Jump to content

The Scythe and the Forge: Smuggler's Run


Blue Jay

Recommended Posts

Jarren Grayson, the Nightshade

image.jpeg.7ee722c41543eea6cfe96701d4f48ece.jpeg

Jarren being pulled into a kiss was unexpected, considering the circumstances, but given the incredible boost to his mood, he realized it was pure nymph magic. With how long he had been operating in the Shadows of Virtue, stalking through gloomy urban streets and traveling vast distances to topple tyrants and other villains, he had almost forgotten what it felt like. A grin crossed his lips as old memories from his younger days came unbidden to the front his mind.

Unfortunately, it distracted him just enough for the thri-kreen to get the drop on him! Taking some slashes across his body, he staggered back into a table, scythe still firmly in his hand. After taking note of his surroundings, Nightshade watched both Gitcha and the warrior closing in on him.

"Come now, friends. Can't we settle this over a pint?"

Then, with surprising ferocity, he deftly swiped up a nearby mug of ale, threw it in Gitcha's face, Gastrizein kicked the fighter in the gut to stagger him, then rolled backwards over the table behind Callyndia.

As he landed on the other side, crouched in a three-point landing to break line of sight, the shadows began to wrap around him again as he attempted to slip out of sight. Knowing the outskirts of the Tavern are less illuminated than the center (where else will all the mysterious hooded figures lurk?), he maneuvered himself southeast, considering whether to look for a way out through the Attic Library, or simply diving through the southern window.

Mechanics & OOC

Statblock

Jarren Grayson, the Nightshade
Male NG Dark Human LA 1/Rogue 5/Avenger 7 || Urban Ranger 3/Fighter 4/Swashbuckler 2/Urban Ranger +3/Barbarian 1, Level 13, Init 7, HP 83/131, DR 1/- (7/10), Speed 60ft
AC 23, Touch 16, Flat-footed 18, Fort 11, Ref 16, Will 6, Base Attack Bonus +13/+8/+3
Lesser Cold Assault Rogue Blade +19/+14/+9 (1d8+1+1d6 Cold, 19-20/x2)
+1 Light Swordbow (x40 Arrows) +19/+14/+9 (1d6+1 [Bow] | 1d8+1 [Rapier], x3 [Bow] | 18-20/x2 [Rapier])
+2 Short Sword +20/+15/+10 (1d6+2, 19-20/x2)
+3 Least Iron Ward Mithral Chain Shirt (+7 Armor, +6 Dex)
Abilities Str 11, Dex 21, Con 13, Int 18, Wis 11, Cha 15
Condition

Dark Subtype

  • Resistance: Cold 10
  • Hide in Plain Sight (Ex)

Rogue/Avenger

  • Sneak Attack (+7d6+13)
  • Trap Sense (Ex) +1
  • Trapfinding
  • (Improved) Uncanny Dodge (Ex)
  • Evasion (Ex)
  • Poison Use
  • +3 to Saves vs Poison
  • Death Attack (DC 21)

Urban Ranger

  • Favored Enemy (Human +4) (Gnoll +2) (Ex)
  • Urban Tracking
  • Wild Empathy (Ex) (1d20+3)
  • Combat Style (Two-Weapon) (Ex)
  • Improved Combat Style (Two-Weapon) (Ex)

Swashbuckler

  • Weapon Finesse (Ex)
  • Grace (Ex) (+1)

Barbarian

  • Ferocity (Ex) [0/1]x/day
  • Lion Totem

Shadows of Virtue

  • Rank 30 (Nightshade)
  • Hire for Lesser Action
  • Hire for Greater Action
  • Nimble Charge
  • Nimble Stand
  • Dimension Door [1/1]x/day
  • Opportunist (Ex)

Magic Items

  • Rogue Blade [2/2]x/day
  • Belt of Battle [3/3] charges
  • Rod of Ropes
  • Corsair's Eyepatch
  • Bracers of Murder
  • Cloak of the Bat
  • Necklace of Vine Strike [3/3]x/day
  • Anklet of Translocation
  • Ring of the Darkhidden
  • Shiftweave
  • Handy Haversack 

Active Effects: Darkstalker, Hide in Plain Sight, Ring of Darkhidden, Nondetection, Lips of Rapture+2 morale to all d20 rolls and damage rolls; an additional +2 on saves against enchantments; suppresses fatigue, exhaustion and nausea (5 rounds), FerocityOnce per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet).

He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check.

While in a state of ferocity, the barbarian cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely.

The barbarian can invoke ferocity only once per encounter. At 1st level he can use this ability once per day.
(5 rounds)


Notes on Sneaking

Before crossing the portal, Jarren casts nondetection on himself, meaning anyone who attempts a divination spell like locate object, clairaudience / clairvoyance, and detect spells are blocked, unless the caster makes a DC 22 caster level check (15 + Jarren's caster level) to pierce the veil.

He then attempts to sneak across the room! He will move at half his normal movement speed to avoid penalties to Move Silently, meaning he can cross 30ft per move action. Recall the rules about invisibility, which involve distances and other factors at play.

Several things to note about his sneaking:

  1. Jarren's got stupid high Hide and Move Silently checks, which are rolled below. I actually noticed an error a little while ago where I added several overlapping bonuses to his Hide check, so it's not +40-ish anymore, and should now be correct.
  2. Jarren has the Darkstalker feat, meaning creatures with blindsense, blindsight, scent, or tremorsense have to roll Spot to notice him.
  3. Jarren has the Dark template, meaning he has Hide in Plain Sight. He can use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect).
  4. Jarren has the Ring of Darkhidden, meaning he is considered invisible to darkvision. He must have some light cast on him in order for creatures with low-light or normal vision to possibly see him.

OOC: Quick note, I realize I forgot to update Jarren's AC from when he upgraded his armor. It only goes up by +1, but that shouldn't make a difference in damage taken or not from here. With Ferocity, it maxes out at 24 due to max Dex with his armor.

A little music for the occasion, as this is technically a "bar fight".

The beer-throw and the kick are just for dramatic flair, no attack rolls or anything. It's just a clever representation of Jarren's stupidly high Tumble check. He will then attempt to hide again, relying on his old tricks to escape from sight and moving southeast towards the stairs.

Jarren activates Ferocity as an immediate action before his turn begins, before the Tavern hazards saving throw. He then attempts the Reflex save, now at a +20 bonus, followed by his Tumble, Hide and Move Silently checks. His movement is 30' southeast, which is him moving at half-speed.

Edited by rogueblade0729 (see edit history)
Name
DC 20 Reflex Save vs Hazards
32
1d20+20 12
Tumble
51
1d20+31 20
Hide
40
1d20+38 2
Move Silently
40
1d20+37 3
Link to comment
Share on other sites

Reflex Save

Primary weapon - AoO

 

AoO Damage

AoO Sonic Damage
 

spacer.png

 

Cufwell Greenskin

Cufwell sidesteps the flames, and swings his axe as the Thri-kreen tries to tumble past him.

Edited by Delia2531 (see edit history)
Name
Reflex Save
30
1d20+13 17
Primary weapon - AoO
32
1d20+31 1
AoO Damage
12
1d8+11 1
AoO Sonic Damage
6
1d6 6
Link to comment
Share on other sites

In the Tavern

Cufwell

One of Cufwell's axes wasn't done swinging. As flames boiled the air around Cufwell, and Gitcha turned to fight someone more on his level, a battleaxe reaches out of the flame, slicing it asunder and cutting a heavy gouge down the thri-kreen's back. Gitcha stumbles a bit, and the light in his eyes flickers momentarily before reasserting itself and compelling the thri-kreen on to his attacks on Jarren.

Jarren

With the faerie fire quenched and nymph magic now swimming about in his skull, Jarren immediately takes action, cleverly evading his two attackers and tumbling past Callyndia and over a table, then vanishing again into the shadows in the southeast corner of the room.

((I gave you a little extra movement because that was a natural-20 Tumble.))

NPC Adventurers

The swordsman rights himself after Jarren's gastrizein kick, then turns to look about, confused at the lack of Nightshades in his view again.

Likewise, the expert with the shortbow tracks Jarren for another shot, but suddenly seems unable to see him again.

Spot

Their eyes slide back and forth across the room, but neither of them seems able to see or predict where the intruder might have gone. Callyndia smiles and winks at the warrior. "Good luck!" she teases.

The warrior briefly raises his sword towards her, but refrains from striking. He chooses instead to merely scowl and roll his glowing eyes in annoyance at her. "If you're not going help, get out of my way!" the Barkeeper's voice says from the warrior's lips. Then, he walks a few feet towards the southeast for a closer look.

((Both of these two are readying actions.))

The spellcaster is distracted by a draconic unicorn, and simply withdraws eastward to avoid the monster while keeping his eyes half-open for his real quarry.

Skallaburljalf

Skall steps forward onto the table between Cufwell and Gitcha. Looking dead into Cufwell's eyes, the dwarf says menacingly in his own voice and the Barkeeper's, "You're on the wrong side of this, Cufwell. Get your head straight!" He then turns and plants a healing spell on the thri-kreen.

((maximized cure critical wounds for 46 hp.))

"Watch the windows!" his amalgamated voice calls out to the uncontrolled adventurers who seem to be helping them, "We need to keep him here in the Tavern!"

Map

SaFMap04-Tavern.png.190fc3b25abe0f4f464bcae5d772fab4.png

Initiative and Status

24 - Skallaburljalf

22 - Cufwell

18 - Gitcha (61/134 hp)

16 - Callyndia

14 - Jarren

12 - Generic Adventurers (Expert, Spellcaster, Warrior)

To Post: Cufwell

Special Actions: --

Edited by Blue Jay (see edit history)
Name
Spot
29
1d20+21 8
Link to comment
Share on other sites

spacer.png

Cufwell Greenskin

As Tanu returns to the room Cufwell suppresses a grin; "Skall, you need to fight this friend. We're all concerned about you and the tavern; let Jarren do what he needs to do and then perhaps we can all talk. Rhiannon knows most, but she can't get back yet." He lets out a whistle directing Tanu to stop the swordsman and protect Jarren. No sooner has the sound left his lips than he blinks out of existence, reappearing behind Skall's shoulder in reach of the Thri-kreen once more and lets his axes do the talking to protect his friend.

OOC

Anklet of translocation SW 1 square and then S 1 square.

Then FRA; any attack after the Gitcha falls go to Skall.

 

Tanu races under the table to the S to end up North of the swordsman to bite him.

 

EDIT

I'm pretty sure Gitcha is a grease-stain on the floor at this point, and Skall is going to feel that in the morning too?!

Tanu Bite
Tanu Bite Damage

Cufwell Primary weapon - first attack
Primary weapon - first attack damage
Primary weapon - first attack sonic damage
Primary weapon - first attack skirmish
Primary weapon - second attack
Primary weapon - second attack damage
Primary weapon - second attack sonic damage
Primary weapon - second attack skirmish
Primary weapon - third attack
Primary weapon - third attack damage
Primary weapon - third attack sonic damage
Primary weapon - third attack skirmish
Primary weapon - fourth attack
Primary weapon - fourth attack damage
Primary weapon - fourth attack sonic damage
Primary weapon - fourth attack skirmish
Secondary weapon - first attack
Secondary weapon - first attack damage
Secondary weapon - first attack acid damage
Secondary weapon - first attack electricity damage
Secondary weapon - first attack skirmish
Secondary weapon - second attack
Secondary weapon - second attack damage
Secondary weapon - second attack acid damage
Secondary weapon - second attack electricity damage
Secondary weapon - second attack skirmish
Secondary weapon - third attack
Secondary weapon - third attack damage
Secondary weapon - third attack acid damage
Secondary weapon - third attack electricity damage
Secondary weapon - third attack skirmish

Edited by Delia2531 (see edit history)
Name
Tanu Bite
29
1d20+17 12
Tanu Bite Damage
20
1d8+12 8
Primary weapon - first attack
47
1d20+31 16
Primary weapon - first attack damage
15
1d8+11 4
Primary weapon - first attack sonic damage
5
1d6 5
Primary weapon - first attack skirmish
14
4d6 1,5,3,5
Primary weapon - second attack
32
1d20+26 6
Primary weapon - second attack damage
17
1d8+11 6
Primary weapon - second attack sonic damage
5
1d6 5
Primary weapon - second attack skirmish
13
4d6 4,1,2,6
Primary weapon - third attack
32
1d20+21 11
Primary weapon - third attack damage
16
1d8+11 5
Primary weapon - third attack sonic damage
5
1d6 5
Primary weapon - third attack skirmish
16
4d6 5,1,5,5
Primary weapon - fourth attack
22
1d20+16 6
Primary weapon - fourth attack damage
16
1d8+11 5
Primary weapon - fourth attack sonic damage
2
1d6 2
Primary weapon - fourth attack skirmish
13
4d6 1,4,3,5
Secondary weapon - first attack
36
1d20+30 6
Secondary weapon - first attack damage
8
1d8+7 1
Secondary weapon - first attack acid damage
5
1d6 5
Secondary weapon - first attack electricity damage
4
1d6 4
Secondary weapon - first attack skirmish
13
4d6 4,2,3,4
Secondary weapon - second attack
39
1d20+25 14
Secondary weapon - second attack damage
12
1d8+7 5
Secondary weapon - second attack acid damage
2
1d6 2
Secondary weapon - second attack electricity damage
6
1d6 6
Secondary weapon - second attack skirmish
14
4d6 4,1,3,6
Secondary weapon - third attack
35
1d20+20 15
Secondary weapon - third attack damage
12
1d8+7 5
Secondary weapon - third attack acid damage
1
1d6 1
Secondary weapon - third attack electricity damage
5
1d6 5
Secondary weapon - third attack skirmish
9
4d6 3,1,3,2
Link to comment
Share on other sites

In the Tavern

Cufwell

With a swift teleport, Cufwell arrives beside his two possessed friends and turns on the blender with moral certainty that everyone would have to admire. His axes slash and flicker with magic. There's a burst of sonic energy that reverberates through the thri-kreen's chitinous exterior with a spider web of microfractures, and Gitcha topples with the clang of heavy armor and the scratching of scrabbling fingers and toes.

The axes continue swinging, but pivot from Gitcha to Skall. Skall manages to evade one axe slice, but he takes the other on the jaw and chest and arms.

As Cufwell's axes swing, there's a strange ripple in the air behind each one, like the world is warping and bending around Cufwell. The lanterns in the room waver, and your ears are kind of ringing. You hear the Barkeeper grunt in discomfort, and that discomfort reverberates out across the Tavern, temporarily pressing like a migraine in every Tavern adventurer's skull: Skall, Jarren, Callyndia, that rogue over there, even Tanu, all seem to feel it for just a moment, before reality seems to return to normal.

Tanu rushes past Callyndia, under and table and snags the leg of the NPC warrior ((Doesn't Tanu get to Trip when she bites?)).

Callyndia

The half-nymph looks around herself in a moment of indecision. Jarren and Cufwell seem to both be back in their respectively elements, with no urgent need of her services, but there's still a great deal of chaos all around, which looks like it's threatening to pitch the entire Tavern into a manic, unstructured brawl.

Callyndia suddenly starts to fade from existence, with a look of surprise on her face.

"No mother!" she says, "Not yet! I can still help him! Just give me a moment!"

She stops disappearing, then closes her eyes in the midst of battle. Lights glitter around her, and Cufwell and Jarren feel warmth touch them.

((Gift of Grace. She's sharing her Divine Grace with both of you. You each get a +3 bonus to to all saving throws for the rest of the day.))

Map

((I'm feeling too lazy to update the map. All that's changed is Cufwell's and Tanu's movements.))SaFMap04-Tavern.png.190fc3b25abe0f4f464bcae5d772fab4.png

Initiative and Status

24 - Skallaburljalf

22 - Cufwell

18 - Gitcha (-9/134 hp)

16 - Callyndia

14 - Jarren

12 - Generic Adventurers (Expert, Spellcaster, Warrior)

To Post: Jarren

Special Actions: --

Link to comment
Share on other sites

Jarren Grayson, the Nightshade

image.jpeg.7ee722c41543eea6cfe96701d4f48ece.jpeg

Well, no sense in delaying the inevitable. Feeling the rush of adrenaline, Nightshade bolted across the room, jammed the blunt end of the scythe into the window to crack it, then threw himself through the shattered glass. He landed on the grass outside with a skilled tuck and roll, back on his feet as quickly as he went down.

With the sun fully risen, the rogue's shadows immediately dissipated around him, revealing himself in full. With an encouraging wink and a grateful smile to Callyndia, Cufwell, and Tanu, Jarren sprinted away as fast as his legs could carry him, flying like a bat out of Hell.

He stowed the scythe into his haversack as he ran, heading for the Marketplace.

Mechanics & OOC

Statblock

Jarren Grayson, the Nightshade
Male NG Dark Human LA 1/Rogue 5/Avenger 7 || Urban Ranger 3/Fighter 4/Swashbuckler 2/Urban Ranger +3/Barbarian 1, Level 13, Init 7, HP 83/131, DR 1/- (7/10), Speed 60ft
AC 23, Touch 16, Flat-footed 18, Fort 11, Ref 16, Will 6, Base Attack Bonus +13/+8/+3
Lesser Cold Assault Rogue Blade +19/+14/+9 (1d8+1+1d6 Cold, 19-20/x2)
+1 Light Swordbow (x40 Arrows) +19/+14/+9 (1d6+1 [Bow] | 1d8+1 [Rapier], x3 [Bow] | 18-20/x2 [Rapier])
+2 Short Sword +20/+15/+10 (1d6+2, 19-20/x2)
+3 Least Iron Ward Mithral Chain Shirt (+7 Armor, +6 Dex)
Abilities Str 11, Dex 21, Con 13, Int 18, Wis 11, Cha 15
Condition

Dark Subtype

  • Resistance: Cold 10
  • Hide in Plain Sight (Ex)

Rogue/Avenger

  • Sneak Attack (+7d6+13)
  • Trap Sense (Ex) +1
  • Trapfinding
  • (Improved) Uncanny Dodge (Ex)
  • Evasion (Ex)
  • Poison Use
  • +3 to Saves vs Poison
  • Death Attack (DC 21)

Urban Ranger

  • Favored Enemy (Human +4) (Gnoll +2) (Ex)
  • Urban Tracking
  • Wild Empathy (Ex) (1d20+3)
  • Combat Style (Two-Weapon) (Ex)
  • Improved Combat Style (Two-Weapon) (Ex)

Swashbuckler

  • Weapon Finesse (Ex)
  • Grace (Ex) (+1)

Barbarian

  • Ferocity (Ex) [0/1]x/day
  • Lion Totem

Shadows of Virtue

  • Rank 30 (Nightshade)
  • Hire for Lesser Action
  • Hire for Greater Action
  • Nimble Charge
  • Nimble Stand
  • Dimension Door [1/1]x/day
  • Opportunist (Ex)

Magic Items

  • Rogue Blade [2/2]x/day
  • Belt of Battle [3/3] charges
  • Rod of Ropes
  • Corsair's Eyepatch
  • Bracers of Murder
  • Cloak of the Bat
  • Necklace of Vine Strike [3/3]x/day
  • Anklet of Translocation
  • Ring of the Darkhidden
  • Shiftweave
  • Handy Haversack 

Active Effects: Darkstalker, Hide in Plain Sight, Ring of Darkhidden, Nondetection, Lips of Rapture (4 rounds), Ferocity (4 rounds), Gift of Grace+3 bonus to all saving throws for the rest of the day (until end of day)


Notes on Sneaking

Before crossing the portal, Jarren casts nondetection on himself, meaning anyone who attempts a divination spell like locate object, clairaudience / clairvoyance, and detect spells are blocked, unless the caster makes a DC 22 caster level check (15 + Jarren's caster level) to pierce the veil.

He then attempts to sneak across the room! He will move at half his normal movement speed to avoid penalties to Move Silently, meaning he can cross 30ft per move action. Recall the rules about invisibility, which involve distances and other factors at play.

Several things to note about his sneaking:

  1. Jarren's got stupid high Hide and Move Silently checks, which are rolled below. I actually noticed an error a little while ago where I added several overlapping bonuses to his Hide check, so it's not +40-ish anymore, and should now be correct.
  2. Jarren has the Darkstalker feat, meaning creatures with blindsense, blindsight, scent, or tremorsense have to roll Spot to notice him.
  3. Jarren has the Dark template, meaning he has Hide in Plain Sight. He can use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect).
  4. Jarren has the Ring of Darkhidden, meaning he is considered invisible to darkvision. He must have some light cast on him in order for creatures with low-light or normal vision to possibly see him.

OOC: Don't know if you need any rolls here, but Jarren is moving at full speed (taking a -20 penalty to Hide and Move Silently), jumping through the window, then booking it. Just in case, I'll roll Tumble, Hide, and Move Silently.

Since it's daylight outside, he can no longer hide, so he's just moving as fast as he can while Ferocity lasts.

With a base speed of 60ft, and only wearing light armor / bearing a light load, he can run up to 240ft per round. According to the movement rules, he can keep up this pace for about a minute (10 rounds, so ~2,400ft or just shy of half a mile) before he has to slow down to catch his breath. Hopefully he reaches the Marketplace before that happens!

Edited by rogueblade0729 (see edit history)
Name
Tumble
39
1d20+31 8
Hide (while running)
30
1d20+18 12
Move Silently (while running)
28
1d20+17 11
Link to comment
Share on other sites

In the Tavern

Jarren and Cufwell

As the bar brawl starts to heat up and descend into chaos, Jarren nonchalantly slips out a window with an almost inaudible crash of glass. Callyndia smiles contentedly, then whispers, "I think there's something wrong with the Barkeeper" (a little late to the party), before she is whisked away by her mother, presumably to somewhere safe.

Tanu tugs the swordsmen to the ground.

NPC Adventurers

Cufwell is the middle of hacking into Skall with his axes, when the dwarf is suddenly grabbed from behind by a gargoyle and hurled out a nearby window. Once he lands outside, he rolls to his hands and knees, then transforms into a raven and starts flying eastward (the same direction Jarren went).

((I'm planning to leave the Tavern scene behind soon, but I want to know if Cufwell plans to follow along with Jarren, of if he's going to stay here to slow any pursuers.))

Marketplace

The Realm Folded Tavern sits in the middle of an interplanar marketplace, with streets full of people, lined with stalls and shops. This is, of course, one of countless different destinations one could walk into when exiting the Tavern's main door (though, strangely enough, the only destination one reaches when exiting through a window). This is the rest of a strange demiplane that is connected to the Realm Folded Tavern and the Barkeeper, and while Tavern itself is the nucleus of the Barkeeper's power, you have to imagine that the Barkeeper's influence extends out here as well.

Jarren has purchased equipment at these shops before, and he probably knows many people here and knows the streets. He knows that he'll have to cross several blocks of shops and stalls before he reaches a country road that passes through an idyllic, pastoral woodland and curls around a quiet, secluded hill before approaching the Weird Cave. Jarren certainly knows the most direct route, and probably also knows a couple of more circuitous routes to take.

((If you'd like, you can roll Knowledge (local) to glean some insights into potential routes you can take, places where ambushes or traps are most likely, and places where Aryn Vord is most likely to be setting up his countermeasures to aid you.

You also might get a brief chance to scout around, so I'll let you roll up to three more skill checks to perceive things, stealth about, investigate an area, etc.))

Map

((I'm feeling too lazy to update the map. All that's changed is Cufwell's and Tanu's movements.))SaFMap04-Tavern.png.190fc3b25abe0f4f464bcae5d772fab4.png

Initiative and Status

24 - Skallaburljalf

22 - Cufwell

18 - Gitcha (-9/134 hp)

16 - Callyndia

14 - Jarren

12 - Generic Adventurers (Expert, Spellcaster, Warrior)

To Post: --

Special Actions: Respond to prompts for the next sequence.

Link to comment
Share on other sites

Jarren Grayson, the Nightshade

image.jpeg.7ee722c41543eea6cfe96701d4f48ece.jpeg

Upon arrival at the Marketplace, but before anyone sees him, Jarren ducked down an alleyway to slow down and catch his breath. Wiping some beads of sweat from his forehead, he took a few moments to collect himself. "I'm out of the frying pan, but am I about to plunge into the fire?"

With no certainties, the rogue made a quick change of wardrobe. Uttering a few words in Draconic and making a spinning motion with his left index finger, his appearance shifted, taking on the appearance of a humble, albeit aged, worker. Drawing his swordbow, he wills it to appear as but a humble walking stick. With his disguise complete, he hunches his shoulders forward and calmly walks out of the alleyway, casually strolling down the marketplace row towards the woods.

While in this disguise, he gleaned what he could of the others in the Marketplace. If he could avoid a confrontation entirely on his way to the Weird Cave, that would be ideal. For now, he was Rollan the Forester, heading into the woods to seek the best trees for felling.

Mechanics & OOC

Statblock

Jarren Grayson, the Nightshade
Male NG Dark Human LA 1/Rogue 5/Avenger 7 || Urban Ranger 3/Fighter 4/Swashbuckler 2/Urban Ranger +3/Barbarian 1, Level 13, Init 7, HP 83/131, DR 1/- (7/10), Speed 60ft
AC 23, Touch 16, Flat-footed 18, Fort 11, Ref 16, Will 6, Base Attack Bonus +13/+8/+3
Lesser Cold Assault Rogue Blade +19/+14/+9 (1d8+1+1d6 Cold, 19-20/x2)
+1 Light Swordbow (x40 Arrows) +19/+14/+9 (1d6+1 [Bow] | 1d8+1 [Rapier], x3 [Bow] | 18-20/x2 [Rapier])
+2 Short Sword +20/+15/+10 (1d6+2, 19-20/x2)
+3 Least Iron Ward Mithral Chain Shirt (+7 Armor, +6 Dex)
Abilities Str 11, Dex 21, Con 13, Int 18, Wis 11, Cha 15
Condition

Dark Subtype

  • Resistance: Cold 10
  • Hide in Plain Sight (Ex)

Rogue/Avenger

  • Sneak Attack (+7d6+13)
  • Trap Sense (Ex) +1
  • Trapfinding
  • (Improved) Uncanny Dodge (Ex)
  • Evasion (Ex)
  • Poison Use
  • +3 to Saves vs Poison
  • Death Attack (DC 21)

Urban Ranger

  • Favored Enemy (Human +4) (Gnoll +2) (Ex)
  • Urban Tracking
  • Wild Empathy (Ex) (1d20+3)
  • Combat Style (Two-Weapon) (Ex)
  • Improved Combat Style (Two-Weapon) (Ex)

Swashbuckler

  • Weapon Finesse (Ex)
  • Grace (Ex) (+1)

Barbarian

  • Ferocity (Ex) [0/1]x/day
  • Lion Totem

Shadows of Virtue

  • Rank 30 (Nightshade)
  • Hire for Lesser Action
  • Hire for Greater Action
  • Nimble Charge
  • Nimble Stand
  • Dimension Door [1/1]x/day
  • Opportunist (Ex)

Magic Items

  • Rogue Blade [2/2]x/day
  • Belt of Battle [3/3] charges
  • Rod of Ropes
  • Corsair's Eyepatch
  • Bracers of Murder
  • Cloak of the Bat
  • Necklace of Vine Strike [3/3]x/day
  • Anklet of Translocation
  • Ring of the Darkhidden
  • Shiftweave
  • Handy Haversack 

Active Effects: Darkstalker, Hide in Plain Sight, Ring of Darkhidden, Nondetection, Gift of Grace (until end of day), Disguise Self [old peasant] (70 minutes)


Notes on Sneaking

Before crossing the portal, Jarren casts nondetection on himself, meaning anyone who attempts a divination spell like locate object, clairaudience / clairvoyance, and detect spells are blocked, unless the caster makes a DC 22 caster level check (15 + Jarren's caster level) to pierce the veil.

When sneaking, Jarren will move at half his normal movement speed to avoid penalties to Move Silently, meaning he can cross 30ft per move action. Recall the rules about invisibility, which involve distances and other factors at play.

Several things to note about his sneaking:

  1. Jarren's got stupid high Hide and Move Silently checks, which are rolled below. I actually noticed an error a little while ago where I added several overlapping bonuses to his Hide check, so it's not +40-ish anymore, and should now be correct.
  2. Jarren has the Darkstalker feat, meaning creatures with blindsense, blindsight, scent, or tremorsense have to roll Spot to notice him.
  3. Jarren has the Dark template, meaning he has Hide in Plain Sight. He can use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect).
  4. Jarren has the Ring of Darkhidden, meaning he is considered invisible to darkvision. He must have some light cast on him in order for creatures with low-light or normal vision to possibly see him.

OOC: Jarren casts Disguise Self, changing himself in the following ways:

  • He now wears worn common worker's clothing, a rough, slate blue cloak cast about him
  • His height is reduced by 1 foot, he appears skinnier
  • He now takes on the appearance of an older human with thinning silver hair
  • His eyepatch is hidden
  • His swordbow now looks like a plain walking stick

For his skill checks, I'm going to choose Disguise (buffed by disguise self), Listen to eavesdrop on any conversations that may be relevant, and Spot to keep an eye out for suspicious characters or people that may be following him. Since Jarren knows that he is being observed, and he tries to act in character, he gains a +2 synergy bonus from Bluff.

Edited by rogueblade0729 (see edit history)
Name
Disguise
33
1d20+18 15
Listen
26
1d20+16 10
Spot
33
1d20+16 17
Knowledge (local)
14
1d20+5 9
Link to comment
Share on other sites

spacer.png

Cufwell Greenskin - Inside

With Skall no longer a threat and Jarren making his own exit, Cufwell whistles to Tanu and nods to the open window before stepping that way himself. He pauses to speak to the room, raising his voice to be heard over the din; "There is more going on here than anyone can know; believe me when I was we are doing what we believe is best for the Tavern and the Barkeep. I'm leaving now to make sure Nightshade gets where he needs to go. Those that helped here, I will remember; those that didn't, I am sure you had your reasons and I'll leave it at that; but anyone that follows and tries to interfere does so at their own risk!" He then turns to face the window and follows Tanu through it with an agile leap.

 

Cufwell Greenskin - Outside

Out on the street Cufwell relies on Tanu's scent-tracking abilities to follow Jarren, combined with knowing generally where he is heading and confident in his movements having call the Tavern's Demi-plane home for several years now.

 

spacer.png

Tanu the Wonderdog - Inside

At her friend's whistle Tanu releases her hold on the warrior, bounds over him and leaps straight through the window pane as it fixes itself, her tough hide and armour sending shards of glass scattering outside.

 

Tanu the Wonderdog - Outside

In the street Tanu sniffs the cobbles for a trace of Jarren's scent and tries to follow him through the crowd.

 

Tanu's Track

Name
Tanu's Track
14
1d20+13 1
Link to comment
Share on other sites

spacer.png

Tanu the Wonderdog - Outside

Tanu sniffs this way and that, and then stands confused in the street; turning her head to enquire of Cufwell.

 

spacer.png

 

Cufwell Greenskin

Cufwell lets Tanu work and then realises; of course she can't track him; but perhaps I can, he's good but he's still got to touch the ground!

 

He looks about the marketplace for signs of Jarren's passage.

 

Cufwell Survival/Track

 

Cufwell gets Swift Tracker from L8 Ranger so can track at full movement speed (60') and has x5 run speed. Tanu can't move so quickly, but she can track Cufwell easily enough by scent (even with his Pass Without Trace).

 

 

 

Name
Cufwell Survival/Track
29
1d20+12 17
Link to comment
Share on other sites

Tavern Exit

As Cufwell exits the Tavern, he catches sight of the body of Gitcha on the ground. A few sparks of magic glitter around the thri-kreen's fallen form: the Tavern's magic starting to bring a fallen adventurer back to life...

Tracking

((OOC: I think tracking uses the "local movement" rules, rather than the "tactical movement" rules. So, your speed for this purpose is 600 feet per minute. You can track at up to that speed with no penalty. If you move faster than that ("hustle" or "run"), then you still take a -10 penalty, and you can't track at all if you're going faster than 1200 feet per minute.))

Cufwell and Tanu follow behind Jarren, and are able to keep pace easily enough.

Marketplace

((I'm going to try to run the rest of the mission without maps.))

Jarren is somewhat familiar with the Tavern Demiplane, and he knows some of the shops along these roads --- one sells potions (emphasizing quantity over quality), another specializes in magical daggers (though it sometimes has other blades for sale), a third sells clothing that would probably mostly see use in costumes, etc. The Market Road is relatively crowded with people, mainly adventurers out selling their loot or looking for new magic items to purchase from high-end craftspersons. You know that there is a crossroads ahead with Cove Avenue, which leads "south" to the Mermaid Lagoon, while the Market Road continues on towards the woods. There are two smaller roads that run parallel to the Market Road, which could be alternative routes if you're hoping to throw off pursuit. The tradeoff is that these side roads are a more out of your way (making your journey longer), and the crowds there are thinner (so you can't hide among them).

There are also rooftops you could try to cross, but you've never tried rookwalking here before, so you'd effectively be running blind.

You do see that there are intermittent shadows for you to hide in, but any route you take will probably include substantial stretches in bright daylight.

As you listen, there don't seem to be any conversations about you happening: mostly, it's about commerce. You see a blue-skinned woman**This is Meris, though I don't think Jarren has met her? admiring a pearl necklace the shopkeeper is trying to sell to her. She looks up at you curiously for a second, smiles politely, then goes back to her own business. You also hear an orc yell at a blacksmith angrily, apparently unhappy about the price of a fancy-looking battleaxe for sale. The orc also seems to pause briefly to look in your direction, sizing you up dismissively, before forgetting about you and resuming his rant.

With a Spot check of 33, you will see a raven perching on a street lamp at the corner of Market Road and Cove Avenue, its head sweeping back and forth as it scans the crowds in a manner that is far too intelligent to just be a simple bird. You don't see Aryn Vord, but you assume he's not too far away.

((What's going to be your plan, in terms of route and general approach to things? And Cufwell, are you hanging back, going ahead, etc?))

 

Link to comment
Share on other sites

Jarren Grayson, the Nightshade

image.jpeg.7ee722c41543eea6cfe96701d4f48ece.jpeg

Now that he's disguised, Jarren knows he must play the part. Rollan the Forester wouldn't be heading to the Weird Cave, but he would be heading to the woods. The longer path would be less likely to be watched as well, and since he's hiding in plain sight, why would it matter how many crowds he'd be able to blend into? Still, there must be a way he can signal Aryn Vorn's aid.

Deciding that Aryn Vorn is more likely to be found along the main Market Road, the "old man" continues his easygoing way down the street, keeping a subtle eye out for his helper. If he could find a way to distract that bird, whatever it is, that would allow Jarren to slip away far more easily once he's in the woods.

Mechanics & OOC

Statblock

Jarren Grayson, the Nightshade
Male NG Dark Human LA 1/Rogue 5/Avenger 7 || Urban Ranger 3/Fighter 4/Swashbuckler 2/Urban Ranger +3/Barbarian 1, Level 13, Init 7, HP 83/131, DR 1/- (7/10), Speed 60ft
AC 23, Touch 16, Flat-footed 18, Fort 11, Ref 16, Will 6, Base Attack Bonus +13/+8/+3
Lesser Cold Assault Rogue Blade +19/+14/+9 (1d8+1+1d6 Cold, 19-20/x2)
+1 Light Swordbow (x40 Arrows) +19/+14/+9 (1d6+1 [Bow] | 1d8+1 [Rapier], x3 [Bow] | 18-20/x2 [Rapier])
+2 Short Sword +20/+15/+10 (1d6+2, 19-20/x2)
+3 Least Iron Ward Mithral Chain Shirt (+7 Armor, +6 Dex)
Abilities Str 11, Dex 21, Con 13, Int 18, Wis 11, Cha 15
Condition

Dark Subtype

  • Resistance: Cold 10
  • Hide in Plain Sight (Ex)

Rogue/Avenger

  • Sneak Attack (+7d6+13)
  • Trap Sense (Ex) +1
  • Trapfinding
  • (Improved) Uncanny Dodge (Ex)
  • Evasion (Ex)
  • Poison Use
  • +3 to Saves vs Poison
  • Death Attack (DC 21)

Urban Ranger

  • Favored Enemy (Human +4) (Gnoll +2) (Ex)
  • Urban Tracking
  • Wild Empathy (Ex) (1d20+3)
  • Combat Style (Two-Weapon) (Ex)
  • Improved Combat Style (Two-Weapon) (Ex)

Swashbuckler

  • Weapon Finesse (Ex)
  • Grace (Ex) (+1)

Barbarian

  • Ferocity (Ex) [0/1]x/day
  • Lion Totem

Shadows of Virtue

  • Rank 30 (Nightshade)
  • Hire for Lesser Action
  • Hire for Greater Action
  • Nimble Charge
  • Nimble Stand
  • Dimension Door [1/1]x/day
  • Opportunist (Ex)

Magic Items

  • Rogue Blade [2/2]x/day
  • Belt of Battle [3/3] charges
  • Rod of Ropes
  • Corsair's Eyepatch
  • Bracers of Murder
  • Cloak of the Bat
  • Necklace of Vine Strike [3/3]x/day
  • Anklet of Translocation
  • Ring of the Darkhidden
  • Shiftweave
  • Handy Haversack 

Active Effects: Darkstalker, Hide in Plain Sight, Ring of Darkhidden, Nondetection, Gift of Grace (until end of day), Disguise Self [old peasant] (70 minutes)


Notes on Sneaking

Before crossing the portal, Jarren casts nondetection on himself, meaning anyone who attempts a divination spell like locate object, clairaudience / clairvoyance, and detect spells are blocked, unless the caster makes a DC 22 caster level check (15 + Jarren's caster level) to pierce the veil.

When sneaking, Jarren will move at half his normal movement speed to avoid penalties to Move Silently, meaning he can cross 30ft per move action. Recall the rules about invisibility, which involve distances and other factors at play.

Several things to note about his sneaking:

  1. Jarren's got stupid high Hide and Move Silently checks, which are rolled below. I actually noticed an error a little while ago where I added several overlapping bonuses to his Hide check, so it's not +40-ish anymore, and should now be correct.
  2. Jarren has the Darkstalker feat, meaning creatures with blindsense, blindsight, scent, or tremorsense have to roll Spot to notice him.
  3. Jarren has the Dark template, meaning he has Hide in Plain Sight. He can use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect).
  4. Jarren has the Ring of Darkhidden, meaning he is considered invisible to darkvision. He must have some light cast on him in order for creatures with low-light or normal vision to possibly see him.

OOC: I don't think Jarren has met Meris "on-camera". Only Belregar did. And I don't think Belregar met Callyndia, either.

Jarren, disguised as an old man, is just going to casually walk through the crowd along the Main Market Road, acting as if he totally belongs and isn't in a rush to get where he's going. He'll just keep an eye out for Aryn Vorn along the way, to hopefully be able to signal him to distract the bird.

Link to comment
Share on other sites

×
×
  • Create New...