Kleptomaniac is a good start
Also we talk to ourself a lot.
So ladies and gents, are we referring to our friend here as John Connor then? :biggrin:

Go a round about route, we don't want to end up in conversation with anyone.
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Re: Assassin Quest

Unread postby Magnificate » October 19th, 2010, 5:17 am

Are we tough enough to swim our way to freedom? If not we could certainly use some boat, get it perhaps by holding the Warden hostage.
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Re: Assassin Quest

Unread postby Arganaut » October 19th, 2010, 8:08 am

Making a beeline for the warden's tower might seem a tad off. He still had several hours till daybreak, so pacing himself to blend in with the other members of the guard wouldn't cost him so much for time, nor should it cost him his way off the island.

Being a prison atop and island, a small one at that, left this place with very few options as it came to supplies. Salt water around them wasn't safe to drink, and not enough land to grow their own supply of food for the inmates. It all had to be shipped in. So everyday, around the same time of day, a barge would arrive around the same time of day, either carrying food, water and whatever other supplies were needed, or more prisoners.

That ship is his ticket back to the mainland, and off this rock.

Taking up a somewhat faster walking pace than the guard he'd knocked out had earlier, the Assassin pretended to check over the cells he was walking by. The night watch for the guards seemed to be thin, as he only saw a few others walking around on the same level of the prison. Then again, given the level of activity during the day, its no wonder they let most of them rest at night when the inmate are, for the most part, knocked out.

However, as he passed by a small guard station at the base of one of the towers, he did overhear a couple of guards nearby.

Perception Roll(1d20)+6: 17,+6 Total:23

"I swear, ever since the warden's last favorite inmate died he's been spendin' more and more time locked up in that tower o' his."

"What'd you expect? Family back on the mainland tried to have the warden removed after the bastard passed, and given what kind of power and connections they had should it surprise you they might try something fishy?"

"Maybe, maybe not. Still, having that little bastard Finnegan be the only one who actually comes up to see him? His own key to the tower an' all!"

"Oi, oi, oi... the guy might be a bastard, but he's the warden's flesh and blood. Of course he's going to be the only one he lets him directly communicate with..."

The Assassins stop for a moment just beside the guard point, having overheard the hushed whispering of the two guards. Sounds like after the little incident that led to his hiring the warden's been adding a few extra layers of protection to ensure nothing bad happens.

History Roll(1d20)-1: 11,-1 Total:10

Then again, the warden brought this upon himself. The man in question, the 'warden's favorite inmate', had been on the losing end of a succession crisis in a dukedom back on the mainland. While his family had been lobbying to have him brought back from the prison, the warden had apparently taken a hands-on approach to the 'pretender', noble blood apparently not often flowing through these halls.

Said hands-on approach ended up getting said pretender and claimant to the dukedom killed. When the family couldn't convince other nobles to disbar the warden, having no throne and no power, they turned to what just about every other noble with a chip on their shoulder turned to: an assassin's guild.

'Revenge: a drought that taints an assassin's vision, but also the best catalyst for business.' The phrase had been pounded into his head more times than he could count, and it still stood true even to this very moment.

Still, trailing off into his own thoughts was rather pointless. He needed to find out where this 'Finnegan' fella was usually around. He could try just aimlessly wandering around... or he could talk to the guards in the station.

How to proceed?
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Arganaut
 
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Re: Assassin Quest

Unread postby gman391 » October 19th, 2010, 4:07 pm

I say we listen in more. Only talk to the guards if there's no choice.
"My friends, love is better than anger. Hope is better than fear. Optimism is better than despair. So let us be loving, hopeful and optimistic. And we’ll change the world."
----Jack Layton
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