Crate Expectations

From Tenebrae
Jump to navigation Jump to search

The short story: Mel makes a deal, Merek puts his heads together, Selia is the night, Valadhiel is a real hoot.
The long story:

The docks. One thing people never talk about when it comes to docks is the smell. You get that whole salt-water vibe combined with gull poop and a refreshing after-scent of sailor-who-doesn't-know-what-deodorant-is for the complete package. Lovely. So it follows, then, that the Honourable and Esteemed Professor Emeritus Basil Theodore Cunningsworth wouldn't dare come down here for fear of sullying his clothes, his boots (and his motorcycle, wait wrong game), and also because he'd recently had a run-in with some ne'er-do-wells down here and thus his face was Known.
"I need a couple of things from some smugglers. Trinkets, really," Basil had explained to his poor unfortunate hire-ees in between sips of tea, earlier. "A potion, with this label..." he had held up a drawing of a white sun on a yellow background, "and an arcane tome of small repute," another drawing was held up that looked like a plain brown book. "You'll know it's the right one because it will try to eat your soul, haw haw haw! Regardless, you shall be paid of course, of course. Off you pop!"
That was a while ago, and the scene has since traversed to the docks, full of big long hard ships full of... sailors (ha!) and on one of these vessels was the prize. Prizes. There were two things, after all. A few boats were in the docks that didn't have particularly solid transit plans, these were the Twelve-And-A-Half Percent (a clipper), the Myrrish Queen (a carrack), and the Endeavour (a privately-owned corvette). Lacking a transit plan was a common thing for smugglers. So! Which one had the goods? Which one was full of vampire ghosts? Which one was... okay we could be here all day with theoreticals. One of the boats has arcane goods on it. Time to find it!
THINGS TO NOTE:
-- Basil T. Cunningsworth has asked for a potion and an arcane tome.
-- These items are being brought in illegally, meaning law enforcement likely won't care unless a big enough kerfuffle is had.
-- There are three vessels that fit the bill as smuggler vessels that need to be scoped out.
-- One of these vessels has the goods and needs to be robbed.
-- ANY APPROACH IS VIABLE. I am a flexible GM in that I am complete trash and thus will adapt to your mayhem.

GAME: Merek rolls knowledge/arcana: (2)+10: 12
GAME: Valadhiel rolls knowledge/arcana: (10)+16: 26
GAME: Selia rolls knoweldge/arcana: (11)+knoweldge/arcana: 11
GAME: Selia rolls knowledge/arcana: (2)+1: 3
You paged Valadhiel with 'It's a Potion of Restoration.'

Mel is a cook, not a scholar, and he's certainly not a wizard or any sort of burglar, so he doesn't know these sorts of things. He's a cook, part time. And while he does occasionally worth with the Guild, it's safe to say he's noy employed for his knowledge. Still, stealing from smugglers sounds pretty legit, so he'll go along, though he looks to the others as the items are described. "Do any of you guys have ways to scout the ships?" he wonders.

Merek is on the ship, doing sailor things while he has on his dark leather attire, making his way about to check on things while he takes a drink of whisky from a flask, looking about.

Valadhiel is, however, a wizard, among other things, and chuckles a bit as Mel asks the question. She responds, "I could." She whistles once, and a snow owl descends to perch on her shoulder, "Or rather, she can. Though I'm not sure how well she could figure out which boat is correct, considering the relative size of the goods."

Selia isn't the typical dock sort, but is comfortable enough in the rough-and-tumble enviroment. You don't grow up with a bunch of full size orc cousins without getting used to rough play.... not that Selia did that, but don't tell the orcs who fully believe she's their cousin. Yule gatherings just wouldn't be the same. But familiar as the little lutch may be with the docks, she knows little about magic, or potions, or books. "Can go on an look regular like, but reackon dat ain't wot yer askin. Issa meybe could go, but don't reckon would know proper wot is lookin at." Yes, her accent is terrible.

GAME: Merek rolls constitution: (20)+1: 21
GAME: Selia rolls knowledge/local: (20)+4: 24
GAME: Mel rolls knowledge/local: (11)+12: 23
GAME: Merek rolls knowledge/local: (1)+7: 8 (EPIC FAIL)
GAME: Valadhiel rolls knowledge/local: Trained Use Only: 0

Ships bob and sway in the port like the world's most drunken boxer. The Endeavour, Myrrish Queen, and Twelve-And-A-Half Percent all sit enticingly, like glorious treasure-boxes on water. Foot traffic around each boat varies. A port officer is near the boarding ramp of the Endeavour, beleagured as only a public servant could be. The other two had dockhands unloading as a vessel normally would, seeing as they both appeared to be traders. The Myrrish Queen, being much bigger, had a lot more activity.

Mel says to Valadhiel, "Well, maybe if you could tell us what these things look like, we could have a look around. Endeavor's a pirate hunter, not likely to be treating in stolen goods. Myrrish Queen might she's in every couple months with different things. The Twelve-and-a-Half Percent is a total mystery, so I think we might try her first..."

GAME: Merek rolls perform/dancing: (7)+perform/dancing: 7

Merek taps his foot, then he sways his hips while he sings to himself, likely about boating, upon boats, boatily. He looks to the others, "I like the open sea!"

Selia looks over the clipper, the carrak, and the corvette... not that she really knows any of those words... "I'ma guessing, but dat one" The clipper, Twelve-And-A-Half-Percent "ain't known ta me. Agree is a goodly chance. Da Hunting Ship" better known as the Endeavor "don't seems likely. Though on considerations, 'untin pirate is a good disguise fer smugglin."

Valadhiel hrmms, "Well, these are small enough items that it shouldn't be too hard to smuggle them, regardless. I mean, a potion and a book aren't exactly bulky." She considers, and nods at Selia, "Seems a good of a place to start as anything else."

Mel suggests, "If it's that small, I think we'd need to turn the ship's over stem to stern to dig up the items. I think it might be easier to just ask them. Posing as buyers, sort of thing. Getting caught sneaking onto a smuggling ship's not going to be worth the effort."

Selia shrugs mildly. "So dan't git caught."

Merek nods to the others, while he seems to wait for word of what they plan to do.

"OI ROGER, WHAT'S THE HOLD-UP?!"
"THEIR MANIFEST SAYS 'HEADS', DAVE!"
"WELL YEAH, THEY'RE PIRATE HUNTERS, ROGER!"
"YEAH BUT ISN'T 'HEADS' A BIT OF A FUNNY CARGO TO BRING IN? IS IT METAPHORICAL?!"
"WHAT'S 'METAPHORICAL'?"
"WHEN SOMETHING ISN'T!"
"WELL I DON'T THINK IT ISN'T, BECAUSE IT IS, THEY'RE BRINGING IN HEADS!"
"ACTUAL OR METAPHORICAL HEADS?!"
"AUGH!"
This was a conversation taking place between the port officer at the Endeavour and a semi-distant dock-hand near the cargo office, sorting out the manifest. Though the people unloading the Twelve-And-A-Half Percent were unloading at their normal pace, the mass of crew around the Myrrish Queen picked up a hint of urgency. Either they were running out of time on their schedule or they were worried about the headhunters. Could be either or!
The cargo office, where ostensibly the manifests were kept, was occupied by Roger the dock-hand who now had quite the sore throat from shouting. For those wanting the sneaky and/or clever approach, piers terminated near the rear of all vessels for those who wanted to try jumping the gap, going for a swim, or sneaky magic tricks. There were enough sailors near each ship for a conversation, should that be how things played out.

Valadhiel nods, "Well, I /can/ detect magic, but it's something I should wait on until we're relatively sure where it would be."

GAME: Merek rolls diplomacy: (6)+16: 22

Mel shrugs to Selia about not getting caught. "You don't always get to make that choice," he says. "Anyhow, questions aren't illegal, and even a negative answer might tell us something. Anyhow, look at them scrable on the Queen. That's definitely suspicious, I'll go over there and see if I can ask about those items."

Merek makes his way to the main dock, then he offers a greeting wave with a gloved hand, "Greetings, my friends, you all are doing well?" he asks, clapping a bit, then he offers a smile.

GAME: Mel rolls diplomacy: (18)+13: 31

Selia nods to Mel, frowning mildly as he heads off, but doesn't try to stop him. "...I'll be close." The little lutch steps over to the shadow of some crates, and, well, it's not excatly invisibility, but it's damn close.

GAME: Selia rolls stealth: (11)+32: 43

Mel nods to Selia and will head on over to the Queen, and ask the fellow at the end of the gangplank if he can speak with the skipper about some items he may have for sale.

Valadhiel isn't exactly as skilled as the halfling at blending in, but she /does/ have some appreciable skill at sneaking. Particularly when her owl is there to provide a distraction, hooting at some of the dockhands while she tries to find a spot to board.

GAME: Valadhiel rolls stealth+2: (3)+16+2: 21

"I want a list of your cargo manifest, if you would. You see, I'm looking to buy your goods off the market!" Merek exclaims, clearly to them all, meaning that. Well, the Endeavor gets to meet him, of the many people they could.

MEREK:
"Augh, another one. Okay, mate, I'm not having the best day, so you'll have to forgive me. No. I'm not doing well. These guys," the dock officer, Dave, gestures towards the Endeavour, "have been bringing in pirate heads for... HOW LONG NOW, ROGER?!"
"HOW LONG WHAT?!"
"Augh, whatever. Long enough. Months. Manifest. Goods? Do you like heads? These guys are bringing in heads. Heads. Literal heads, too. Actual bona-fide heads. Y'know it's not every day I get to vent!" Aww, Merek is making a friend!

MEL:
Making a good impression helps, the skipper, a portly human of wealth and taste and suspect dietary habits comes out for a chat! "Goods! Yes, I sell all sorts of things. Only in bulk, though, for you see I have a /very/ big ship," he gestures at the Myrrish Queen as though its a stand-in for something. "Do you wish to draft a trade agreement? We can offer fine goods straight from the markets of Veyshan!" This was all normal trade/profit bluster, the man seems very accomodating.

SELIA:
Who?

VALADHIEL:
Hoot hoot! "BUGGRAWF!" shouts the crewman aboard the Twelve-And-A-Half Percent, trying to get rid of this godforsaken owl that had just come out of nowhere! "GIT! GAARN! GIT!" Where was this guy from! Leaving his post to shout at the owl gives Valadhiel a brief window to slip aboard unnoticed!

GAME: Mel rolls perception: (15)+13: 28
GAME: Merek rolls perception: (1)+14: 15 (EPIC FAIL)
GAME: Valadhiel rolls perception: (19)+13: 32
GAME: Selia rolls perception: (2)+9: 11

Valadhiel grins at her owl, easily slipping past the crew in the confusion as she descends into the clipper's cargo hold. Once she's there, she casts detect magic, to see if she can find the things in question... if nothing else, it eliminates a boat from contention.

Mel hrms when he meets the captain who only sells in bulk. "I'm looking for a potion with a white sun on a yellow background on the label," he explains. "If you haven't got anything like that, I'll be out of your business. Thank you." He's almost unctuous, the sort of air as a rich man's gofer might assume.

GAME: Valadhiel casts Detect Magic. Caster Level: 5 DC: 16

Selia blinks. Owl? Owl. Okay then. Turning focus back to the mission at hand, it seems, if nothing else, Mel is making a good distraction. Might as well take a look around the place. Waiting for what seems a good moment, the tiny Dancer heads for the gangline rope securing the ship the dock, and walks on top, not bothering to slow down...

GAME: Selia rolls acrobatics: (12)+21: 33
GAME: Mel rolls sense motive: (9)+13: 22

"Wonderful, so like, is that sanitary? Don't you get all bothered by the smell? May I interest you in some magical cleaning for your ship?" Merek asks, not even remembering the job, just all of these, heads, looking to him. Yes.

Valadhiel glances around the hold, then frowns, murmuring "Scratch one" to herself as she moves back out of the hold, looking to slip out to a different boat. One down, two to go. Hopefully the owl can keep them distracted long enough for her to get out.

MEREK:
"Augh. Yes. I would kill for some hand-soap." This dock officer may be speaking literally. "Because they bring in heads because SOMEONE up in the fort wants to see the faces of his enemies!" And its true, the ship workers were now bringing out crates of heads. "I don't know why, it's just morbid. We ran out of spikes a month ago to put them on!" This guy is just gonna keep on rambling, Merek.

MEL:
"A potion with a... that's awfully specific, and awfully... illegal," the portly skipper was thinking this over thoroughly, until he said quietly, "Come with me." Stepping back from the gangplank, he ushered Mel closer, towards one of the doors leading downwards at the other end from where our resident sneakysneaky...

SELIA:
...is hiding! Someone's played Warframe. Selia is able to sprint across the rope unseen as though it were a footpath. Sidewalk. Whatever you call it. She's on the boat all sneaky-like, free to explore as one would. There's a couple of ways down for the enterprising thief, a couple of doors which have some foot traffic, and for the climb-y types, windows! Portholes! Everybody loves entering holes.

VALADHIEL:
The contents of the below-decks are all sorts of sundries. Crew decks, hammocks, a barrel of... actually let's not even look into that, single-handed proof of a long voyage. Detect Magic reveals nothing, not even a faint wisp of anything that could be called magic. Not to say there's not other naughty things down here, but these aren't the droids you're looking for. Outside there's the obligatory background magic, but the other two ships... well the Endeavour is a bit sparkly, and the Queen is glowing warmly. Both of these have magical activity.

Mel attempts an innocent look, and says, "I'm sure there's nothing illegal about a label." But he'll nod and follow the captain to see where this may lead. Looks like things are getting warmer. Hopefully is friends are doing well also, but he thinks he may have guessed right about which ship to check. He may as well go for broke, and he asks, "You wouldn't also have any arcane tomes, by any chance? My employer is quite interested and will pay a great deal of gold for that also." Yes, yes, he's here to make the Captain rich. Go on thinking that.

Selia is less for entering holes than hav- actually let's not go there. As Mel seems to be having a mild level of success, the little lutch tries to get a rough idea of the layout, and head to a path to meet up with the two heading below deck. Not that they'll know she's there, hopefully. And not that she's all that familiar with ship layouts... but how complex can it be?

Well, how about this, I will talk to the one in the fort, see about laxing it all for you," Merek offers, at this point taking up a whole other quest perhaps while he searches, "I don't suppose you all got any, potions or scrolls or arcane things shipped in recently? They say it can make the heads act all weird, don't want a whole lot of undead heads on your hands."

GAME: Mel rolls diplomacy: (11)+13: 24
GAME: Selia rolls stealth: (16)+32: 48

Valadhiel makes her way across the docks, following Mel discretely... as that owl just hoothoothoots to draw attention away from wherever Val's currently hiding.

MEREK:
"Undead h..." congratulations Merek, you've found the guy's worst nightmares. "Undead heads! Mother of Eluna! Undead heads! Please come in here and get rid of them!" The dock officer, not having the best day already basically DRAGS Merek on to the ship and pushes him towards below-decks. "You hereby operate under my authority!" he shrieked. "Get rid of them!" The likelihood of undead heads is, well, not, but you now have complete and utter access to the Endeavour as a servant of Public Works, god help you.

MEL:
"It wouldn't do for me to discuss such things in public, sir," explained the Captain, leading the way through the decks towards a small cabin near the stern. "But normally though we trade in bulk the occasional buyer will see fit to... request, yes, request something more... personal. We have a small stock of tomes and potions in and I'm sure we could... lose some on the journey for the right price." Bit this point they'd reached what looked like a small, undecorated office." Six thousand gold, I think, is a fair bargain, for the effort we endure," was the sheer cheek of the man charging three times the worth of the items, at WORST.

SELIA:
You are one with the vessel, the vessel is with you. Sure, the layout is unfamiliar, but there's enough tiny little nooks and crannies that no one ever checks for sneaky halflings that you might as well be sprinting. It doesn't take much to get into a position to overhear the conversation, let alone find the locked gate behind which are a few chests containing... who knows what sorts of goodies?

VALADHIEL:
What a hoot! No one would pay attention to an awfully innocent individual when THE OWL OF TERROR is on the loose! It doesn't take much to leave the Twelve-And-A-Half Percent and whatever illicit goods it's bringing in. That glow from the Myrrish Queen is definitely emerging from portholes near the stern, and the Endeavour is still sparkling as always.

"It's alright, I'm a Theurge of Eluna, I can mange it," Merek offers, which he actually is, which makes the whole situation fun, while he nods, "I will," he pulls a cloak about him, then he begins to search, "Ah, these ones were about to come back from the Planes!" He will search all about while he chants supplications.

Mel nods at the price and dealing in private. It's not his money he's alleging to spend. "I will let my master know," he says. "I think that price will be acceptable. If it is, I will come by tomorrow with the coin. Is that agreeable?" he asks. Then, as if on an afterthought, "May I inspect the items firat? My master would hate to buy something and find I hadn't, I'm afraid." That will also allow him, and any watching allies, to see where the items are hidden.

Selia settles in to wait quietly. If she were alone, and stood a decent chance to remain alone for the next few minute, there are things that might be done. But, seeing as how there are two large, somewhat noisy people headed directly for what she's intrested in, and one happens to be a friend... best to stay quiet and observe, at least for now.

GAME: Mel rolls diplomacy: (11)+13: 24
GAME: Merek casts Detect Magic. Caster Level: 4 DC: 14
GAME: Selia rolls perception: (8)+9: 17

Valadhiel keeps sneaking after Mel, which might actually bring her pretty close to Selia's spot as she looks back and forth, tracking some of the sparks of magic to (hopefully) the proper source. While her owl is doing a pretty good job of being distracting while not annoying enough to just shoot at with a bow.

GAME: Valadhiel rolls stealth: (3)+16: 19

MEREK:
Full access to the Endeavour reveals heads. Lots of heads. All in varying sorts, skewered, smashed, stewed, missing eyes and teeth (this isn't from the crew's activities, but because they're pirates). Just... bins of heads. There is something seriously wrong with the port commander. Why not get ears?! There's a fair few weapons down here, lots of armor too, some of it quite notable. The crew of this vessel are warriors. Up the back is a crate of spoils, stuff that would not exactly be permitted on the open market. Spices, drugs, poisons, whathaveyou. They're smuggling, but not magical items. The twinkling is from enchanted equipment. Good stuff, these guys have been privateering for a long while.

MEL:
Hmmm. The big man considers. He considers for... quite a while. And then, "Very well. But you have one day. Tomorrow, the goods go to their buyer. Speaking of, come with me, I shall show you." Turning from his desk, the portly skipper squeezes through the door and starts heading further sternward towards the grate, expecting Mel to follow. "Much like our regular enterprise, we're sure to obtain only the finest in arcane goods, and we have become quite adept at navigating Alexandrian Customs."

SELIA:
You have the perfect viewpoint of Mel and Big Man Skipper coming to check out the goods. The solid iron key isn't kept on a ring, but tucked into a back pocket after use. Would be a simple matter to pilfer-and-abscond were you not in the mood to pick the locks.

VALADHIEL:
Val gets a fantastic view of Dave the Dock Officer having a mild heart attack. "Undead heads! UNHEADS! UNHEADS!" Maybe a panic attack. "AUUUUUUUGH!" This is of course a loud and noisy distraction, allowing Val to slip aboard the vessel unnoticed. That being said, seeing as the dockhands were busy and the captain was entertaining a guest, it wasn't too hard anyway. The glow is definitely coming from the chests behind that locked (not anymore) gate. Now it's just a matter of pilfering.

GAME: Merek rolls will: (20)+12: 32 (CRITICAL SUCCESS)

Mel looks quite as impressed with the Captain as he feels is necessary to continue the charade, nodding gravely. "You do excellent work," he says. "I am sure everything will be quite well arranged." He will also make a note of where in the boat we are going. In case he needs to do it again in the dark.

Selia considers, but leaves the key alone. Too difficult to get it back in place later, and might honestly be faster to use her more familiar tools. She does however take the oppertunity to slide past the gate. Might have to unlock it to get out again, but at elast won't have trouble getting IN... or so one would hope.

GAME: Selia rolls stealth: (13)+32: 45

Merek looks to the smuggled equipment, then he takes a moment to write it onto a scroll, which he does as a scribe. He seems to consider what to do, while he begins to pack a few things, spice, drugs, anything that might look useful to a mage, which he will likely show to a port authority. This is definitely a chaotic thing to do, and as such he speaks to his amulet, "I know," he says.
What a guy.

Valadhiel stays in the shadows, near the entry to the cage as she eyes the chests, apparently thinking those are, in fact, the prize. Of course, she is the wizard, so probably has an idea...

MEREK:
Yes, this will definitely not have any repercussions whatsoever. Samples procured, the way is clear for Merek to depart and report that, no, the heads are not coming to life and chomping down on whatever they may see.

MEL:
Completely missing any untoward intruders, the captain unlocks the chest closest to the gate/door/whatever of this cargo cage. Inside? Well, isn't that what Basil T. Cunningsworth asked for? "Potions in here, tomes in there," he pointed helpfully at the next chest over, "material components behind you, and other sundries elsewhere. All in order, as you may expect." Closing the chest up and locking it once more (there's your answer), he squeezed out of the cage and held the door open for Mel. "Might I say, it is a pleasure to find another discerning client like your employer. Truly a pleasure."

SELIA:
Into the cage you go, easy peasy. You might as well be a shadow.

VALADHIEL:
Yup, the chests are locked. Yup, you're tucked away in a corner a short distance away. Good thing the skipper likes privacy when he does his business. Now it's merely a matter of stealing the goods once the skipper is gone, and getting tf out of here!

Selia quietly slips into a nice little nitch to wait for the big folks to go away and let her work in peace. Should be easy enough. Maybe. If nothing goes wrong in the next few moments. Not to jinx it or anything.

Merek is of course moving to where the others are, "Alright, I have managed to bless the place, I would suggest that your leader in the fort well, why do you all follow him, if he's just making you do all this, this is so," Merek motions to the heads. Now he tries to inspire a mutiny maybe.

Mel bows his head to the Captain as he departs with him, saying, "All in order, good sir. I'm sure my master will be quite pleased to do business with you, Captain." And he will depart the ship and be about his way. Once out of sight of the ship, he will try and locate his companions.

GAME: Selia rolls 1d2: (1): 1
GAME: Selia rolls disable device: (5)+16: 21

Selia creeps out of her spot, glancing towards the departed Captain. "Issa, keep watch." The little lutch then heads for the Potions Chest, sliping a number of thin tools from her vest. Professional grade, of course. Issa, for her part, nods, breaking away from the halfling's real shadow, slipping easily -through- the gate, and keeping an eye on the door.

Valadhiel, meanwhile, slips to the edge of the cage door, and murmurs a brief incantation. Not one she always uses, being a wilderness sort of wizard, but she's a firm believer in being prepared...

GAME: Valadhiel casts Knock. Caster Level: 5 DC: 18
GAME: Valadhiel rolls 1d20+15: (11)+15: 26

MEREK:
"Augh I KNOW, but the pay is good, what can you do?" asked Dave the Dock Officer from the fetal position he was curled in. How he sounded so put-together, I'll never know. "Thank you, thank you, the thought of unheads just... it makes me die a little inside, you know?" No mutiny today, but maybe Dave was having second thoughts.

MEL:
Upon Mel's departure, the skipper locked up the cage and returned to the top deck of the ship, presumably to take in the brisk air and consider how much money he was going to make. What a guy! As for Mel and his scoping out of allies, there's Merek, performing an exorcism. Where are the others?

SELIA:
And now, this is when things don't quite go right. The lock jiggles a bit but doesn't budge. There's a quiet rattle of tool against metal as it protests to the intrusion, trying to maintain its purity against the onslaught. This fellow appears to have paid for some top quality security measures.

VALADHIEL:
There's the quiet PRING of a lock popping open, and the cage is once again open for you merry miscreants to try your hand at looting the crap out of it.

"Alright, you all take care," Merek offers, then he makes a way from the ship with what little he picked up, enough hopefully no one will make it an issue, while he waves.

Mel spots Merek, but is disinclined to interrupt him. Once he's gotten clear, he'll come up, and whisper, very quietly, "I've found our items." He smiles, pleased with himself.

Selia starts slightly as there's unexpected noise, and the lock moves beneath her fingers, diving back behind the chest. A moment later wide eyes peer out, only to sigh in relief. "Dan't -do- dat! Near made me jump outta my skin!" Issa, on the other hand, recognized Val, so saw no need to raise an alarm. Mild miscommunication.

Valadhiel chuckles softly, "Sorry, I didn't see you there." She creeps over quietly, but not nearly as quiet as the halfling, "This definitely looks like the right way to go." With that, she looks through the chest, searching for that specific potion... "Sadly, this spell is only good for two locks at a time." In other words, she can't do that again.

GAME: Selia rolls disable device: (20)+16: 36

MEREK & MEL:
That sounds like a sitcom title. I'd watch it. You guys are out, and still no sign of the other two.

SELIA & VALADHIEL:
Now that both chests are open, it doesn't take much digging to find what Basil asked for. The Potion of Restoration stands out with its sunny label. The tome, a plain brown thing filled with some basic conjuration elements, whispers as all tomes do but is otherwise harmless. Now all that's left to do is get out of here. Not too hard, since the below-decks are empty, but with everyone on the top-deck, that might be tricky!

Valadhiel glances over at Selia, once the tome and potion are found, "You can slip through these people better than I can, you should take these out." She doesn't seem particularly tempted by taking anything else here, then she grins at Selia, "I'll be right behind you."

Selia might slip a few unattached items into her pockets. She might not. They're quick fingers, and sometimes have a mind of their own. "Could. Or you could hold 'em and we both take a diffrent route. Question be, do we leave stuff open ta be found, or lock all up again?"

Valadhiel hrmms, then nods, "Lock it up again, I think. Longer it takes them to realize things, better it is. And I'll take the tome then. I'm a wizard, so it's easy enough to justify in my possession." She grins at Selia, "I like the way you think."

Mel will walk with Merek and look for our allies. "Where have -they- gotten off to," he wonders aloud. "I've found what we need for the old man, we need to talk about how to get it. The locks didn't look too complicated," he says thoughtfully.

"No idea," Merek mentions.

Selia closes up the chests and gate again, first setting a small black crow's feather on top of the Tomes before shutting the lid. Misdirect a little. Details cared for, she calls Issa back to her, and looks to Val. "Take me hands, close yer eyes, and don't scream." Taking a firm hold, the Dancer Steps... and they're on the dock, hidden behind a small stack of crates.

Valadhiel does as instructed, then blinks at the change of location, murmuring, "Very nice." She silently communicates to her owl, urging the bird to fly off and away for the moment. Or maybe catch a big fat mouse for dinner, she's definitely earned a respite with the hard work!

Fwip! The interlopers have disappeared, tome and potion in hand, and the smugglers (on the Myrrish Queen, that is, the other two weren't smuggling the right stuff) are ashore and hidden away! Well done, to all! In time, the feather will be discovered, as will the missing goods onboard the Endeavour, but for now, our merry reprobates are free and clear. And so is the Twelve-And-A-Half Percent but seriously who cares about them.