We decided it'd be best to send you off alone. You're no tenderfoot and the most capable and equipped for this. Lets be honest Bandit, it's not like it is the first time we had you run through a varmint. We're dropping you off behind the bughouse. The house is a fair size, about twice the size of where you're staying with us. Now these log cabins have spread so you're gonna have to check all around. Can't bag too much on good old western woodwork, classic porches, and sloping roofs, but don't dilly dally too much. We came here to hash. Doc's gonna stop the stagecoach and have you hop out near the back hedges. Listen, nothing else Bandit, we don't have the time, or want the trouble and you gotta be quick. Go in there, drag no attention, leave no traces, get our rightful heirloom back, and bounce. Doc says there shouldn't be more than 2 people inside right now... Okay Bandit, lock in, we're almost here. You've got everything you need?
[[Yeah, I'm ready]]
[[What is this heirloom even for?]]
[[I don't want to do this]]The stagecoach pulls into position and you grab your satchel full of tools and hop out. You make your way past the hedge and see the back gate. Getting closer, you realize it's the same lock that was used on a door from your last trip. You think to yourself, "how do I find myself in these situations?.... Here goes nothing." The old white gate looks like it could be climbed over, but you can't see whats on the other side and its risky to just commit to the noticable overhead entry.
[[Try to climb over]]
[[Lockpick attempt]]Yeah well, you ain't really have a choice bud. I hate to say it but we've made it this far and the crew ain't ready to turn back now. Focus up Bandit, there's more than just this heirloom at stake for you...
[[Guess I didn't really have a choice in how this plays out->Yeah, I'm ready]]You get ahold of the gate and look for somewhere to place your foot. "looks like the lock will serve ''some'' purpose " . You place your foot on the lock and boost yourself up with your eye leveled with the top of the gate. You see the back door to the house, and the yard looks clear for the most part. No security in sight, and it honestly seems like its gonna be an easier hit. You feel relived for a moment with a reliving exhale and vault over the gate.
[[Move towards the house]]You pull out your pick and rake and carefully attend to the lock. You try to align the pins to the shear line but there isn't a single budge. You start getting impatient after repeatedly trying and come to the conclusion that trying to pick the lock isn't an option. You look at the top of the gate and observe the condition of the gate. "Looks pretty sturdy to me."
[[Try to climb over]] You sneakily walk over to the back door and peer into a window but you can't seem to see anything through the faint and aged frame. It's too dirty to get a good look through. You grab the knob and gently turn it, and to your surprise, it turns a full rotation. You could try to slightly open the door and take a blind peek into the unknown scenery, but someone could be right on the other side which would immediately put an end to this operation. On the other hand, you could try to move to a different side of the house and peer into a different window on the bottom floor.
[[Take the risk and open the door slightly and peek in]]
[[Go to a different side of the house to look through another window]]The door opens and you don't see or hear anything. Opening the door further, you poke your head in and see nobody around and decide to take steps into the house. Nothing but coats, picture frames with a man next to a stagecoach and the smell of whiskey in the air. Drawers that upon inspection hold medicine, coins, papers and dull watch. You remember being told there's no time and quickly navigate to the main halls. You hear the voice of a man coming from a room down the left hall, and see a door at the end of the right hall.
[[Go to the left hall]]
[[Go to the right hall]]You go around to the side of the house and spot two windows. You look into one of the windows and spot some boxes. Looks like a storage room of some sort? Nothing too out of place. Shuffling over to the next window, it's a little higher, but you find an old can that looks like it was used for paint. You step up to look in the window only to find a man spot you and yell "HEY! WHO ARE YOU!?" startling you to trip off the can and fall. You try to get yourself together but you already hear the man running out his back door.
[[You conceed->Reclaim]] Sneaking down the hall, you see picture frames of a man at a poker table with loads of chips. More pictures come up as you get closer to the voice of a man holding a C. anaconda revolver firearm. The first room is slightly cracked open and you gently open the door wide enough to slip in. Boxes, bags, and drawers taking up the entire room leave you feeling a bit overwhelmed. "How am I supposed to find our heirloom in all this mess?" The voice of the man in the next room makes you anxious as you get ready to start searching. Where do I start?
[[Boxes]]
[[Drawers]]
[[Bags]]Down the right hall, you see a bedroom on one side, and a locked door on the other.
[[Go into the bedroom]]
[[Go towards the locked door]]As you start shuffling through the boxes, you find messenger bags full of money. These bags are fully loaded and could give you a lifetime supply of funds easily. You open more boxes and find photos. Pictures that look like they're taken for memorabilia. Family portraits, group photos, and other unfamiliar people. You remember that you're on the clock and quickly move over to the-
[[Drawers]]
[[Bags]]You look into the top two drawers and find loads of watches. Some look rather expensive and tempt you to pocket one for yourself but you remember to avoid drawing attention of any sort. The bigger bottom drawer opens about an inch wide but gets a bit stuck. You see a box that could house the heirloom you're looking for!
[[Try to force the bottom drawer open]]
[[Take the second drawer out to get a better look at the bottom drawer]]The bags are littered with coins and make the bag difficult to search through. The sound of coins shuffling around would surely draw attention. Luckily, it's highly unlikely that the hierloom would be in these bags. There just isn't enough space to hold it in these bags unless its a tight fit, and it's more likely that the heirloom is placed in a more secure spot.
[[You move to the drawers->Drawers]] You get a good grip of the handle, and gathering your stength, you pull on the drawer and the picture frames sitting on top fall over and hit the ground. You freeze in shock and hope that the man didn't hear anything, until you hear him walking closer. You look for somewhere to hide, but theres nowhere to go and your stomach sinks as you hear the door get kicked open.
[[Better luck next time->Reclaim]] You try to pull the second drawer out but it stops when fully extended and can't fall out. Putting your fingers in the inch wide opening about to force the drawer open, but carefully reconsider after seeing a future in your head play out where it ends in a horrible failure. You look in your bag and grab your knife and start thinking of ways to extract the second drawer out.
[[Try cutting out a hole in the drawer]]
[[Tinker with the side mount slides]]
Inside the bedroom, you see a note being written on a table. It reads, "Dear Martin, how generous the hands of yours are. With what was made to be given and claimed as mine, carefully embraced. We accept your gifts and treasure it most. It is locked away, kept in good hands to be remained untouched and away from the blemishes of undeserving hands." You turn around and look back at the doorway where you see the locked door on the other side of the hall. "If this so called treasure that is locked away is The Maw and these partners that used to be a part of this crew got this from a roached named Martin.... Are they they trying to get this thing back to Doc? Or are they trying to hold something over him for power?.... I'm thinking the latter if they had a falling out with the crew..."
[[Approach the locked door->Go towards the locked door]]You see a lock holding the door shut and figure you could either try to pick the lock again, which didn't go great the first time, or try to kick down the door, quickly look for the heirloom, snag it, and run for the stagecoach to escape before you get caught.
[[Try to pick the lock]]
[[Break through the door]]You pull out your pick and rake and get to single-pin picking. You carefully align each pin at the shear line, and at a moments notice, click! You pop the lock off and without hesitation go right into the room. You see storage that looks the same as the other room for the most part, but you see a chest. Approaching the chest, you get irritated at the idea of having to deal with another lock, but to your surprise, the chest opened right up. "This lock is for aesthetics?" You look inside the chest and find a thick leather box and take it out. You unravel the box and look inside and finally find the heirloom you been looking for! The Maw, the machette, but theres a piece of paper with writing on it. You read it and it says "It was really never Swipe's to begin with. You can't let them rats get to this, so with heart and soul I trust it in your safekeeping. They might've told you one thing or another, but this machette that they claim as 'The Maw' is really a lost relic from my grandfather which was seized by the Pinkertons. I cherish your hand in a time of need -Martin". You think to yourself, "What's the history between the homeowners and Doc? Who is Martin? Was this man more than just a tenderfoot to Doc? Feeling under pressure from time, you quickly gather your belongings and make your way towards the back door slipping out. After boarding the stagecoach and heading towards home, you hear the sound of a loud gunshot firing off from the house. You get startled but realize that the shots weren't towards you. You get drawn back into everyone celebrating over the retrieval of the heirloom, but you feel slightly uneasy trying to piece together the note you read.
You take the day easy and get well rested and contemplate how you should approach Doc and ask about the hierloom.Here goes nothing, no time to lose, and pressure rising. You gather yourself and take some steps into the bedroom to get a small running start. You tighen the satchel around yourself, and sprint towards the door with your shoulder first at an attempt to truck the door. You make impact right against the door. BOOM. The door budges but doesn't open. With clear invasion being alarmed, you start kicking and stomping on the door at an attempt to break through. You hear someone in the house say "what's going on?" and desperately chuck yourself at the door again. You feel some of the hinges breaking off as you hear someone running towards you. With one last attempt, you run back into the bedroom and run full force towards the door only to be stopped in the middle of your run by a man holding a C. anaconda revolver right towards your head.
[[It wasn't supposed to end like this... ->Reclaim]] Bigbug Doc got a lead these partners have The Maw. That's Doc's family hierloom, a machette he inherited from his old man, Swipe. Not sure if he's ever talked to you about his pops, but he came from the lineage of the private security agency "Pinkertons". They did some real work back then and made some name for themselves. Now we're no Pinkertons, and I would hobble your lip if yer even thinkin about talking to Doc about this, but all you need to know is that The Maw's got a value greater than all of our belongings combined. Sometimes we do good, sometimes we do bad, all in the name of survival. But this, Bandit, I can assure you is the good. Doc's been obscure about the ins and outs, but these fellers were a part of the crew not long ago. We'll sort it through Bandit, we're getting close and its on the clock so don't be barkin' at a knot for nothing and get back quick. You got it?
[[I was never one to back down->Yeah, I'm ready]]
[[I'm not so sure... ->I don't want to do this]]You look back at the white gate feeling accomplished navigating through the first obstacle and start walking towards the house. Perusing through the decently kept yard, a table with cards and chips unattended with empty cans litered on the floor. Small stools accompany the hardwood table and a handmill sitting on another wooden bench.
[[Walk over to the back door]] You remove all of the contents of the drawer onto the floor and carefully draw your knife and hover it over one of the corners of the drawer. "Here goes nothing". You jam the knife into one of the corners and it punches through the flimsy wood but draws noise. Deep inside, you don't even think this idea is respectable but you figured you made it this far and continue to carve the perimeter until you hear a voice coming closer. You pray to yourself that they don't walk into this room but you hear the steps coming closer and closer. You quickly look for somewhere to hide swinging your head left and right, desperate for any cover and the door gets kicked down behind you and you get caught.
[[I knew this wasn't the best idea...->Reclaim]]You carefully pry the side mount slides with your knife and quitely pop the left side off of its bearings. The drawer slides out enough to inspect the box without pulling it out the drawer. You cut open the box only to find a large sum of cash rolled in some sort of scarf. Disappointed in your efforts leading to nothing, you get up and walk over to the door.
[["This left hall was scrap, it better be down the right->Go to the right hall]]