Mission 1, Turn 2 - (Queen Origi and Tower team)
*Current Turn ends when all Tower Team posts or 7 PM UTC, 20 September*
Queen Origi quickly rushs to the albatross, checking that he's OK. (roll dice) He is a bit battered, like herself, but she sees no broken bones, just a few lost feathers. (roll dice) The albatross calms as Origi unbuckles what she can reach of the harness, but the tarp interferes with her getting it entirely and the sound of heavy booted feet draw near. (roll dice) Origi manages to find a nook and wedges herself behind the oil barrels used for the signal fire just in the nick of time.
Two half-orc guards emerge onto the tower roof, heavy bastard swords drawn, one holding a torch. (roll dice) The one with the torch looks around the roof alertly. The other goes to the albatross, now distressed again at their appearance and wanting to protect Origi. (roll dice) The guard grunts, then smacks a fist into the albatross's head, shutting it up and knocking it out. He drags the bird out from the tangled tarp and stops.
"Hey, what this then?" the guard asks, looking at the straps and pieces of harness. (roll dice)
"I dunno. Some mail pigeon?" the other mumbles while carefully keeping the torch away from the oiled wood scattered across the roof.
"Mail pigeon? It's al-be-tross, dolt! They be long-distance birdies."
"Yeah. Long distance package delivery." The other declares. "Me no dolt."
"Then where packages?" The first asks, looking around suspiciously. (roll dice) His glance takes in the mess of what was once the unlit signal fire, the rest of the roof, then passes over the barrels in the corner.
"Fell off."
The first guard tucks the limp albatross under one huge arm and takes it with him to look over the edge. (roll dice) "Where? I don't see nothin'."
"In da sea. Duh."
(roll dice) An exasperated voice comes from below. "What's going on? Report!"
The first guard looks at the second and shrugs. "Dumb birdie crashed in firewood," he reports to the captain below.
"Well fix it."
"Yessir." The half-orc looks at the knocked out albatross he still holds under his arm. "What we do with it?" (roll dice)
"Eat it!" the other replies.
"Mmm," the first grunts and nods. "What about fire?" he kicks a piece back of wood toward the now wrecked pile.
"Leave it, day watch do it," the other says. (roll dice) "Me have good cards! Go now. Leave birdie, come back fer birdie after."
The two guards look around the roof once more. Then grunting again, the first guard drops the limp albatross on the
roof to head back for the stairs.
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Meanwhile ...
The tower assault team had made good time while keeping close to the shadow of the wall. Luckily the mist had increased slightly.
Argy valiantly did her best to keep up with them, while watching for any other easy way inside or up the wall. The albatross had gone silent now, and no screams had been heard. None of them knew if that was good, or very bad.
(roll dice) At the front,
Aylar set as swift a pace as possible while still maintaining quiet and safety. He used his eyes and ears to the best advantage his half-elven blood could. The sand and shore grasses helped to keep their footsteps muffled. The team could hear disguntled mumbling above them, but nothing definitive enough with tower roof's height and the breeze blowing. Soon
Aylar could make out the tower gate, (roll dice) and no guard on patrol there. Through a window slit came the warm glow of firelight from a larger room and he and the others could hear a humanish voice shouting upwards.
"Well fix it."
"Yessir," called a deep orcish voice back from above. Then a low mumbled, "What we do with it?"
"Eat it!" another voice answered.
The humanish voice inside murmured something, and was answered by a sultry feminine voice, which elicited laughter from the first.
(roll dice) As they snuck up to the tower gate, they could see its iron bars in a 8 cm crosshatch pattern. The bars ran from 5 cm from the ground to 10 cm from the ceiling and it was a keyed lock. There was going to be no way to climb through. Then
Aylar spotted the glint of a key dangling on a short leather loop hanging on a peg on the wall just over 1.5 meters inside the iron gate, and barely 0.5 meters from the guardroom tower door. A single lantern, dim and shielded from the breeze hung on the other side of the door.
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Harbor Plans H1 on the Harbor Map, North square tower of H1 is your target. The gate is right beside that tower, the key and peg are on the south wall of that tower as is the guardroom tower door. The roof of the tower is approx. 10 meters up, surrounded by a crenelated half-wall battlement - like a castle tower of old, which juts out around the wall. It stops anyone from an easy straight climb up, but also hid the team from the guard when looking down from the roof. Windows are basically defensive slits and cannot be climbed into easily by normal beings and definitely not by half-orcs. The lighter area inside H1 is open space for training, etc. The wheel and pulley are at the southern half-hex building. There are 2 more lanterns shielded from the winds by the doors of the other 2 squarish towers southward as well. All lights, except inside, are kept dim.
Edit - specifying half wall topping the roof of the tower, corrected a number - ty for pointing that out gogtrial. :)