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[Adventure] Marna is Missing (DM: pacdidj, Judge: renau1g)

pacdidj

First Post
[sblock=ooc]I'm not sure if I should roll bluff again to see if I get a better score. Would it help any?[/sblock]
[sblock=Luinnar]You can certainly roll Bluff if you like. If you roll over 15, it'll further entrance and frighten the guard. Beware the nat 1 though, that'll cost you.[/sblock]
 

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Phoenix8008

First Post
Bann-ur moves between the tables and to the door in the eastern wall. He checks the handle to see if the door is unlocked, and opens it if possible to look into the next room. The big goliath is not quiet about it though... 'Damn!' he thinks to himself. 'Protecting my fellows from danger and smashing foes I should be. Not sneaking through the dark!'

[sblock=Stat block/Actions][sblock=Actions]Start= 35/35 hps

Minor= n/a

Move= to E9 Failed Stealth check (1d20-1=1)

Standard= check door handle to see if it is unlocked. If it is unlocked, open door and look into next room. Failed Perception check (1d20+5=6)
Wow! Rolled a 2 and a 1! :confused:

End= 35/35 hps
[/sblock]Bann-ur- Male Goliath Warden 1
Conditions: none
Passive Perception: +15, Passive Insight: +10, Init: +0
AC: 17, Fort: 16, Reflex: 10, Will: 12 -- Speed: 6
HP: 35/35, Bloodied: 17, Surge Value: 8, Surges left: 13/13
Action Points: 1, Second Wind: not used, Milestones:
:bmelee:Basic Atk: Maul +7 vs AC, 2d6+5 dmg (Crit = 17 dmg)
:branged:Ranged Basic Atk: Crossbow +2 vs AC, 1d8 dmg, Range 15/30 (Bolts: 20/20)
Powers-
Warden's Fury, Warden's Grasp, Earth Shield Strike, Strength of Stone
Stone's Endurance, Thunder Ram Assault,
Form of Winter's Herald
Combat notes:
-Markings of the Victor feat: Roll twice for first attack of each encounter and use either result.[/sblock]
 

pacdidj

First Post
In the Office

Bann-ur moves over to check the door in the back of the room. Unfortunately, his eyes, blinded by darkness, do not guide him straight and true. Rather than stopping just short of the door, he accidentally kicks it with his left foot, causing another *THUMP* and stubbing his toe. He just manages to suppress a yelp, and insteand emits a grunting-growling noise, sort of a *GRUMPPH!*.

On the Street

The guard has moved a little further from his post. He listens to Alnar half-believing, half-not. As Alnar finishes speaking, you all hear *THUMP* *GRUMPPH!* from within the office. The guard gives a start, looks somewhat spooked and says, "I dunno I think you lot is having me on. I don't know nofing about no oni. There's definitely something in there though..." he says with a nervous glance back at the building.

map

[sblock=actions]Round 11

Inside

Garry: Leaves quill and ink on southern desk at J6 (minor), Moves to K3 with successful Stealth check, Search chest (standard, Perception check = 26 = success, finds stack of departure forms)

Bann-ur: Move to E9 with failed Stealth check (currently hidden in darkness), Tries the door at E10 only to find it locked. Perception check is unnecessary since the door is locked anyhow, keep in mind though that perception suffers a -2 penalty in the dark still: you've seen the room, but are operating in darkness.

Joox/Verloc: Move to J3 (auto Stealth success, currently hidden in darkness), Get thieves' tools out (minor), Open lock on chest at J1-K2 (standard, Thievery = 27 = success!)

Outside
Ferris: You're up!

Alnar: You're still up!

Jezebel: You're up!


Time for distraction/misdirection tactics again. You'll need to beat Bluff 15, Diplomacy 14, or Intimidate 16. Alnar will now need to make that Bluff roll to determine whether the guard buys it.

Items found: 2/3
Group Failures: 0/3
[/sblock]
 

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Luinnar

First Post
They use drums to signal their coming. it can play tricks with your head, making you here things that are not really there. You could hear a noise from one direction, than when you turn to look you are ambushed from the other.

Please, take my beloved away from here! Hurry! It is not safe and she is in grave danger!


[sblock=action point]
19 bluff 16 intimidate.

Using an action point to use a bluff and intimidate (making him scared) to try to get the guard away so the others can finish up. Hopefully it will be enough to convince him.

Could use an aid another with intimidate.
[/sblock]
 

pacdidj

First Post
On the Street

"It does sound like somefing big's in there. Blimey, what's a demon want wif a Customs Office?"

The young man scratches his head in momentary puzzlement, then apparently makes up his mind. "Come on missy,"
he says, motioning Jezebel to follow, "we better get you outta here. First I'm gonna ring that bell though, get the Watch to come. No way I'm stickin my nose in after some demon."

The guard takes a step back in the direction of the front door and the magical alarm, then pauses expecting Jezebel to follow.

[sblock=actions]Round 11

Inside

Garry: Leaves quill and ink on southern desk at J6 (minor), Moves to K3 with successful Stealth check, Search chest (standard, Perception check = 26 = success, finds stack of departure forms)

Bann-ur: Move to E9 with failed Stealth check (currently hidden in darkness), Tries the door at E10 only to find it locked. Perception check is unnecessary since the door is locked anyhow, keep in mind though that perception suffers a -2 penalty in the dark still: you've seen the room, but are operating in darkness.

Joox/Verloc: Move to J3 (auto Stealth success, currently hidden in darkness), Get thieves' tools out (minor), Open lock on chest at J1-K2 (standard, Thievery = 27 = success!)

Outside
Ferris: You're up!

Alnar: Bluff and Intimidate check = success, you scare the pants off the poor guard (you don't need to burn your action point here as you're just talking)

Jezebel: You're up!


Someone needs to dissuade the guard from his intended course of action: ringing the bell and alerting the City Watch.

Items found: 2/3
Group Failures: 0/3
[/sblock]
 

samursus

Explorer
Ferris, thinking furiously, tries to come up with a way to keep the guard from ringing the bell. I hope the other two follow my lead... "Ser Watchman, there is no time!! By the time the City Guards arrived we would be pools of blood and guts..." I hope thats what Onee do. "Luckily, I know a Ritual which will banish this Onee back to foul pits which spawned it! First we need to be bathed in light, such as that which this lamp offers. Next we need to create a circle of steel around us... quickly, place your weapons on the ground, facing outwards."

Ferris states all this with a calm, reasoning tone, attempting to persuade the guard and reduce his fear.

Diplomacy 20: Success

[sblock=Actions] Move: Move to P, -1
Minor: Pull out Battle Axe
Standard: Diplomacy check and place Battle Axe on the ground, facing outwards. [/sblock]
[sblock=To the DM] I would like to suggest that if we get the guard to come further away from the building, he might not hear noises from inside as well, maybe give those inside a slight bonus to Stealth?? [/sblock]
 
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Luinnar

First Post
Ferris, thinking furiously, tries to come up with a way to keep the guard from ringing the bell. I hope the other two follow my lead... "Ser Watchman, there is no time!! By the time the City Guards arrived we would be pools of blood and guts..." I hope thats what Onee do. "Luckily, I know a Ritual which will banish this Onee back to foul pits which spawned it! First we need to be bathed in light, such as that which this lamp offers. Next we need to create a circle of steel around us... quickly, place your weapons on the ground, facing outwards."

Ferris states all this with a calm, reasoning tone, attempting to persuade the guard and reduce his fear.

Diplomacy 20: Success

[sblock=Actions] Move: Move to P, -1
Minor: Pull out Battle Axe
Standard: Diplomacy check and place Battle Axe on the ground, facing outwards. [/sblock]
[sblock=To the DM] I would like to suggest that if we get the guard to come further away from the building, he might not hear noises from inside as well, maybe give those inside a slight bonus to Stealth?? [/sblock]
[sblock=ooc] Great job! I was worried I botched it.
[/sblock]
 


pacdidj

First Post
[sblock=To the DM] I would like to suggest that if we get the guard to come further away from the building, he might not hear noises from inside as well, maybe give those inside a slight bonus to Stealth?? [/sblock]

[sblock="OOC to All - Evolving Situation and Mechanics"]I'll do you one better. The guard is now effectively so scared and distracted that he doesn't even care about the noises coming from inside anymore. He's just worried about saving his skin from the oni. The group now has the leeway to move around inside without Stealth checks. You'll still need to watch the angles of lightsources, as lantern light spilling out the window might give the lie to the Oni story.

Of course, this also means that those outside need to maintain the Oni ritual ruse. Here's the new mechanic: Each round the folks outside need to make between the three of them at least one successful Bluff and one successful Intimidate check vs. DC 15 to keep the guard enthralled. Aid another is fair game. You can make both checks as a free action on your turn. I may grant up to 2 auto successes for great RP. Natural 1s on the part of the person making the check (not someone using Aid Another) will count as auto group failures. 3 group failures and the jig is up.

Also, you'll all need to give some thought to an exit strategy at this point. It won't look good for the three cat-burglars to simply come traipsing out of the alley after they've forged the papers.[/sblock]

On the Street

The guard stops walking toward the office and turns around. A look of genuine fear in his eye now, the young man pulls a short sword from his belt and follows Ferris' lead, adding it to the circle the shifter started with his axe. "Okay, okay. I don't want no trouble, and I don't know nofing about to oni or no demons. I don't wanna be responsible for no deaths neither. You seem to know bout these things. You just tell me what to do."

He waits for instructions, glancing nervously back at the office from time to time.

Street View

[sblock=actions]Round 12

Inside

Garry: You're up!

Bann-ur: You're up!

Joox/Verloc: You're up!

Outside
Ferris: You're up!

Alnar: You're up!

Jezebel: You're up!


Office map is unchanged. You guys can post in any order now, as the actions of the party outside no longer depend on how much noise is made within.

Items found: 2/3
Group Failures: 0/3
[/sblock]
 

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samursus

Explorer
[sblock=question to DM] If we outside can make 2 checks per turn, could we also make 2 Aid Another checks? My Bluff and Intimidate are abyssmal.[/sblock]
 

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