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The Heist at Kraite Manor

This is another one of my "GM's files" that I used to run the adventure. Perhaps it might be useful to you should you wish to run a similar adventure.   This adventure happened immediately after the trio got back from the Old Orc Temple. How it all went down can be found in the Adventure Logs, Sessions 12 and 13. It's also a good example of "you can't always predict what the players are going to do". The player's plan was very unexpected, and very effective. While it is wise for the GM to try to predict all of the potential outcomes, and plan for responses to them, always remember that you won't think of everything. Some improvisation will be necessary.  

Prologue, or What Happens When the Crew Get Back to Town

  As the trio arrive in town, a Per-3 roll will allow them to notice that a child runs off. This is Homeless Jonn, a beggar/informant, currently tasked with watching the southern gate to see if Eykit ever comes back. Homeless Jonn has been told that Eykit was last seen in the company of an Elven woodswoman and a Dwarven knight. When he sees them return to the city, he runs back to one of the New Town Skulls’ meeting houses to tell them Eykit is back.   The Flower Street Harrowers are trying to muscle in on New Town Skulls territory, and there have been some border skirmishes. So far, only injuries, no deaths. The fights weren’t to the death (yet), they were to “victory”. The NTS managed to defend their area, but it’s only a matter of time before the FSH get serious. Toren is of the opinion that these first incursions were just to test the strength and determination of the NTS, and get a sense of their fighting prowess.   Toren will call Eykit in for a meeting, telling him the current situation, and asking him to not run off again, as he might be needed. His silver tongue might come in handy if there are any negotiations to be made with the FSH. It’s also possible that nothing will stop the FSH from continuing their war on the NTS, in which case Eykit may be needed to secure allies from the nearby gangs.   But for the moment, things are quiet enough for the crew to meet with Kylen, return the mule, get whatever reward Kylen was able to scrounge up ($420), and tell him all the details. Meeting with Kylen will take several hours, because he will debrief them on everything that happened. He has Detect Lies-14, and will be using it to see how truthful they are being. Note: the escaped slaves managed to get to the boat, and sail it downriver. They arrived in Port Karn four days before the crew did, as they didn’t get lost in the jungle, and had faster transportation. Kylen debriefed them, as well, when he found out that they had arrived. He will be comparing their tales with that of the crew.   The trio may also want to sell their loot, and divvy up the money. They might even want to buy some gear. Elitheris will want to hire an armorer to fix the Elven rondel that she got from Eykit. It will take a day or so for that to be repaired and sharpened. A sheath will cost $5 (a decorated sheath will cost $40). Fixing the dagger will cost $30. They have two 2-Shard clusters. One created a water elemental (one shot event, the cluster is now inert the other causes a Planar Visit effect when held in the hand and willed to function. It transports the spirit/mind of the holder to the Water Brane (See Cosmology) for up to 30 minutes before snapping them back to reality. It can do this up to three times a day.   They will need to find a stable to handle their new horse. It’s a riding horse, or a pack horse, not a combat-trained horse. It’s not even a dragoon’s horse (those have some combat training, even though they are not used as cavalry horses). In other words, it won’t do well in a combat situation.   They may want to get some armor for Mr. Wiggles. Gambeson can be made for him in about two days, enchanting it (should that be desired) will require a trip to PKAC to talk to the enchanters there (Harald and Nedd). Either could do Fortify, Deflect, and Lighten, and they can do four Q&D enchantments per day. Mr. Wiggles’ armor will be in four pieces: torso/neck, rear legs, fore legs, head. Torso requires up to 4 enchantments: Deflect +1, Fortify +1, +2, Lighten 25%. Head requires six: Deflect +1, +2, Fortify +1, +2, +3, Lighten 50%. Legs takes four: Deflect +1, Fortify +1, +2, Lighten 25%. Fore legs takes five: Deflect +1, +2, Fortify +1, +2, Lighten 50%. It will take a minimum of 5 days to enchant. They can also get either mail body armor, or brigandine body armor to overlay on his back. If they go this route, they should enchant it with Lighten 25%, to keep his movement high. They may also wish to get “Saddlebags” for him, which will allow him to carry up to 20lbs of stuff. If he wears his saddlebags, he won’t be able to wear any secondary armor.   Taid will want to get the brigandine he scavenged refitted to suit his Dwarvish body (or get the breastplate repaired and refitted). Either way, it will take an armorer. The breastplate will take a day to repair and fit properly. It will take two days for the brigandine.   If Eykit wants to keep the mail shirt, he will need to go to an armorer to get it adjusted as well. This will take two days, and will reduce the weight of the shirt to 10.25 lbs (from an original weight of 16lbs).   All of that “inventory management” taken care of, now they can deal with the Shards. If they want. They are aware (well, Eykit and Taid for sure, Elitheris maybe not so much) of Shard games around town. They are held at least once a week, usually organized by the Church of the Awakening, which are a multidenominational new agey kind of spiritual group. They view the Shards as ways to enlightenment. But this week, it’s not them organizing it. It’s something called “Bardem’s Crystal Palace”. Although it’s hardly a palace, since it’s a rented warehouse. Surrounding it on the streets outside are the usual “parasite stalls” such as food and drink vendors, trinket vendors for the tourists, and various other vendors hawking their wares to the Shard players who frequent the games.   This adventure, and The Strange Case of Bardem Amir, happen more-or-less at the same time.  

The Heist at Kraite Manor

  As the crew is finding out about Bardem’s, Elend Rabbitfoot comes to Eykit with orders from above. The high mucky mucks want Eykit to sneak into Flower Street Harrowers’ territory and steal the painting of the FSH’s leader’s daughter. No killing, no other stealing. Just the painting. It’s obviously to send a message, one that lets the FSH know that the NTS can get to them any time they want. With luck, it will be enough to stave off any more disputes with the FSH, and stop this stupid fighting over territory. It might just be enough to stop a war from breaking out. On the other hand, it might only piss them off, but Toren is hoping that the leaders are smart enough to read the message properly.   Eykit can take his new friends for protection, if he wishes, although if they aren’t sneaky, Elend advises to leave them outside of the leader’s house. Perhaps they can act as lookouts. Elend thinks that they aren’t stealthy enough and might jeopardize the mission if they go inside. Elend will have some stealthy backup in case they have to flee the scene and are being chased. With any luck, it will be a simple, get in, get out mission. He also says that as of three months ago, the painting of the daughter was in the dining room.   Elend has a list of the members of the household on them, along with their names and their job positions. Jack and Penn are not on the list (they are relatively new employees that Lenin has borrowed from the Harrowers).
Kraite Manor   The Flower Street Harrowers   Leader: Lenin Kraite, Merchant trader by day, mob boss by night (and day too). He is a trader who deals primarily in Dyes, pigments, clays, and glass making materials. He does a lot of import/export stuff, often in bulk raw materials, but also in finished glassware. His house is not in FSH territory (although he does own property there, most rentals it’s in New Water, which is where a lot of the rich live. He lives with his wife Gayle, his daughter Larraine, and his son Kristof (often called “KK” by his friends).   Also in the house are the servants: Head Butler Flora Indorill, who is in charge of most of the house servants. There are two maids, two cooks, four valets (one per member of household), a groundskeeper, and two coachmen. Guards are provided by the Harrowers, and there are three: One wanders around the grounds, the other two are inside, usually close to Lenin. They are part of the enforcer crew of the Harrowers. One usually stations himself in a chair in the kitchen, on the side by the rotunda, so he has a good view of the center/entrance of the house. The other one usually stations herself just outside whatever room Lenin is in. All three guards are armed with swords and daggers, and wear gambeson and brigandine vests, plus legionary helmets, leather gloves, and leather boots. They have orders to capture anyone who might break in, but if they have to kill, that’s okay too. Unlike Toren, Lenin has no problem at all doing wet work. Of the serving staff, only Flora, the groundskeeper, and the coachmen are a part of the Harrower organization. The others, while knowing about the Harrowers, are not part of the gang. They are “civilians”.   The Kraite Family Crest
“Kraite” is an old Araterre word for “hydra”, so of course that became the house symbol when, several hundred years ago, the Kraite family became nobility. The event that caused the ennobling was due to the actions of one of Lenin’s ancestors, a mage specializing in healing magic, saved the general’s life during a night battle. This information can be found in some old military histories at the Shrine of Seshat, given a Research roll and several hours of time (4 hours base time, add an hour for each point the roll is missed by; subtract a half hour for each point it’s made by, to a minimum of 2 hours). Information can also be found at the local hospitals, and at the Red Star Mage guild: the Kraite family has donated quite a lot of money to both the mage guild, and to local hospitals, and whenever a mage is born in the family (and they realize it) they are sent to become healing mages. However, the last mage in the family was Lenin’s grandmother.  

Dramatis Personae:

   
Baron Lenin Kraite: Minor noble and merchant trader by day, mob boss by night (and day too). He is a trader who deals primarily in dyes, pigments, clays, and glass making materials. He does a lot of import/export stuff, often in bulk raw materials, but also in finished glassware. ST 12, DX 11, IQ 13, HT 10 Will 12, Per 13. Age 50, Human, Greedy, Power-hungry, Ambitious, Walks with a Limp (hence the cane; old gang-related injury to his knee). Business skills 13, Mob skills 14-15, Tactics 9, Strategy 10. Weapon skills: baton (cane)-13, sword-12, knife-14. Unlike most intelligent people, he will often wear a gambeson (DR 2) vest, even in the heat.  
Baroness Gayle Kraite: As greedy and ambitious as her husband, she was born rich, and plans to stay that way. Preferably more rich. She often acts as an advisor in the Harrowers (not official, but Lenin trusts her judgement). ST 9, DX 10, IQ 12, HT 11, Will 14, Per 12. Age 45, Human, Greedy, Ambitious, Haughty, Condescending to the lower classes, Callous to lower classes. Treats her own household servants well, though, they seem to be exceptions to her rules. Tactics-10, Strategy-12, Savoir Faire (upperclasses)-14, Diplomacy-11, Current Affairs (politics)-14, Area Knowledge (nice parts of town)-14. Other pertinent skills-13-15.  
Larraine Kraite: Bookish and withdrawn, Lenin’s oldest child is 24, and currently unmarried. She really isn’t very interested in having anything to do with the Harrowers, preferring literature, poetry, and history (specifically Tondene). If it were up to her, she’d be a historian, probably working in the Shrine of Seshat. ST 9, DX 10, IQ 13, HT 10, Will 13, Per 14. She knows how to play several instruments: Harp, guitar, lute, and flute, all at skill-12. She didn’t really get into the marimba. Her interpersonal skills (socializing) are in the 10-11 range, while her more academic skills are in the 12-15 range. She just doesn’t care about socializing with other people that much (one of the reasons she is still unmarried). Most of the men she has been paired up with at social functions bore the shit out of her, as she places a very low priority on the “manly” skills of warfare, one-upsmanship, and hunting.  
Kristof Kraite: Kristof is very much interested in those manly skills that his sister disdains, but in an “armchair quarterback” kind of way. He’s 21, but although he talks up a good game about his swordsmanship and dueling capability, he’s never served in the Tondene Army, or any military. He is more interested in the effects of being rich, rather than the ideas of actually getting/staying rich. He thinks he will be the next Guildmaster of the Harrowers, but his father knows he’s nowhere near ready. Lenin currently has his Enforcer crew chief taking him under his wing, in an attempt to try to channel Kristof’s enjoyment of fighting skills into something useful for the guild. It’s going to be a long row to hoe. He is something of a dandy/fop. ST 12, DX 12, IQ 9, HT 11, Will 12, Per 11. Enhanced Parry, Enhanced Dodge, Impulsiveness, Overconfidence, Narcissistic, OPH (Likes talking about himself). Martial skills range from 12-15, focusing on swordplay mostly. His thieving skills exist, but aren’t focused on: they range from 11-13, focusing mainly on the more social ones rather than the actual thief skills.  
Flora Indorill: Hobbit, and a de facto member of the Harrowers, in much the same way that Alfred is Batman’s sidekick. Skilled at her job, she is a steadfast rock in the household. At 65, she is mature, and doesn’t take shit from anyone. Even Kristof doesn’t talk back to her, and he talks back to nearly everyone. ST 8, DX 12, IQ 12, HT 12 Will 14, Per 14. Silent 1, Hard to Kill 1, Charisma 2. Head Butler, and skills in the 14-16 range, including Bartending-14. Combat skills in the 12-13 range, although she is very skilled in sling (Sling-16) and bolas (Bolas-17). Stealth-16, thief skills in the 12-14 range. Savior Faire-16, Current Events-14, Area Knowledge (Port Karn)-17, Streetwise-15.  
Miriam Kendrick: Human One of the two maids, Miriam is a simple girl of 17 years whose ultimate goal is simply to get married to a decent man. Literate, she likes to read romance novels, which gives her a slight overlap with Larraine’s love of reading. Being lower class, she considers herself to be very lucky in that she had the opportunity to learn to read, and to work for a rich family. ST 9, DX 10, IQ 11, HT 11, Will 11, Per 12. Housekeeping-13, Sewing-12, any other Maid skills-11  
Karikki Laputi: Goblin The other maid. Unlike Miriam, Karikki is not literate, but it’s never stopped her. She is 39, old for a Goblin, but still healthy enough to help take care of the house. Parabolic Hearing, Stealthy 3. Has the annoying tendency to quietly come up behind people and startle them, although she doesn’t mean to. Housekeeping-16, Sewing-14, Embroidery-13, Artist-12, Lacemaking-12. A lot of the lace doilies around the house are her work, as are the tablecloths and napkins. The table settings/decorations are usually her work as well.  
Darshak Puggrok: Orc One of the cooks (night cook). He likes spicy food, and tends to use spices a lot in his cooking, sometimes too spicy for some of the other members of the household. ST 13, DX 11, IQ 8, HT 12 Will 11, Per 12, Bad Temper, Cbt Ref, FP 15, HP 15, DR 2, Fit, Magic Resistance 3, Rapid Healing. Cooking-14, Knife-14, associated skills for a cook in the 12-13 range.  
Aspen Gregor: Hobbit The other cook, he is a foodie. He is the one who usually does the shopping for ingredients, and is the day cook. Of the two cooks, Aspen is superior, with both a wider range of cooking prowess and cultural influences. ST 8, DX 12, IQ 11, HT 11, Will 12, Per 12 (Taste/Smell is 15), Cooking-17, Knife-13, Area Knowledge (Port Karn)-15, Area Knowledge (Port Karn Environs)-14, Merchant-14, other cooking related skills 13-14.  
Lughnar One-Ear: Orc Personal valet of Lenin, Lughnar is getting to be an old man, at 68. Has been Lenin’s valet since Lenin was a lad. He is skilled at social interactions, tailoring, fashion, and current events, both social and political. He is a trusted advisor to Lenin, and is, like Flora, a de facto member of the Harrowers. When not personally assisting Lenin, he often helps Miriam and Karikki with the estate, doing some of the lighter housework. He also taught Kristof some of his early sword work. ST 14, DX 10, IQ 10, HT 12, Will 11, Per 11 (Hard of Hearing makes his Hearing Per only a 7) FP 15, HP 16. He does NOT have Bad Temper, No longer Fit, Cbt Ref, DR 2, MR 4, Rapid Healing, Hard to Kill. Social skills-15, Tailoring/Fashion-14, Current Events-14, Area Knowledge (Port Karn)-13, AK (Port Karn Environs)-12. Savior Faire-17. Combat skills-12-13.  
Stefanie Abayomi: Human. Pale skinned, Stefanie stands out here in the subtropical area. She is 35, and grew up in the Essimine Monarchy, immigrating to the Empire when she was 19. Thus, she knows Harada, Imperial, and Northern Khuzdul (accented). She grew up in the middle class, and quickly got the job of Gayle’s personal maidservant. She is attractive, intelligent, and dotes on her mistress. She is goodnatured and helpful. ST 9, DX 10, IQ 12, HT 10, Will 12, Per 12. Personal Maidservant skills in the 13-15 range. She also can cook, and helps out in the kitchens on occasion (Cooking-12).  
Melsinomë: Elven. Melsinomë is an urban Elf, growing up in Port Karn centuries ago. She is 543 years old, literate, well-read, and has been Larraine’s maidservant since the girl was born. It is her sense of living through most of the Empire’s history that sparked Larraine’s love of history and books. Highly intelligent, and a mage, besides (although she more or less keeps this a secret), she won’t hesitate to use her spells if she feels threatened, or if she feels the family (and servants) are threatened. ST 9, DX 12, IQ 14, HT 10, Will 16, Per 15, Magery 1, Hedge Magic, Perfect Balance, Telescopic Vision 2, Beautiful (although she wears clothes in such a way as to detract from this, to better make Larraine stand out and not be overshadowed by her servant). Servant skills in the 14-16 range, Academic skills in the 14-17 range (focusing mainly on History, Literature, Writing, and Social Studies). Area Knowledge (Port Karn)-16, AK (PK Environs)-14, AK (Altasirya Watershed)-11 (mostly out of date, she hasn’t really traveled in decades), Artist-16, Bow-15, other combat skills 12-13. Dance-15, Singing-14, plays several instruments: guitar-14, bodrun-13, flute-16, harp-15, lute-14, marimba-12. Public Speaking (story telling)-13. In the past, she did have a career as a bard, singing in taverns and on street corners. While it paid (most) of the bills, her current job pays a lot better. Colleges: Illusion/Creation, Light/Darkness; Comm/Empathy. Spells: Sense Foes-13, Sense Life-13, Sense Emotion-14, Persuasion-15, Truthsayer-16, Mind-Reading-15, Mind-search-13, Mind-Sending-13, Telepathy-15, Compel Truth-14, Insignificance-15, Presence-16, Communication-13, Simple Illusion-13, Complex Illusion-13, Perfect Illusion-14, Illusion Shell-13, Illusion Disguise-15, Independence-13, Control Illusion-13, Dispel Illusion-13, Phantom-13, Light-13, Continual Light-16, Infravision-13, Dark Vision-13, Darkness-13, Blackout-13, Flash-15, Light Jet-13, Blur-14, Hide-13.  
Flynt Blackstone: Dwarven (also a member of the Harrower Enforcer team, to keep an eye on Kristof) Flynt grew up in Port Karn, near the wharves. His family moved to the south part of town when he was a boy, after an arsonist working for the Kharneth Boys (a thieves’ guild) burned their house down. He was recruited into the Flower Street Harrowers when he was 17, and has been with them ever since. He is competent at being a valet, but that’s not his main skill set. His main job is as an enforcer, and as such is also Kristof’s bodyguard, a job made necessary by Kristof’s impulsive overconfidence and general dumbassery. ST 15, DX 12, IQ 10, HT 13, Will 12, Per 11, FP 16. DR 1 (although if outside of the house he will be wearing his gambeson armor (DR 3, plus cost effective enchantments bringing his total DR up to 6-8, with a Dodge of 11; if expecting trouble, he’ll also wear his brigandine torso armor, giving another 5 DR). Cbt Ref, Hard to Subdue 2, Hard to Kill 1, Fit. Brawling-15, Wrestling-15, Knife-14, Club/Baton-15, xbow-14, other weapon skills-13-14. Servant skills-12. Shield-16.  
Flogh Drackhill: Orc. He is the groundskeeper, but because he is also an actual member of the Harrowers, acts as both a guard and a lookout. He really loves gardening, and the yard of the estate is immaculate. He is middle aged, at 45. ST 14, DX 11, IQ 8, HT 11, Will 10, Per 11, FP 14, HP 16. Tends to wear long sleeves and long pants, along with a wide brimmed hat if out during the day, but most of his gardening takes place at night. He will have a shuttered lantern with him, since IR vision doesn’t allow him to see colors. Fit, Cbt Ref, MR 3, HPT, Bad Temper (15-, gardening teaches him patience and ways to deal with frustration). Gardening-15, Farming-12, Combat skills 13-14, Hoe (as weapon)-15, Observation-14, Search-14.  
Arkus Mennon: Human. Arkus is 49, and the older of the two coachmen. A member of the Harrowers, he primarily served as a thief, focusing on breaking and entering. ST 10, DX 11, IQ 10, HT 10, Will 11, Per 13. Greedy (although he gets paid very well as a coachman/driver). He is careful, and alert, and doesn’t drink alcohol, preferring milk, water, or fruit juice (he’s not alcoholic, he just has terrible hangovers, and stopped wanting to deal with them years ago). His thieving skills, while a bit rusty, are still pretty decent, at 12-14 levels. Animal Handling-14, Packing-12, Driving (coach)-15, Riding-13. AK (PK)-16, AK (PK Environs)-15.  
Pachekki “Patchman” Drimani: Goblin. The other coachman. Tends to be the driver who goes a bit faster, both because he likes to, and because he’s lighter. He also occasionally gets to be a jockey in horse races, when Lenin has a horse in the race. As such, he can often be found riding horses when not on duty. Parabolic Hearing, Stealthy 2. Animal Handling-14, Riding-16, Driving (Coach)-15, Packing-11. Thieving skills range to 11-14, Combat skills 12-14. Acrobatics-12, AK (Port Karn)-15, AK (PD Environs)-14.  
Penn Florentine: Human. Usually the guard roaming the grounds. He regularly checks in with Flogh, both because they get along well, and as part of his job. Flogh, for his part, usually just give an okay sign or a thumbs up when Penn goes by if he has nothing to report. If Flogh doesn’t make a sign, then Penn knows something is up. He appreciates what Flogh has done with the place, and even enjoys doing a bit of gardening himself now and again. ST 12, DX 11, IQ 10, HT 11, Will 11, Per 13 (Vision-15, Hearing-14). Cbt Ref, HPT, Fit, Hard to Subdue 2. Combat skills in the 13-16 range. Sword-16, Knife-15 (as Main Gauche). Wears gambeson with a brig vest when on duty, usually unbuckled so as to not overheat. At the first sign of trouble, though, he will buckle that shit up right quick! DR 8 mostly. Usually goes for mobility kills, rather than trying to get through any armor worn. Legs are his favorite target.  
Jack No-Name: Human. When introduced, he will say his name is “Jack. Just Jack.” This is the guard that usually hangs out in the kitchen, watching the main hall and door, and ready to move too wherever he is needed. He shares a love of spicy food with Darshak, and will (at night, anyway) often talk about food, chilis, and hot spicy food competitions. He’s the type that eats spicy food just to see how hot he can take it. He’s a little less friendly with Aspen, although there is by no means any animosity between them. ST 13, DX 12, IQ 10, HT 10, Will 11, Per 13. Cbt Ref, Toughness (DR 1). Sword-15, Throwing-14, Throw Knife-15, Knife 13, Brawling-14, Wrestling-13. Any other appropriate skills in the 12-14 range.  
Ashela Mancrusher: Orc. She is big, burly, and likely the most dangerous person in the house, from a physical standpoint. Ex-military. She is the guard that is usually the closest to Lenin. Was recruited into the Harrowers just after she got out of the military, as an enforcer and combat trainer. Got her name when she grabbed an annoying guy by the crotch and squeezed his nuts to pulp with one hand. Wears both an arming sword, and a short sword, using whichever one makes the most sense given the space she is in. She is fast, and has an extra attack. ST 16, DX 14, IQ 9, HT 12, Will 12, Per 13, DR 3, Very Fit, High Pain Threshold, Hard to Kill 2, Hard to Subdue 1, Rapid Healing, Cbt Ref, MR 3, Bad Temper, Bloodlust, Extra Attack. Sword-17, Spear-16, Staff-13, Knife-16, Brawling-16, Kicking-16, Wrestling-15, Shield-16. Dual Weapon combo (Sword and Knife)-15, Off Hand Weapon Training. She can attack 3 times per turn; it’s usually Knife/Sword/Knife, unless she can substitute one of the knife attacks for a kick, usually to a leg. If she’s in close, she’ll likely stick with two knife thrusts, although she isn’t averse to a well-timed knee to the groin. She also uses Deceptive Attack often, taking a -4 to attack in order to give the enemy a -2 on defense. She does 1d+1 th, 2d+2 sw. 1d+3 imp with sword, 2d+3 cut with sword; 1d+2 imp with knife. 1d+2 cr kicking. Do not get on her bad side, as she will fuck you up.  
Yabbi Gaaldibi: Goblin, about 10 years old, so still fairly young. He’s the stable boy, and takes care of the horses, the gear, and the stable itself. Pleasant sort, if a bit shy. ST 8, DX 12, IQ 10, HT 10, Will 10, Per 12. Parabolic Hearing.   If Eykit cases the joint, he will be able to tell that there is a painting of a young woman hanging on the diagonal wall that separated the dining room from the privy, near the butler’s pantry. It’s 3 feet wide, and 5 feet tall, and weighs about 20 lbs with frame. The picture is a good likeness, with Larraine standing in what looks to be a meadow or a park, with trees in the background.The painting is rendered such that the background is less detailed than the subject. He will also be able to figure out the basic pattern of the external guard. By watching through various windows, he will get a sense that there is a guard with Lenin more or less all the time. He might or might not get a glimpse of the guard hanging out in the kitchen.   There are bars on all of the ground floor windows. All are solidly locked; Eykit will have to climb up and enter through the a second story window, make his way downstairs, get the painting, then either bolt out the door or sneak back upstairs and out through a window. But the painting is bigger than he is, so he is going to be pretty obvious running around with it.   The trick for Eykit will be doing the crime without being seen. If he is seen, there is no way he will be able to get away, and these guys play for keeps. Plus, even if Eykit is captured, it will mean mission failure, and failure here would backfire on the New Town Skulls, making them look incompetent and weak. And thus increasing the chance that the Flower Street Harrowers will go to war. Similarly, the mission fails if any of the household employees get injured. The instructions were clear: don’t harm anyone in the house, and don’t steal anything besides the painting. Eykit will have a very, very hard time not breaking the latter rule. The whole house is filled with temptation.     Overall impressions:   The interior of the house is full of color: the walls are primarily stone, whitewashed, with painted chair rails and the occasional mural. Many rooms have wooden paneling. On a scale of 1-10, where 1 is “barely rich” and 10 is “emperor’s palace”, this house would be around a 4. So, quite rich; a single room’s decoration would likely cost more than a middle-class family’s entire house. In general, the main living section of the house is decorated for the household. The Grand Ballroom, however, is specifically designed to impress visitors.    
1st floor   Barn/Stable: This is where the horses are kept. The second floor is a hayloft. There is room for a total of 8 horses in here. There are also some bins filled with oats, and a half dozen pitchforks, plus some rakes, shovels, and other “mucking” tools for the stalls. Racked on the walls, and in cabinets, are curry combs, brushes, saddle blankets, saddles, bridles, and the like. It’s all well-worn gear, but in decent shape and cared for.   Carriage Room: aka, the garage, except for the two carriages. They are four wheeled, glass coaches. They are pulled by four horses each. Also in here is a workspace, with all kinds of wood and metal working tools, used to fix/repair the coaches.   Covered Porch/Deck: While the center sections (by the doors) are clear and unobstructed, there are deck chairs and side tables arranged in little groups for sitting outside to deal with the heat. The members of the household and their guests sit out here, eat snacks, and drink. In the section by the Carriage Room, there is a sofa, two chairs, and a coffee table. On the other side, by the Music Room, are a pair of chairs with a small round table between them. Going around the corner, there are another pair of chairs with a small table between them. Then the other porch. The L-shaped section has some potted plants, and in the corner of the L is a table with four chairs, usually used to play cards, or chess, or other board game. Or just to socialize.   Foyer: Coved ceiling, 10’ high; the floors are polished hardwood. This is the formal entrance to the house, where guests are usually brought in. Coats, cloaks, and weapons are taken to the Coats room, by the “casual” entrance on the other side of the Carriage Room. There isn’t much wall space, but there is a small landscape to the left of the entrance door (coastal scene with waves and a beach), a brightly painted Goblin tribal mask from J’radi on the wall behind the door, and a wrought iron sculpture on the wall on the right just before entering the Rotunda. In addition, there is an umbrella stand in the corner to the left of the doorway.   Dining Room: There is access to the Dining Room from the Foyer, and through the Butler’s Pantry. This is the room used for small dinner parties, as the table can only seat eight. Larger parties are held in the Grand Ballroom. The floor is polished hardwood, with a large area rug, with design work that indicates that it was imported from the Small Kingdoms. There is a fine table, with up to two leaves, with a carved edge. There are six chairs at the table, plus another chair in each of the corners flanking the two windows at the front of the house. The chairs are ladder back, and nicely upholstered. They are also carved with the same floral motifs as the table’s edge. On the wall opposite the privy is a picture of a dark haired woman reading a book in what appears to be a park or forest meadow. It is 3’x5’ in size, oil on canvas, set in a surprisingly plain wood frame, and the whole thing weighs about 20 lbs. So, while it isn’t terribly heavy, it is bulky as hell. On the opposite wall is a painting of a landscape, showing forest with ice-capped mountains in the distance. Above the table is a brass and glass oil chandelier, hanging from the 10’ high ceiling.  
Portrait of Larraine   Living Room: A pleasant room, with comfortable furniture, including a pair of sofas at right angles to each other, a coffee table, and a pair of wingback chairs. The ceiling is 10’ high, and floor is hardwood with a dark blue area rug, of similar color to the one in the Music Room, although the design motifs are different. There are tables and cabinets set at various places in the room, most holding oil lamps. There is a fireplace here, which gets used only very occasionally, during the coldest days of winter. The Living Room opens onto the Music Room.   Music Room: There is a 10’ ceiling in here, and hardwood floors, covered by a circular area rug in dark blues and golds. There are music stands and chairs in here, along with several instruments: harp (floor harp, not a bard’s harp), a guitar, a lute, a marimba. On a stand on a cabinet is a flute, and on another cabinet is a handheld drum (bodrun). In the cabinets are replacement strings, a few extra mallets and drumsticks, and several books and folios of sheet music, of various kinds, but mostly Elven. A Perception-2 roll will let someone know that much of it looks like it was hand written here, rather than being purchased from a scrivener. Much of it was written out by Melsimonë, from works she grew up hearing.   Rotunda: This room is dominated by the curving staircase that leads up to the second floor. The balusters are carved wood. There is a door at the north end of the Rotunda, leading to the stairs down to the basement. The ceiling here is 20 feet tall, with a brass and glass oil chandelier hanging in the middle of it. It is primarily vertical in design, being eight feet tall and about two feet in diameter, with several oil lamps at various heights illuminating the cut crystal pieces. It’s very sparkly, and illuminates both the Rotunda, and the upper floor. On the northeast section of wall is the Kraite family crest; a golden (yellow) hydra on a quartered field of light blue and sea green, with two crescent moons above the hydra and a red star below. Just off of the Rotunda is a closet (coats, linens, mostly, although there are a couple of boxes of knickknacks). There is also a privy, with a toilet, a pump, and a washbasin. The washbasin is removable, and used to pour water down the toilet (a hole in a board, basically) to flush it.   Butler’s Pantry: There is a buffet along the right side, with a glass-doored cabinet above it. In the buffet are various plates, silverware, cups, and serving dishes. In the glass cabinet above are the glasses, stemware, and teacups and saucers. On the cabinet is a three candle candelabra, made of silver (or silver plated).   Kitchen: Exposed beam ceiling (the beams are 12x8 beams, set about 4’ apart), 9’ tall, with stone tile floors. The counters are marble. There is a large island, as well as a round dining table with four chairs in the Nook. The cabinets are striated treesilk wood (looks much like hickory in color, but the grain is tighter). There is a sink with pump, a ceramic wood stove, a fireplace (for roasting and cooking) and an icebox. On the island is a knife block with chef’s knives. In the icebox are cool drinks: milk, ale, fruit juices; also there is some fruit, vegetables, and meats. In the many cupboards are various ingredients and dry goods, as well as spices. Built into the cabinets on the island are four 5 lb Food Preservation Boxes. A fifth one, holding 3 lbs, sits on the counter, and is used as a breadbox.  
Casual Entrance: Most people enter through here, up the curving steps and into the mud room. There is a coat closet to the left upon entry, where coats, cloaks, and weapons are put. The mud room has a bench to sit on, and cubbies to put muddy boots into. There are also a bunch of slippers, for use in the house. There are also lots of hooks to hang various things on, such as hats, leashes, bags, coats, etc. There is a central hallway that leads to a privy (with toilets, washbasin, and hand pump). A door leads to the Carriage Room. There is also a pantry, under the stairway, where more ingredients for the kitchen are stored. A door also leads to the Parlor, and at the end of the hallway is an opening that leads into the Kitchen. And, lastly, there is a dumbwaiter/elevator, counterweighted, that person with ST 10 can operate by turning a crank. The servants use it for taking the carts full of supper to the upper floor. The kids used to ride it, but they are too big now; the weight limit is only about 120lbs. A person with a ST 10 can lift about 90lbs using the crank.   Parlor: Hardwood floor, with a 9’ exposed beam ceiling (12x8 beams, set about 8’ apart). A pair of couches, facing each other over a coffee table, and several small tables with pairs of chairs around the room. On the left and right walls are bookshelves. A silver coffee service is sitting on a silver tray on the coffee table. A tapestry hangs on the wall opposite the “outdoor living” area. Flanking it on either side are doors, leading to the covered Outdoor Living area. There is a little comfy nook facing the curved steps. It has upholstered banquette seating, with lots of comfy pillows. This is most often used as a reading nook, as it has a nice window to let in light. A door leads to the Grand Ballroom.   Grand Ballroom: Hardwood floor, glass paned “French doors” on the north and south walls. These aren’t doors per se, they are more like removable wall panels. 20’ ceiling at the walls, 30’ at the center line at the peak. Huge beams run north and south, acting as rafter ties. The west wall has expensive silvered glass mirrors up to 8’, and above that are painted murals of various religious scenes. The east wall has a built-in upholstered bench, with carved wooden paneling up to the 8’ level, above which are more of the religious murals. The room is opulently decorated, with gold and silver leaf, carved marble, and expensive inlay. This space is used for formal occasions, when the goal is to impress, rather than just entertain family and friends. On that same scale of 1-10, this room is an 8 (so very, very ostentatious). For informal get togethers, there is a space in the basement. There is a privy, and a storeroom. The storeroom holds much of the tables and chairs that are required for use when entertaining or holding a ball. In the row of cabinets along the east wall are stacks of linens for the tables. At the moment, there are about a dozen or so round tables set up along the periphery of the room, each with a white linen tablecloth, with light blue and sea green embroidery. The tablecloths hang almost to the floor.   Outdoor Living Area: This is a covered porch, with a tile floor. Stairs lead down to the yard. There is a fireplace, usually used to roast meat or bake bread, especially during the hotter months. There are several comfortable lounge chairs, plus a pair of tables, each with four chairs. There are two doors from the Parlor, and a set of double doors leading out from the Nook. There are also several potted plants, including some herbs, and a climbing tomato plant growing up the three posts opposite the fireplace, at the northwest corner of the patio. It’s currently in the flowering phase; it’s a bit early for the fruit.  
Family Room: Sharing the same open space that the Kitchen, Nook, and Rotunda, the Family Room is bright, airy, and comfortable. There is a lot of glass, with windows all across the north end of the room. It’s vaulted ceiling is 30’ high at the peak. There is a 2nd story bridge that looks down into the room. It has a pair of large oil chandeliers. Dominating the room is the area rug, an immense expanse of wool and treesilk that is 15’x20’, filling most of the room’s floor space. Around the northern end of the room are a series of potted plants, many of them trees, but almost all of them flowering plants. The air is redolent with floral fragrances. There are two large couches, and several comfy chairs. There are tables along the walls, as well as glass-fronted cabinets with miscellaneous artworks in wood, metal, and glass in them. Oil lamps, supplementing the chandeliers, are on several of the tables. Between the couches is a coffee table, currently with a board game on it (Tafl, or Fox and Geese). There is a large fireplace, used on the coldest days. There is also a built-in set of shelves above a set of cupboards; these hold books, mostly, as well as few other board games (a chess set, a box of Senet, a bag of glass marbles, and a few other games). On the wall between the Living Room and the Study is a large, exquisite tapestry, fully. 12’ tall and six feet wide, showing hunting scenes in a forest.   Study: Open beam ceiling, like in the Kitchen, 9’ tall. There is a large desk and chair, with a pair of smaller, less extravagant chairs in easy reach of the desk. Double doors lead from the Rotunda, and another pair lead out to the covered porch. A fireplace sits in the middle of the western wall, between two windows. Lighting comes from table lamps. Along the south wall is a bookshelf, filled with books, mostly about business, law, and trade. The center section is also a secret door, the latch for which is located on the second to top shelf on the section to the left of the secret door (Search-3 to find). It leads to a storage room, with three large safes in it. The walls are lined with cabinets, mostly filled with ledger books, documents, and some rare books. There are also three spell books: Sense Life, Body Reading, and Lend Energy. They are written in Imperial. In the safes (which are the best money can buy, and require a Lockpicking-8 to open) are the family jewelry (worth somewhere around $350,000) some money ($15,000 or so), and a Wand (decorated in a snake pattern, carved out of cypress wood, and enchanted with Major Healing, with an exclusive 12 point opal power stone, giving it 36 points of power before the mage has to use their own…that’s 9 uses at full power).  
Upper floor   Rotunda, Gallery, Bridge, Loft: The Loft leads, via sets of double doors, to Bedroom 3, Bedroom 4, and a deck overlooking the front yard. The Bridge, also via sets of double doors, leads to Bedroom 2, and the Master Suite. It also overlooks the Family Room. The Gallery leads to the other stairway, and has a pair of linen closets. On the north and south walls are portraits, both male and female, of members of the Kraite family. Each frame has a plaque giving the name of the ancestor, and the years they were born and died. Not all of the ancestors had paintings made, or, if they did, they aren’t on the walls. They go back about 300 or so years, with the exception of one, which seems to be the oldest, with a death date listed as 65 AFE. There is a door that opens onto a spiral staircase that leads up to the attic. Around the corner, there is a door leading to the dumbwaiter, and a pocket door across from it leading to a laundry room, which has three washtubs, a wringer, a sink, a table for folding clothes, a ironing board (and iron), a brazier for heating the iron, and a drying rack.   Bonus Room: This room is often used for training purposes. There are some wood and straw dummies along the east wall, and some cabinets with practice weapons along the south wall. The floor is hardwood, with some lightly padded mats laid upon it (basically, thick quilts, but stiffer so they don’t bunch up or get wrinkles that might trip someone up. In the nook in the southwest corner are some free weights, and a chin up bar is mounted on the north wall of the nook. Kristof uses this room a lot, Larraine, not so much. The ceiling is vaulted, and 18’ at the peak. There is enough room in here for sparring, even with spears, should someone so desire.   Sitting Room: This is the first room of the Master Suite. There are double French doors that lead to a covered deck, which has a pair of chairs and a small round table between them. In the sitting room itself are several comfy chairs, each with a small end table next to them. Near the south wall is a desk and chair, facing the windows on the north wall. This is sort of a back up office that Gayle primarily uses, as Lenin uses the Study downstairs. The ceiling is 9’ tall, and coved. The floor is hardwood, and covered with an area rug. Behind the desk and chair is a tapestry 12’ wide and 8’ tall, showing a battle scene between two armies, depicting an idealized version of the Battle of Gruumsh Elaka.   Master Bedroom: The ceiling is 9’ tall, and has an open beam design. The beams are 4’ apart, and are 12x 8 beams. The floor is hardwood, with an area rug under the bed. Most of the exposed floor is still hardwood, however. The bed is a four poster, and very large and extravagant. The fabrics are silk and treesilk, and the bed cover is heavily embroidered in floral patterns. The four poster bed also has draperies, although they are tied to the bedposts. There is a cabinet set against the windows on the north side of the room. It acts as a liquor cabinet, as well as a “daily use” jewelry box. The bedroom has a pair of double doors: one goes to the Master Bath, the other goes to the closet/dressing room.   Master Bathroom: Coved ceiling, 12’ high, with washbasins, a tub, and, in a separate room, a privy.   Master Closet/Dressing Room: 9’ ceiling, hardwood floor. In the center of the room is a bench. Around the sides of the room are dressers and hanging rods for all of the clothes the Kraites have. There are also shoes in here, in addition to the vast collection of clothes. Although there are oil lamp sconces on the east and west walls, most of the light comes from the bank of windows in the southeast corner. Built in banquette seating is under the windows, and the seats are removable to access the storage underneath. Currently, they hold linens for the bed, along with a couple of extra pillows. With a bit of effort, space can be made to fit a person.   Bedroom 2: Kristof’s room. The ceiling is 9’, and the floor is hardwood. There is a rug, about 9’ x 6’, by the doors. There is a dresser for clothes, as well as a pair of armoires for hanging clothes. There is a desk and chair, although it doesn’t seem to get much use. There are two nightstands, one on each side of the double bed. The bed itself has a cover done in the house colors. On the northeast wall are a pair of crossed swords and a shield. The room has an ensuite bathroom, with a washbasin, bathtub, and privy.   Bedroom 3: Larraine’s room. Similar to Kristof’s room, except that she has a sitting room in the upper floor of the tower. Ceiling 9’, hardwood floors, with a large area rug centered under her bed, with a second, smaller one by the door. The one by the door has the family coat of arms worked into the design. She has a dresser on the south wall, and three armoires, all in a row on the north wall. She has a four poster double bed, with a nightstand with drawers on either side. In the drawers are the usual things that end up in nightstands. There is a locked diary, with entries going back a year or so. She seems to be pretty diligent about using it.   Bedroom 4: Guest room. 9’ ceiling, area rug on the hardwood floor. Double bed, nightstands, and a bench at the end of the bed to sit on while putting on your boots. Dresser, table, chair. The room has a walk-in closet, and has an ensuite privy that is also accessible from the Gallery. The bathroom has a bathtub, washbasin, and toilet.  
Basement   Vestibule, Rotunda 2: The stairs come down into the Vestibule, which shares space with the Rotunda 2. Rotunda 2 is several steps below the vestibule, which has a ceiling of 8’. The Rotunda 2 has a 10’ ceiling. There is a painting on the northeast wall, of a landscape (forested mountains at sunset). The vestibule has a pair of double doors: one leads to a large storeroom, the other leads to the servants’ dining room. The floor is hardwood (over mortared stone).   Servants’ Dining: This is where the servants eat their meals. There is a buffet cabinet in the alcove on the east side. It contains plates, dinnerware, cups, glasses, and table linens. The main part of the room has two tables, with benches. Ceiling is 8’, floor is mortared stone.   Storage Room 1: This room is mostly filled with furniture and other household decorations that are “out of the rotation”. There are shelving units along the west and south walls, filled with various kinds of stuff that a house collects over time. There is a set of double doors that leads to a second storage room. Ceiling is 8’, floor is stone. The round section (beneath the Music Room has a lockable door. Inside is the wine cellar; the walls are completely covered with wine racks from floor to ceiling. It is about 80% full of wine, with the wine ranging in quality from Good to Very Fine, and aged from as recent as last season to over 100 years old.   Storage Room 2: This floor is packed earth, and a step down from the previous storeroom. While the floor is dry, boards have been laid on the floor so that anything stored in here won’t be touching dirt. In here are crates, filled with old dinnerware, household items, etc. There are also some old tools stored in here, such as shovels, rakes, picks, trimmers, etc. There are sconces on the walls, but no oil lamps. Obviously, people don’t come in here often, and when they do, they bring their own lights.   Gaming Room, Music Room, Sitting Room: These three areas share the same space (and the Trophy Room too, but there are partitions separating it). The floor is wood parquet, and the ceiling is exposed beams (12x8, 4’ apart) and 10’ high. The sitting room has comfy chairs arranged around round tables, much like a lounge. The Gaming area has a pair of pool tables, although they can be moved out of the way for when the floor needs to be used for dancing. The Music Room is actually a stage for musicians, which are hired occasionally for private parties. On either side of the stage are rooms used to store theatrical props and gear. The walls behind the stage are thickly draped. There is a series of rolled up backdrops that can be used for stage productions. This entertainment area gets more use than the Grand Ballroom, as it’s a much less formal space. This space can be serviced by the Kitchenette via a counter at the south end of the Sitting Room. There are double doors that access a storage room (denoted as “covered patio” on the map), used when the billiard tables need to be moved out of the way. There are also some extra chairs in here, for when the Sitting Room needs more for sitting.   Trophy Room: This has the collected taxidermy of generations of Kraites. There is a bear, standing in the corner, a wolf, several deer heads, antelope heads, and two snarling wolf heads. There is also a gryphon (it’s not a large one, looks like a juvenile), and a flickerbug. Also around the room are some statues (marble and bronze) in various places in the room, both male and female humans, in various poses, mostly martial.   Kitchenette: Besides being the servant’s kitchen (when not being used for the basement parties) it also serves as the access from the main house to the servants’ quarters. The ceiling is 9’, and the floor is stone tile. There is a wood stove, and a stone oven. There is no fireplace, so when they want to roast food they use the fireplace on the patio. There are cabinets under the countertops, which store the pots and pans. There is a sink, and a ten gallon cistern, which is refilled daily. Primary ingredient storage (besides salt, herbs, and spices) is in Pantry 2, down the hallway.   Hallway, and Mini-Rotunda: This is the main access for the servants’ quarters. It accesses Flora’s room (Bedroom 5), the dumbwaiter, a linen closet, a storeroom, Pantry 2, the Servants’ Bathroom, and the Servants’ Dorm. Stone floor, 8’ ceiling.   Storage, Dumbwaiter, Linen Closet: Directly off of the hallway, without a door, is a storage area. There is a desk and chair in here, used by the servants (primarily Flora) as an office. There are several chests in here, one per servant, to store personal items and extra clothing that don’t have space in the dorm. There are also a pair of armoires, for larger items that need to be hung; these are shared by the servants. The dumbwaiter is available down here, for when food (such as roasted food) needs to be sent down. The linen closet houses the linens used by the servants. They are not the high quality of the upper floors, used by the Kraite family, but they are of good quality.   Pantry 2: Servants’ pantry. Food storage for the kitchenette (on a daily basis…food for the basement parties often is specially ordered and delivered via the dumbwaiter). Any manner of dry goods, brined/pickled goods, or salted goods can be found here. There is also a Food Preservation Box, that can hold up to 5 lbs of food. Usually, meat is placed in it, although soft cheeses or milk/cream can also be found in it.   Servants’ Bathroom: There are two washbasins, with a 10 gallon cistern to for a local water supply; it is filled daily. In the other part of the room is the toilet and bathtub, along with cabinets for towels and washcloths. There are doors at either end, one accessing the hallway, the other accessing the Servants’ Workroom. Flora’s Bedroom (Bedroom 5): The head butler gets her own room. There is access to a walk-in closet, and a door that accesses the bathroom. The double doors in the picture do not exist. Stone floor, 9’ ceiling. There is an area rug filling most of the room; it’s a little more worn than the ones upstairs (because it’s a rug that used to be upstairs before being replaced). Double bed, nightstands, dresser. There is a vanity with a chair, the drawers of which have combs, brushes, makeup, some jewelry, etc. The furniture is Hobbit sized, although the bed is full sized, but with some steps.   Servants’ Quarters/Dorm: There are 7 sets of bunkbeds in here, each with a pair of chests at the foot of the bed. There are also nightstands between each set. These beds are used by the other servants who work here, with the exception of Yabbi, who has a small room in the hay loft of the stables. In the nightstand drawers are personal items; each person also has a chest, which holds their clothes. There is a door leading to a triangular storage room, which is kept locked. In it are the more valuable of the servants’ gear. Although all of the servants (except Yabbi) have a key, it’s locked primarily because no one wants visiting strangers to have access to their more treasured possessions.   Servants’ Workroom: This room is a crafting room. In it is a loom, spinning wheel, a large table for sewing patterns, several tables with various kinds of crafts on it (mostly textile, as the more “messy” crafts, like clay and wood) are usually done in the workshop out on the grounds). Macrame, sewing, tailoring, knitting, and light crafting are done in this pleasantly-appointed room. There are comfortable upholstered chairs, and plenty of lamps for lighting. There are double doors that lead to a storeroom that houses bolts of cloth, spools of thread, tools, and other materials.   Attic: The attic is accessed by the spiral stairs on the second floor. It is used for storage. Old furniture, boxes of books that don’t fit on the shelves, and stacks of paintings (mostly ancestor portraits, but there are several other paintings not in the rotation on the walls) fill this room. Cobwebs are everywhere; the servants don’t come up here very often. This is also where boxes of shingles, extra lumber, and a couple of barrels of nails are stored, for when the house needs minor repairs.  

The Evening of the Theft

  The people and location are in place. Toren will authorize a series of nuisance raids in Flower Street Harrower territory. This will keep most of the Harrowers busy, keeping them focused on their own territory, not on the possibility that someone may have the titanium balls necessary to actually steal something from their guild master’s house. This activity will draw Lenin out of the house, along with Ashela Mancrusher, who will accompany him. He will take one of the coaches, using Pachekki as driver (as it’s night time, and Pachekki is the night driver). The other two guards will stay, as they are assigned to the house and family, not Lenin personally. He will take Kristof (and Flynt) with him to help deal with the issue.   They will return to the house about three hours later, when they discover that the “raids” are nuisance attacks, and that they can be handled by the gang members. So Eykit has a time limit, although he won’t know about that.   Previous to all of this, Eykit will have to do a few days of casing the place. He will need to do this from several different directions. This will net him the following information: the layout of the external rooms of the house, that is, any room with a window. It will also give him the knowledge of where the doors are. It will also let him know who is in the house, and who is in the yard. And, more importantly, when. In general, the Orcs and Goblins are up at night, and sleeping in the Servants Quarters during the day.   Stealth rolls will be necessary to get into position (there will need to be several…call it 6 positions total). He will need to Stealth into position each time, make a Climbing roll each time to get a decent view. Usually in a tree, but he could also use roofs from neighboring properties, which he might need to evade security to do so. As long as he is quiet while on a roof, there isn’t much chance of the occupants noticing he’s up there, unless he critical fails his Stealth roll. Then he will need to make an Observation roll, once per location. Note the MoS. That will be used to figure out 1) the layout of the visible rooms (IQ roll, modified by the MoS), from each viewpoint; 2) the usual patterns of movement by the staff and occupants (IQ roll, modified by the MoS, once per person 3) what the job is of the various people (IQ roll, modified by the MoS, once per person).   View 1: Right Front of House (Stables). Rooms: Stable, Grand Ballroom, Casual Entrance, Parlor, Training Room, Master Closet. People: Yabbi (15-), Flogh (13- from late afternoon to dawn, 6- otherwise), Penn (12- late afternoon to 3am, 8- otherwise), Arkus (9- from dawn to dusk), Pachekki (9- from dusk to dawn), Lenin (9-), Gayle (6-), Lughnar (6-), Stefanie (6-), Kristof (12-), Flynt (10-).   View 2: Right Side of House (Grand Ballroom, Carriage Room). Rooms: Stable, Carriage Room, Casual Entrance, Parlor, Grand Ballroom, Training Room, Master Closet. Yabbi (15-), Flogh (13- from late afternoon to dawn, 6- otherwise), Penn (12- late afternoon to 3am, 8- otherwise), Arkus (9- from dawn to dusk), Pachekki (9- from dusk to dawn), Gayle (9-), Flora (12-), Kristof (12-), Flynt (12-), Lughnar (9-), Lenin (9-), Gayle, Stefanie (9-).   View 3: Right Rear of House (Grand Ballroom, Outdoor Living Area). Rooms: Grand Ballroom, Outdoor Living Area, Parlor, Kitchen, Master Bathroom, Master Bedroom, Covered Deck, Sitting Room. People: Flora (11-), Kristof (9-), Gayle (12-), Stefanie (12-), Penn (12- late afternoon to 3am, 8- otherwise), Flogh (13- from late afternoon to dawn, 6- otherwise), Karikki (9-), Aspen (15- during daylight hours, 6- at night), Darshak (15- during night hours, 6- during daytime), Lenin (9-), Lughnar (10-), Yabbi (6-).   View 4: Left Rear of House (Family Room). Rooms: Outdoor Living Area, Nook, Family Room, Study, Bedroom 2. People: Flogh (13- from late afternoon to dawn, 6- otherwise), Penn (12- late afternoon to 3am, 8- otherwise), Lenin (12-), Gayle (12-), Larraine (12-), Kristof (10-), Ashela (12-), Lughnar (12-), Stefanie (12-), Melsimonë (10-), Flynt (8-), Flora (13-), Miriam (13-), Karikki (12-), Aspen (15- during daylight hours, 6- at night), Darshak (15- during night hours, 6- during daytime), Jack (15-).   View 5: Left Side of House (Study, Living Room). Rooms: Study, Living Room, Music Room, Bedroom 2, Bath 2, Bath 3, Bedroom 3, Larraine’s Sitting Room. People: Flogh (13- from late afternoon to dawn, 6- otherwise), Penn (12- late afternoon to 3am, 8- otherwise), Larraine (15-), Melsimonë (15-), Flora (12-), Miriam (12-), Lenin (15-), Ashela (12-), Gayle (12-), Stefanie (12-), Lughnar (12-), Kristof (15-), Flynt (12-), Karikki (13-).   View 6: Left Front of House (Music Room, Main Entrance). Rooms: Music Room, Living Room, Main Entrance, Dining Room, Carriage Room, Stables, Bedroom 3, Bedroom 4, Training Room. People: Flogh (13- from late afternoon to dawn, 6- otherwise), Penn (12- late afternoon to 3am, 8- otherwise), Yabbi (15-), Larraine (15-), Melsimonë (15-), Flora (12-), Miriam (12-), Karikki (12-), Kristof (10-), Flynt (10-), Arkus (9- from dawn to dusk), Pachekki (9- from dusk to dawn).   Some basic notes on their patterns: This information will be known after the casing of the manor is complete. Lenin tends to hang out on the west side of the house, unless he’s in the master bedroom. Gayle is all over the house. Larraine and Melsimonë tend to be in the southwest corner of the house. Kristof shares his time between his room, the Living Room, and the Training Room, most often with Flynt. Miriam is the primary maid for the ground floor; Karikki is the primary maid for the second floor. Aspen and Darshak are in the Kitchen mostly, with occasional forays into the Outdoor Living Area for roasting. The personal valets tend to either be with their employers, or, when not needed, are often in the basement, or in the kitchen, socializing. Yabbi tends to be around the Stables, but will occasionally go into the kitchen to socialize. Flogh and Penn are almost always in the yard. Jack really only hangs out in the Nook, the Kitchen, or, occasionally, roaming randomly around the house. Flora is all over the house, checking up on everything. Arkus and Pachekki are usually seen at the Stables, in the Carriage Room, working on the coaches (minor repair, cleaning, polishing), or in the Kitchen and Nook, socializing. They also spend time in the basement. Ashela spends most of her time around Lenin, being a bodyguard.   Random events while casing the joint (roll twice per casing location):
3 Courier arrives with a parcel.
4 Rich merchant arrives, meets with Lenin, leaves.
5-6 Delivery of hay to the stables.
7 Delivery of furniture to the house.
8 Furniture food to the house.
9 Kristof and Flynt leave.
10-11 Nothing happens.
12 Lenin and Alesha leave.
13 Kristof and Flynt arrive.
14 Lenin and Alesha arrive.
15-16 Harrower Runner arrives, talks with someone in the house, then leaves.
17 Group of young men arrive, visit with Kristof.
18 Man (potential suitor) arrives, bearing a bouquet of flowers, meets with Larraine in the Living Room, then leaves after about an hour.  

Casing Table

Casing Location Person Rooms Seen In
Front Right of House Yabbi (15-) Stable [ ] Casual Entrance [ ]
Flogh (Night 13-, Day 6-) Yard [ ] Casual Entrance [ ] Stable [ ] Tool Shed [ ]
Penn (12-, 8-) Yard [ ] Casual Entrance [ ] Stable [ ]
Arkus (Day 9-) Yard [ ] Carriage Room [ ] Stable [ ] Casual Entrance [ ]
Pachekki (Night 9-) Yard [ ] Carriage Room [ ] Stable [ ] Casual Entrance [ ]
Lenin (9-) Grand Ballroom [ ] Casual Entrance [ ] Parlor [ ] Master Closet [ ]
Gayle (6-) Grand Ballroom [ ] Casual Entrance [ ] Parlor [ ] Master Closet [ ] Training Room [ ]
Lughnar (6-) Grand Ballroom [ ] Casual Entrance [ ] Parlor [ ] Master Closet [ ]
Stefanie (6-) Grand Ballroom [ ] Casual Entrance [ ] Parlor [ ] Master Closet [ ] Training Room [ ]
Kristof (12-) Stable [ ] Casual Entrance [ ] Parlor [ ] Training Room [ ]
Flynt (10-) Stable [ ] Casual Entrance [ ] Parlor [ ] Training Room [ ]
Right Side of the House Yabbi (15-) Stable [ ] Carriage Room [ ] Casual Entrance [ ]
Flogh (13-, 6-) Stable [ ] Carriage Room [ ] Casual Entrance [ ]
Penn (12-, 8-) Stable [ ] Carriage Room [ ] Casual Entrance [ ]
Arkus (Day 9-, Night 6-) Stable [ ] Carriage Room [ ] Casual Entrance [ ]
Pachekki (Day 6-, Nt 9-) Stable [ ] Carriage Room [ ] Casual Entrance [ ]
Gayle (9-) Casual Entrance [ ] Parlor [ ] Grand Ballroom [ ] Master Closet [ ] Stable [ ]
Flora (12-) Casual Entrance [ ] Parlor [ ] Grand Ballroom [ ]
Kristof (12-) Casual Entrance [ ] Parlor [ ] Grand Ballroom [ ] Training Room [ ]
Flynt (12-) Casual Entrance [ ] Parlor [ ] Grand Ballroom [ ] Training Room [ ] Stable [ ]
Lenin (9-) Casual Entrance [ ] Parlor [ ] Grand Ballroom [ ] Master Closet [ ] Training Room [ ]
Stefanie (9-) Casual Entrance [ ] Parlor [ ] Grand Ballroom [ ] Master Closet [ ] Training Room [ ]
Casing Location Person Rooms Seen In
Right Rear of House Flora (11-) Grand Ballroom [ ] Outdoor Living Area [ ] Parlor [ ] Kitchen [ ] Master Bedroom [ ] Covered Deck [ ] Sitting Room [ ]
Gayle (12-) Grand Ballroom [ ] Outdoor Living Area [ ] Parlor [ ] Kitchen [ ] Master Bathroom [ ] Master Bedroom [ ] Covered Deck [ ] Sitting Room [ ]
Kristof (9-) Grand Ballroom [ ] Outdoor Living Area [ ] Parlor [ ] Kitchen [ ] Master Bedroom [ ] Covered Deck [ ] Sitting Room [ ]
Stefanie (12-) Grand Ballroom [ ] Outdoor Living Area [ ] Parlor [ ] Kitchen [ ] Master Bathroom [ ] Master Bedroom [ ] Covered Deck [ ] Sitting Room [ ]
Penn (12-, 8-) Outdoor Living Area [ ] Kitchen [ ] Yard [ ]
Flogh (13-, 6-) Outdoor Living Area [ ] Kitchen [ ] Yard [ ]
Karikki (9-) Grand Ballroom [ ] Outdoor Living Area [ ] Parlor [ ] Kitchen [ ] Master Bathroom [ ] Master Bedroom [ ] Covered Deck [ ] Sitting Room [ ]
Aspen (15-, 6-) Outdoor Living Area [ ] Kitchen [ ]
Darshak (6-, 15-) Outdoor Living Area [ ] Kitchen [ ]
Lenin (9-) Grand Ballroom [ ] Outdoor Living Area [ ] Parlor [ ] Kitchen [ ] Master Bathroom [ ] Master Bedroom [ ] Covered Deck [ ] Sitting Room [ ]
Lughnar (10-) Grand Ballroom [ ] Outdoor Living Area [ ] Parlor [ ] Kitchen [ ] Master Bathroom [ ] Master Bedroom [ ] Covered Deck [ ] Sitting Room [ ]
Yabbi (6-) Outdoor Living Area [ ] Kitchen [ ]
Left Rear of House Flogh (13-, 6-) Outdoor Living Area [ ] Nook [ ] Yard [ ]
Penn (12-, 8-) Outdoor Living Area [ ] Nook [ ] Yard [ ]
Lenin (12-) Outdoor Living Area [ ] Nook [ ] Family Room [ ] Study [ ]
Gayle (12-) Outdoor Living Area [ ] Nook [ ] Family Room [ ]
Larraine (12-) Outdoor Living Area [ ] Nook [ ] Family Room [ ]
Kristof (10-) Outdoor Living Area [ ] Nook [ ] Family Room [ ] Bedroom 2 [ ]
Ashela (12-) Outdoor Living Area [ ] Nook [ ] Family Room [ ] Study [ ]
Lughnar (12-) Outdoor Living Area [ ] Nook [ ] Family Room [ ] Study [ ]
Stefanie (12-) Outdoor Living Area [ ] Nook [ ] Family Room [ ] Study [ ] Bedroom 2 [ ] Yard [ ]
Melsimonë (10-) Outdoor Living Area [ ] Nook [ ] Family Room [ ] Study [ ] Bedroom 2 [ ] Yard [ ]
Flynt (8-) Outdoor Living Area [ ] Nook [ ] Family Room [ ] Study [ ] Bedroom 2 [ ]
Flora (13-) Outdoor Living Area [ ] Nook [ ] Family Room [ ] Study [ ] Bedroom 2 [ ] Yard [ ]
Miriam (13-) Outdoor Living Area [ ] Nook [ ] Family Room [ ] Study [ ]
Karikki (12-) Outdoor Living Area [ ] Nook [ ] Bedroom 2 [ ]
Aspen (15-, 6-) Outdoor Living Area [ ] Nook [ ]
Darshak (6-, 15-) Outdoor Living Area [ ] Nook [ ]
Jack (15-) Outdoor Living Area [ ] Nook [ ]
Casing Location Person Rooms Seen In
Left Side of House Flogh (13-, 6-) Yard [ ]
Penn (12-, 8-) Yard [ ]
Larraine (15-) Living Room [ ] Music Room [ ] Bath 3 [ ] Bdrm 3 [ ] Larraine’s Sitting Room [ ]
Melsimonë (15-) Living Room [ ] Music Room [ ] Bath 3 [ ] Bdrm 3 [ ] Larraine’s Sitting Room [ ]
Flora (12-) Study [ ] Living Room [ ] Music Room [ ] Bdrm 2 [ ] Bath 2 [ ] Bath 3 [ ] Bedroom 3 [ ] Larraine’s Sitting Room [ ] Yard [ ]
Miriam (12-) Study [ ] Living Room [ ] Music Room [ ]
Lenin (15-) Study [ ] Living Room [ ] Music Room [ ]
Ashela (12-) Study [ ]
Gayle (12-) Study [ ] Living Room [ ] Music Room [ ] Bdrm 2 [ ] Bath 2 [ ] Bath 3 [ ] Bedroom 3 [ ] Larraine’s Sitting Room [ ]
Stefanie (12-) Study [ ] Living Room [ ] Music Room [ ]
Lughnar (12-) Study [ ] Living Room [ ]
Kristof (15-) Study [ ] Living Room [ ] Bdrm 2 [ ] Bath 2 [ ]
Flynt (12-) Study [ ] Living Room [ ] Bdrm 2 [ ] Bath 2 [ ]
Karikki (13-) Music Room [ ] Bdrm 2 [ ] Bath 2 [ ] Bath 3 [ ] Bedroom 3 [ ] Larraine’s Sitting Room [ ]
Left Front of House Flogh (13-, 6-) Carriage Room [ ] Stables [ ] Yard [ ]
Penn (12-, 8-) Carriage Room [ ] Stables [ ] Yard [ ]
Yabbi (15-) Carriage Room [ ] Stables [ ] Yard [ ]
Larraine (15-) Music Room [ ] Living Room [ ] Main Entrance [ ] Dining Room [ ] Bedroom 3 [ ]
Melsimonë (15-) Music Room [ ] Living Room [ ] Main Entrance [ ] Dining Room [ ] Bedroom 3 [ ]
Flora (12-) Music Room [ ] Living Room [ ] Main Entrance [ ] Dining Room [ ] Carriage Room [ ] Stables [ ] Bedroom 3 [ ] Bedroom 4 [ ] Training Room [ ] Yard [ ]
Miriam (12-) Music Room [ ] Living Room [ ] Main Entrance [ ] Dining Room [ ]
Karikki (12-) Music Room [ ] Living Room [ ] Main Entrance [ ] Bedroom 3 [ ] Bedroom 4 [ ] Training Room [ ]
Kristof (10-) Living Room [ ] Main Entrance [ ] Dining Room [ ] Stables [ ] Training Room [ ]
Flynt (10-) Living Room [ ] Main Entrance [ ] Dining Room [ ] Stables [ ] Training Room [ ]
Arkus (9-) Main Entrance [ ] Carriage Room [ ] Stables [ ] Yard [ ]
Pachekki (9-) Main Entrance [ ] Carriage Room [ ] Stables [ ] Yard [ ]
While Eykit is sneaking around inside the house, there are events that might happen as he goes room to room, attempting to avoid the inhabitants. Roll every 5 minutes game time.   2. One person may randomly wander into a nearby (or the room Eykit is in) room to get something.
3-4. A person might ask a servant to go somewhere to get something.
5-6. A person might randomly walk by the entrance to the room Eykit is in, possibly seeing him.
7-8 Nothing happens
9-10. Someone might have to go to the privy.
11. Someone might just want to go to a different room for one reason or another.
12. A maid might come in to do some cleaning (although it will be night time, and both maids work during the day, and sleep in the servant’s quarters at night.   Assuming Eykit is paying attention to his parabolic hearing, he should have a few seconds of warning, which should be enough time to quickly hide.   A lot of this stuff may be dependent upon whether it’s known that there might be a threat (that is, if there is a distraction or not).   If there is no distraction, then everyone will be in the house somewhere, but there won’t be anything to tip anyone off that there is a threat. But it also makes the house much more crowded.   Eykit’s plan currently involves stealing a coachman’s coat, and running a bluff/acting. Not sure it’s going to work, as if a backup coachman was required, there is always Arkus. This idea is really going to be dependent upon the reaction roll Eykit gets, which will be at -2 because of basic familial paranoia. There is always the thought that a rival gang (such as the New Town Skulls) might try to get an employee mole inside. So Eykit will have to be really, really clever to pull it off, and charm the pants off of whomever he runs up against.   Assuming he makes it in (an Acting roll, modified by Elizabeth’s basic idea, giving a +1 or +2 to the roll if it’s really good, which will set the scene, can give a +1 or +2 bonus to the Fast Talk roll, which will be the determining roll for the bonus to the Reaction Roll), he will likely have only a few minutes before word gets around that there is a new coachman, which will set off red flags. No new coachman was expected, or requested, but it will take a bit of time before that information gets passed on to Flora, Gayle, or Lenin, who would be the only ones to truly know what is going on. He’ll likely see several people if he just brazenly walks in, trusting to his disguise. He’ll have to make good reaction rolls for each of them, in order for them not to be suspicious enough to rat him out. They are already somewhat suspicious, just in general…it is the household of a baron, involved in cutthroat politics, and the house of the guildmaster of a thieves’ guild, aka, a mob boss. So any stranger is greeted with suspicion. Eykit will know this about the thieves’ guilds.  

Entrances and exits

  Basement level: There is an area (mislabeled, now that I look at it again) that is labeled “storage”, which is actually a porch. It has steps up into the back yard, and is directly north of Flora’s quarters (Bedroom 5). There is also access from the lounge/sitting area, and from the Servant’s Workshop. That is the only egress from the basement directly to the yard. The only other ways are the spiral stair, and the dumbwaiter. There are a few windows on the rear of the house, although they are barred.   Main Floor: There is the Informal door, the Front Door, the doors to the Study, and the various access doors to the Outdoor Living Area (from the Nook and the Parlor). There are also the “doors” at the north and south ends of the Grand Ballroom, although they aren’t so much doors as moveable walls. There is some effort into getting them accordioned out of the way. There are also the Carriage Room doors (2). The Stable isn’t directly connected to the house, although there is a man-door in the northeast corner, and the two large doors on the north side for horse access. There are also windows, but they are barred.   Second Floor: There is a deck on the front side of the house, above the front door, that leads into the Loft, which basically is an extension of the Rotunda. There is another covered deck on the rear of the house, leading into the Master Suite Sitting Room. The windows on this floor are not barred, just locked. They do have decent locks though (-3 to pick).   There are two basic ways we can run this: 1) Erin and Steve act as “assistant brains” for Eykit, giving their input to Elizabeth to help her make her way through the house to steal the painting. This will probably ensure that Eykit is very careful, misses almost nothing, and constantly makes checks for incoming enemies.   2) Elitheris and Taid can sneak onto the property, and cause a diversion, pulling as many of the guards and servants away from the house as possible. Best case scenario: Penn and Jack leave the house, looking for the intruder, Flogh is already outside, looking for them (and he has IR vision, so hiding is very difficult Flora would stay inside, but might direct some servants to go out and help look, with the instructions that they aren’t to engage, only raise a hue and cry. Arkus, Lughnar, and Darshak will all go out to help find the intruders. Note that Lughnar and Darshak have IR vision, so they will likely be able to find hiding people pretty easily (Flash will help a lot, here!).   That leaves Gayle, Lorraine, Flora, Miriam, Karikki, Aspen, Stefanie, Melsimonë, and Yabbi (who will be in the Stable/Loft on a 11-). When Lenin leaves with his entourage, there is no indication that the manor itself might be the subject of a raid. So at first, everyone will be doing their usual things at the time. If Taid and Elitheris create a diversion, things will change: Flora will send servants out to help search. Gayle and Larraine will head to the master bedroom, along with Melsimonë; Stefanie will station herself on the Bridge, by the Sitting Room doors. This gives her a vantage point of the entry foyer, and enough time to warn the folks in the Master Bedroom. Miriam, and Karikki will head down to the Servants’ quarters, armed with brooms and kitchen knives. Aspen will be in the Kitchen, as he is in the middle of baking, and doesn’t want the next day’s bread ruined. He is alert though, and will be quick to duck behind the kitchen island if he notices anything. He has several routes to escape: hallway, outdoors via the Nook, through the Butler’s Pantry, or through the Rotunda. He could also go downstairs or upstairs very easily.   2nd option is a lot better. Eykit will likely have to get in via the 2nd floor, then make his way downstairs. Depending upon where he enters, it could be difficult, or easy. If he goes into the Loft, or the Rotunda, Stefanie will likely see him. But she is the only person on the second floor who will likely even have a chance, unless he goes in through the back (north side) of the house. In which case, things will be difficult indeed.   But going in through the front, he could go down the stairs in the Gallery, and then he only has to make sure that he is quiet, and that Aspen doesn’t see him. Granted, that will likely be the hardest part (the dumbwaiter is on the main floor, so he won’t be able to use that without making a ton of noise). But he will have to go through the kitchen to get to the Dining Room anyway, so he will have to sneak past Aspen at some point.   Once in the Dining Room, getting the painting is as simple as lifting off of the hooks and taking it. Getting out of the house may be trouble, as the easiest way will likely be the front door, unless he can trick Aspen into leaving the kitchen, running through the Hall and Mud Room, and out the door on that side of the house. At this point, exactly what Taid’s and Elitheris’ diversion is will determine where the seekers are located, and whether Eykit can run away without being chased.   Who will be able to chase him: Aspen, Stefanie, Melsimonë (who will give chase because it’s a picture of Larraine, and both she and Larraine value that portrait).
Aspen: MV 4.75 FT 11, Running-8.
Stefanie: MV 5 FT 10, Running-10.
Melsimonë: MV 5.5 FT 10, Running-12. Spells: Illusion, Light, Communication. She could use Flash, Light Jet to blind, or Darkness. She also has good illusion skills, including Phantom, which can be solid (so she could create a horse and wagon that blocks Eykit’s flight, although the range penalties would be horrendous. But she could create an owl near her that then flies around Eykit and into his face….She might also cast some Comm spells to find out who the thief is and why the portrait was stolen. With any luck, Eykit will roll well on his Will rolls.   Hearing: Eykit has two levels of Parabolic Hearing. That effectively gives him 4x the range on the table (B358). As long as he is paying attention, and being stealthy, he should hear them before they hear him. The possible exceptions are Pachekki and Karikki, who are also Goblins and can hear as well as Eykit.   The Drop Point   The New Town Skulls can have a wagon two streets away that Eykit can stash the painting. It is a very light wagon (well, technically it’s a cart, with two wheels, and pulled by two horses). So it has speed.   City Guard   When the household starts shouting about a thief, Brannoc and Jerri will head towards the manor. They are about a minute away. They will be too far away to hear what is actually being said, but will respond to the disturbance of the peace. It’s possible they will see Eykit running around with a bigass painting, and will definitely try to stop him.   Of course, it will all depend upon what the three players come up with for a plan. All of the above data may or may not be of use.

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