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Old 09-02-2013, 03:26 PM   #212
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Inside there is…just a servant girl moving about. She notices him but does not think him out of the ordinary and nods as if she knows him and keeps on. Perhaps she recognizes him from earlier today.

Alzar penetrates the wall and moves into the compound. He moves into the stables and here is no one here this late at night. He grabs a grey jelly bean, cracks it against the ground, and out pops a grey ooze. He quickly leaves and suddenly there is an eruption of noise from the animals in the stable frightened at the ooze’s arrival, and it moving to them.

He slips behind some bushes, and soon some more folks emerge from the keep, while other soldiers return from outside. He uses his Ring of Chameleon Power to blend in and is unobserved. They move into the stables and prepare to engage the grey ooze. The door to the keep closes behind them, but Alzar noticed that no one was inside. He grabs his vial of acid, moves to the door, but it is unlocked and he moves in under the cover of the commotion.

He recognizes where he is. The ground floor. This place looks like it has two stories, and perhaps a dungeon. Alzar wants to head down first. He retraces his steps along the corridor. As he does, a guard pops from around the end and sees him. Alzar casts Charm Person and charms him before he can retreat or call for help. He fails the save and is now a great friend of Alzar’s.

Alzar asks him where the prisoners are kept, and the guard agrees to show him. After two turns, with the guard leading the way, they pass by a pair of servants who don’t think anything is amiss. A door opens and then descend. All that is down here are old equipment, cold storage for things like a wine cellar, and the dungeon.

They enter the dungeon, and the two guards here look at the man who befriended Alzar. The man moves to introduce Alzar, but they are suspicious. A quick Sleep spell drops all three and he collects the keys and unlocks all of the jail cells. Inside are three people: Zarrin, and two he does not recognize, who agree to come with him. They grab items from the dead guards. If the guards had a uniform, they could grab those too, but they do not.

They head back up and arrive at the end of a long hallway on the east side of the keep. The guard Alzar had charmed chatted away in a lovely bit about the layout of the estate for Alzar, since it’s not a secret. Alzar arrives back at the door and sees there is still a commotion in the stables, apparently several steeds died, and bad things are about to happen. Alzar orders Zarrin and the other two out of the keep while he moves back in for more evidence.
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