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The Scythe and the Forge: Smuggler's Run


Blue Jay

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Cufwell Greenskin

Moving through the crowded streets Cufwell can pick out Jarren's footsteps amongst the chaos and follows along behind, trying to remain far enough behind that he isn't obviously with Jarren, but close enough that he can step in if trouble occurs.

 


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Tanu

Tanu's head is on a swivel as she moves alongside her friend, eyes, ears and nose open and on the lookout for trouble.

Edited by Delia2531 (see edit history)
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Marketplace

The raven that's almost certainly Skall is scouring the area, looking for Jarren. There's no indication that he's picked Jarren out from the crowd, but he does seem to recognize Cufwell and watch him curiously for a moment.

((I'm going to ask Cufwell to roll a Bluff check, to see if he can avoid telegraphing Jarren's position to Skall.))

As the two of you walk along, you see various adventurers and other planar travelers around, going about their business. After a moment, you start to recognize the telltale glow in the eyes of some of them. The glow seems less obvious out here in daylight than it did in the dimly-lit Tavern, so it doesn't stand out easily. But, after a couple of moments, you think you've picked out three or four people (none of whom you recognize) who might be under the Barkeeper's sway. They seem to be scanning the area with their eyes, trying to find Jarren.

OOC: The Situation

 At this point, Jarren probably knows that the Barkeeper is aware of pretty much all of Jarren's abilities. So he will have anticipated Jarren using disguise self, and will have relayed that information to these enthralled adventurers. So, they at least know to be looking for disguises. However, your Disguise check easily beats their take-10 results, so they haven't noticed you yet.

But you also know that Skall routinely has the spell arcane sight persisted**This may not be true of the real Skall, but it is of my version., which means he can see magical auras. I think this creates a gray area for nondetection, because auras are at least partially independent from creatures (we know this, because they can be detected lingering behind after a character has left an area). So I'm going to give Skall a chance to try to pierce your nondetection.

However, this marketplace is certainly going to be full of miscellaneous magical auras, so just seeing your aura alone won't be enough for Skall to pick you out of a crowd or identify you. So he'll still have to roll against your Disguise check, even if he succeeds against nondetection. Arcane sight does not let him see through illusions, so he won't be able to negate the +10 from disguise self, but I will give him a bonus on his Spot check. And, Cufwell tailing you might also give something away, so Skall will attempt to

So, here's the order of operations:

  1. Skall rolls a CL check against nondetection. If he succeeds, his arcane sight pierces nondetection, which lets him see Jarren's magical auras. This will give him a +4 bonus on his Spot check against Jarren's Disguise.
  2. Skall rolls Sense Motive against Cufwell's Bluff. If he succeeds, he gets an idea of where to look for Jarren. This will give him another +4 bonus on his Spot check against Jarren's Disguise.
  3. Skall rolls Spot (+10 without the bonuses above) against Jarren's Disguise result (33). If he succeeds, he is able to identify you.

So, here are his first two checks, to determine his bonuses:

Skalls' CL Check ((I think the DC is 11 + your CL for nondetection, so DC 18?))

Skall's Sense Motive (( @Delia2531, please oppose this with a Bluff check))

And there are a couple other things I need to resolve in this scenario too, but we'll wait until this step is completed before I talk about those.

 

Name
Skalls' CL Check
32
1d20+14 18
Skall's Sense Motive
9
1d20+2 7
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OOC

((Oh, yeah: if you cast it on yourself, the DC goes up. Very good check on his part, though.))

Marketplace

Jarren nonchalantly shuffles through the marketplace, doing his best to look like a casual pedestrian. Tavern adventurers, planar travelers, merchants and whomever else seem to pay him no particular mind.

Cufwell and Tanu do their best to tail Jarren without drawing attention to him for some time, even as Skall's raven eyes scour the place looking for them. But, there's a sort of savviness needed to tail somebody without drawing suspicion, and this is clearly rather out of Cufwell's wheelhouse. He may have tipped Skall off a little bit about where Jarren might be, and Skall seems to have successfully pierced the nondetection effect, so he might have an inkling based on that magical aura he can see now...

Skall's Spot

The raven is looking intently somewhere rather close to Jarren, apparently very sure that his target is in that general vicinity. But, the bird's eyes never quite land right on Jarren, skimming past him a couple of times.

A moment later, you see another form leap onto the scene from the direction of the Tavern. You instantly recognize Gitcha, risen from the dead by the Tavern's magic, and now intent on pursuing you further.

The two of them continue scanning the area for a few moments, along with another group of enthralled adventurers (of which there are four this time). Where, at first, they were trying to remain casual and hidden in the crowd, now they begin to step up their efforts, spreading out like a web and actively coordinating each other's movements, as if they are all telepathically connected in some way. Jarren does his best to remain patient and casual as he walks through, but it seems like those raven eyes are just about to lock on to him...

Then, there's a sudden burst of something up ahead, on Jarren's side of the street, and a cloud of smoke billows out of nowhere, drawing the eyes of the enthralled adventurers for a moment and creating a large area of cover to hide in. The cloud envelopes two of the thralls, obscuring them behind the smoke.

Jarren recognizes the effects of a smokestick. You can guess that this was Aryn Vord's doing. Aryn himself is nowhere to be seen: he probably placed the smokestick here with a slow-burning fuse, and the timing was just perfect.

((The cloud is right ahead of you, and it covers the area where two of the four thralls are standing. While in that smoke, the thralls won't be able to see you, and you'll have all the concealment you need for stealth or costume changes or whatever else. It's also right on the corner of the Market Road and the Cove Road, so you could use it to mask a route change. Or you could just make a break for it and give yourself a head start. The radius of the cloud is 20 feet.))

 

Edited by Blue Jay (see edit history)
Name
Skall's Spot
28
1d20+18 10
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Jarren Grayson, the Nightshade

image.jpeg.7ee722c41543eea6cfe96701d4f48ece.jpeg

With the smokestick effect in place, Jarren decided it was cover enough for him to slip away, quickly. Visualizing the depths of the forest ahead on the road, he drew on a hidden well of magic granted by his guild and blipped away! As soon as he arrived, he immediately ducked out of direct line of sight and took off running, not caring to maintain the illusion of an old man until he was well out of sight of 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, 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: Time to GTFO! Jarren uses his dimension door SLA to teleport down the road into the forest, then stealthily flees while hid by the canopy... assuming his teleport can reach the forest, that is. I'm not entirely sure what caster level this would be considered as, since it's technically from his guild, but at a minimum he's teleporting 440ft away.

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Cufwell Greenskin

Spotting the distraction for what it is, and knowing where Jarren is going, Cufwell slows his pace and dawdles in the street waiting to see what happens next; ready to cut down any thrall that attempts to interfere with Jarren's progress.

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Cufwell

Gitcha scowls at Cufwell, but gives him a healthily wide berth as he and the other thralls continue scanning the area for Jarren. The thralls begin moving with more urgency, looking around desperately. The raven zeroes in on somebody and swoops down, transforming back into Skall just as he reaches the ground, hammer raised and ready to cave Meris's face in. She drops back in surprise.

"What are you doing?" she asks in surprise.

Skall narrows his eyes at her, then scowls and walks away.

"No, excuse me!" she says, walking after him, "You don't get to just pull a weapon on me like that, then walk away. What are you--"

Skall turns sharply to look at her with his eyes aglow, and she stops, drawing back a little bit as she seems to recognize the look of mind-controlling magic in his eyes.

She takes a step back and attempts to cast a spell (dispel magic):

CL check vs DC 40

Her magic fails to penetrate, and Skall remains enthralled. Meris's eyes go wide in surprise and her face blanches a little in anxiety. "Who is doing this to you?" she wonders aloud, clearly shaken by the magic she failed to dispel.

Skall simply snorts derisively at her and walks on, looking around himself. Gitcha and the other four are starting to piece some things together, wordlessly noticing that somebody never emerged from the smoke. They start looking farther afield, and Skall sighs in frustration. Then, Gitcha gives a mighty leap in the direction of the Weird Cave.

Jarren

Jarren's teleportation didn't go quite far enough to get out of the marketplace, but it did take him to within a block of the edge. As he looks ahead, he sees that there are more enthralled adventurers here, setting up some kind of road block at the edge of town. There are maybe six of them. A few of them are shouting at passersby to clear the area, brandishing glaives to accentuate their points. Another is casting a spell on the ground in a certain area. The rest have their eyes peeled.

A couple bystanders look pretty irritated by this disruption, and one of them is making a bit of a stink about it. "Who's it what's given you the right to interfere wi' our days 'ere?" he's demanding loudly, "We've all got things goin' on, haven't we? Why is your thing this important?"

Jarren recognizes this person as Aryn Vord, trying to rile up some of the bystanders with a fake Cockney accent.

"Orders of the Barkeeper," one of the adventurers spits over his glaive, "You're to back off, mate!"

"I won't!" Aryn replies, "You can sod right off!" He turns to look at some of the bystanders. "What do you say, blokes? We've all got schedules, ain't we? Are we gonna let the likes of 'im ruin our days like this?"

((Go ahead and roll a check for Aryn, if you still have his stats. Diplomacy, Intimidate, Bluff, whichever you prefer. Then, I'll let you take over roleplaying for him at this point, if you want.))

 

Edited by Blue Jay (see edit history)
Name
CL check vs DC 40
13
1d20+10 3
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Jarren Grayson, the Nightshade

image.jpeg.7ee722c41543eea6cfe96701d4f48ece.jpeg

Lingering in the shadows, Jarren watched the scene play out. While he knew the urgency of his mission, he hoped to mitigate the damage done to innocents caught in the Barkeeper's madness. Yet for now, he had to rely on Aryn's wordplay to hopefully distract the adventurers enough for him to slip by in all the madness.

"The Barkeeper wouldn't 'ave a pint to 'is name if it weren't for us, tillin' 'is fields an' buildin' 'is barrels!" Aryn continued, continuing to rile up the bystanders. Turning back to the adventurer, he jabbed a finger in their direction and retorted, "It's you who ought to take orders from us, boy! Now git out of our way!"

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 [0/1]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 cast 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 do! They're from the OGMW thread. I'll copy them below.

Aryn Vord Skills

Bluff +14, Diplomacy +18, Disable Device +16, Gather Information +14, Hide +8, Move Silently +9, Open Lock +17, Performance (winds) +14, Search +15, Sense Motive +14, Sleight of Hand +17, Use Magic Device +14

Edited by rogueblade0729 (see edit history)
Name
Diplomacy to Sway the Crowd
36
1d20+18 18
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Cufwell Greenskin

Cufwell spots Glitcha and gives him the mean-eye as he walks away; spotting the roadblock Cufwell glances around for stalkers coming along the sides to close any trap.

 

Spot

 

Name
Spot
27
1d20+13 14
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Jarren

((Thanks. I hadn't been able to access OGMW since the security incident. You can keep playing him though, if you want. I'll take over when I think he sees his obligation as complete.))

Adventurers are often strong-minded individuals with a fierce independent streak. It doesn't usually take much to rile them up against a perceived injustice. And since most of the clientele of the Tavern Demiplane are of the adventurer persuasion, Aryn's loudmouthed defiance seems to reach a lot of ears.

Among the rebellious adventurers who seem to side with Aryn is a half-orc with a huge club who looks mighty put off by the inconvenience (Grugurg, Luthiel's old PC). He squares off with one of the enthralled adventurers, who raises her glaive towards him in warning. "I'm walkin' past, and you're not stoppin' me, see?" he says menacingly. She does not back down.

Then, a rambunctious little creature that looks half-dragon and half-goblin (Bitey Shinkicker, Nez's old character) sneaks up behind the thrall with a greatsword in his hands. He raises the sword up as if to strike her, then promptly kicks her in the shin instead, before turning and running away again, laughing gleefully. She stumbles to her knees and glowers angrily at him. On his way back, Bitey trips and falls as the ground around him seems to buckle and pitch unexpectedly (the mage's spell has apparently altered the terrain in some way).

Having riled up what he hopes is a decent distraction, Aryn steps back and quickly looks around, as if wondering when Jarren will arrive and how long he'll have to keep this fire of rebellion stoked.

Jarren knows this area fairly well. The local guildhouse for the Shadows of Virtue is just a couple blocks off the main road from here. There's a shop at this corner that sells potions and scrolls, another that sells custom armor, and one that crafts clay golems. The potionmaker seems pretty sympathetic with the rebels here, and it seems like he has half a mind to get involved in the fighting. The armorer is shutting his doors angrily, and the golem maker looks like he's calling an active golem out to protect him and his shop.

You may also note that the Barkeeper is apparently reaching out and starting to enthrall more people to join his side.

((In the slowly escalating chaos, there might be a decent opportunity to slip past unnoticed, but it will require at least two rounds of stealth to cover the distance, and you'll be in bright daylight for at least part of it. The terrain is affected by an impeding stones spell, which slows movement to half, and will require a Ref save or Balance check to avoid falling.))

Cufwell

((Jarren teleported about 440 feet ahead, so Cufwell will need to cover a few hundred feet before he'll see the roadblock.))

As Cufwell keeps walking, he'll see that Skall, Gitcha and the other four enthralled adventurers are turning to continue down the road towards the Weird Cave. They've either guessed that Jarren has evaded them, or are just figuring to that they'll have to head him off closer to their destination.

Meris is warily staying back now, not sure she wants to be involved with any of this, but clearly uncomfortable with whatever is going on here.

 

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((Are there any other ways out of the Market at this point? Jarren does have invisibility, swift prepared, but that doesn't seem like it will be good enough to get out unseen. If there's enough stalls and back alleys and stuff for him to slip around the barricade, that would probably be the better option.))

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Alternate Routes

Yes, you can go around. Here are a couple things you could probably intuit about this situation:

  • It doesn't seem like any of the blockers here can see invisibility. There's one mage here, and it's a crap shoot whether he can cast see invisibility, but it's doubtful that he's got it on right now.
  • There's a smaller, parallel road about 100 feet to the south, which will be less crowded. You can probably anticipate a blockade of some sort there too, but it's likely to be smaller and less noisy than this one.
  • There's a similar road to the north, but there isn't an easy access route to it from where you are, and crossing the street would have a greater risk of exposure.

I'll give you three alternate routes, each with a little trick to it):

  • You're currently ducked into an alley to assess the situation here. That alley goes south, and ends in a dead end, but there's a ladder up to the roof, and you could climb over to another alley on the other side. You'd be partially exposed from above while on the roof (about 20 feet across), but otherwise you'd be in shadow the whole time (until you reach the parallel street).
  • You could backtrack about 60 feet to a full street that cuts north or south, to the parallel roads there. The danger here is potentially running into anyone who's pursuing you from the last ambush site, or other thralls who might be out on the streets. But, you'd be on the shady side of the street the whole time, and there are a couple shops you could duck into if you need a quick hiding spot, so you've got good stealth options.
  • You could also try cutting through a building and hoping for a backdoor or window. I'll say you know that the scroll shop has a back window you could crawl though, and the owner probably wouldn't attack you (unless she's enthralled); but that shop is on the opposite (north) side of the road, so you'd have to cross over. The other two shops are on the south side, but you don't know them well, so you aren't sure whether they have a backdoor or window to help you out.

Finally, the blockade here consists of half a dozen thralls and one AoE spell, with maybe two more thralls moving to join them soon. They're all distracted by Aryn's riot, so they won't have the best Spot checks, and there's plenty of cover from the crowds. But the spaces between them are kind of tight (i.e., you'd probably have to move through at least one or two squares threatened by at least one them, unless you can coordinate with someone to open a path for you). You can stay in the shadows for most of the time, but there is a gap in the shadows that you'd have to cross, and you might need to time it just right to get a good distraction.

So, in game terms, you'll need to roll Move Silently and probably Hide, and depending on the route you choose, you'll also need Climb or Tumble; and then I'll roll some chance dice at least once for a potential complication.

 

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OOC: Those are all very interesting choices! I'll have to give it a little consideration before I can make a decision, probably by tomorrow at some point. I'm not sure whether speed or stealth is the priority here, because no matter what he does, it seems like the Barkeeper knows he's heading for the Weird Cave. @Delia2531 What do you think?

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OOC: Ultimately the Barkeep is essentially omnipotent and omniscient on his Demi-plane, so being covert may be pointless? If we want to just make it a gauntlet run to the cave Cufwell will do what needs to be done to get Jarren there!

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