12 - Infiltrating the HQ

Previous session: 11 - Gathering the allies before assaulting forth

Starting the siege
...

Once the dust finally settles down and both sides observed their enemy, Henmuri Bonefury shouts "CHAAAAAARGE", with Nesvalyn shouting back to start the attack.
With the siege started, we decide to not engage in this fight, and go with the plan, where we're lead by Grappi to our next destination.
On our way, we still decide to weaken the opponent force.
Persy casts [Shatter] to weaken the enemies.
[Acrobatics/Athletics check] Graath and Nesvalyn manage to land some hits during their movement.

When we're near the back court, we're being attacked.
[DEX Save - Fail ❌] Everybody (except Nesvalyn) takes 10 damage of poison.
We decide to not stay longer and head towards the Cellars' door, which we notice that the door is locked.
[Skeleton Key] The door is now unlocked, showing that the key will be handful during the operation. We enter the HQ through the Cellars. Grappi enters first and rushes, where we follow up in.

The Cellars
...

Upon entering, Grappi is nowhere to be found, where we think he went after Jil. Upon this issue, we decide to stick to the plan.
The Cellars seems to be deserted and a bit long. After walking for a while we manage to find the stairs.
[Investigation check] The stairs doesn't seem to be trapped.
Graath casts [Pass without Trace] before we're climbing the stairs.
[Stealth check] The group is really stealthy when getting up the stairs.
Once upstairs, we notice a door, revealing a storage room.

The storage room
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At first sight, it seems to be empty without nothing of value or interesting.
[Investigation check] We find a secret door.
We open it, revealing a long hallway. Persy goes checking it.

The secret passage
...

[Perception check - Pass ✔] Persy notices a mess hall with two collars after moving a few bricks.
Persy keeps going and notices more Collars. At the end of the hall, he sees the serving window, with a total of 10 Collars. It probably leads into the kitchen, as it seems that it's the service corridor.
Persy gets back to the group and shares what he found.
After a quick talk, we resume following up the plan and turn left to head towards the center.

The central hallway
...

It is nicely decorated. We notice nothing until we reach a huge door.
[Stealth check] Persy peeks in and notices a couple of soldiers.
We decide to take the soldiers down quickly, and Graath decides to get in. Except he notices 20 soldiers in the antechamber.

After gathering our thoughts, we decide to listen through the main door.
[Perception check] We hear fighting behind it.
We're unlocking the main door as intended.
[Stealth check] Reylynn peeks in and sees a squad holding the door.
We decide to not intervene into the fight and we're looking for the Bal Room.
We're checking through the big ornate door at the opposite. Reylynn prepares the poison as we think it's what we're looking for.
[Stealth check - Fail ❌] Nesvalyn peeks in and triggers the alarm, with 100 soldiers.
[Perception check] Nesvalyn notices Creep and Zen.
Reylynn throws the bombs into the room.
[Strength check - Pass ✔] We manage to hold the door as the door is being banged, while we hear coughing and people getting down with time. We only hear the gaz emitting.
[Poisoner's kit check] Reylynn recalls that the gaz will take hours to ventilate.
Persy leaves a message for our allies to avoid this room.

Exploration of the Castle
...

Graath casts again [Pass without Trace].
[Stealth check] We go through the unexplored door (at the opposite from where we came).
We see a pair of swinging doors on the side.
[Perception check] We hear a busy scene, with people calling out, it seems to be the infirmary.
Upon that notice, we checking the place as it could be where Father Thatch is.
[Perception check] We don't see him, but we notice several nurses along ~20 wounded soldiers, but there's no magic involved (like they're giving them first aids with bandages).
We decide to leave them without interacting.

After going further into the hallway, we notice more doors on the left after turning to a right corner.
As we're getting closer a door, a young Collar is running away with a few quivers, but he doesn't notice us.
[Stealth check] We're peeking inside the room.
[Perception check - Fail ❌] We're seeing a few mercenaries with many weapons with a big brown limp in the middle. (Nesvalyn thinks it could be Lt. Owlbear)
We agreed to do the same as in the entrance and to take the armory down.

We put the armory content into the Portable Hole.

Next session: 13 - Exploring the HQ