Quoted By:
Rolled 8, 5 = 13 (2d10)
The tunnel's easy for you; might be a bit low for Humies.
Judging by how they went in and out only from the tunnels, you guess that at least the maindoor and backdoor of this place is boarded up solid.
Yup: nicely made woody doors now with wood beams hammered to brace against the floor.
The windows are all boarded up too, from the outside and inside.
There's fewer weapons lying around than in the courthouse, and more food.
Furniture and carpets pushed to the walls, ready to block off either the main door or the windows.
You work out the main footways of this place and, after swagging some lewts of opportunity, start spreading DedderDust everywhere: the middle of the main room, the stairs to the second floor, the stairs to the cellar with the two tunnels leading out
You want to poison their fuddz if you could, but the gray dust has a look and smell that shows up against most things.
In the end you swirl some into their flour and mix it so it just looks bitty gritty; some in the clay pot holding the teapowder; bit inna ground peppah; lotz inna black pippy stuff lentils; and in every crockware oil jar and water jug.
Then you lightly Dust the kitchen for good measure.
Everone who lives here gon be fugged up, and everone who comes to take care of them be fugged up too.
You take the other tunnel out, the one leading to the rear guardpost.
You're doing the Stables next.
°°°
The horses shy when they smell you, retreating into their stalls with their ears flattened.
Two mares and a geld; judging by the furniture hung up near the entrance, the mares are for a carriage, the geld is for a rider.
You do this place quickly, not wanting the horses to panic and start making a racket.
Dusting the floor and the horses won't do; the horseshit gets shoveled out regular, looking at how clean the stalls are.
After a bitty fink you get up a post and start Dusting the crossbeams. You do it thicky, knowing no one ever cleans here.
When you're done you go out and do the interior of the horse carriage in front of the stable, especially under the cushions, so's they puff Dust when sat on.
Your mischief done, you Carrionpede cover to cover back to the rear guardpost. From there you wait until both watchchumps are turned outward, then scuttle under the drawbridge arch.
The Courthouse blocks the view of the watchchumps in front, and the watchchumps here can't see under their own feet.
Using their footsteps and the creaking wood to mask your own movements, you crawl up the closed drawbridge and through the gap at the top. Then you fire off another lead ball, this time into the compound, smacking the roof of the Courthouse.
As the four dumdums swivel inwards, you drop and scamper to the outer corner of the stockade, where the moat's shallower.
A little creeping after that, out of the range of the lamplights, and you're gold.
>residents and watchmen at Mayorate compound -25 General Penalty
>horses -25 gen. pen.
>Bal Dust = 00