Grand Theft Equine (OOC)

Evilhalfling

Adventurer
This is the Slavage of the game, that I pulled out of Google Cache -
but I couldn't find the Characters does everyone have copies of thier own?
Hopefully the removal of the spoiler blocks and formatting won't be too distracting.




*D&D - *Grand Theft Equine* (was single classed game)*
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Background from OOC Thread

[sblock]
The City is Padmar a small, walled port city in a temperate clime.
the peninsula of Longmont lies to the north, filled with squabbling Orc
tribes and Dwarf Clans, to the south an Empire calling itself Tauresci
fights with a breakaway province on its southern border.

The City is ruled by Prince Derkus - although he gives a sizeable 'gift'
to the Tauresci every year. The captain of the guard is a brutal, and
absolutely loyal man. The cities legal system is a labyrinth with the
prince judging some cases, the guilds and temples judging others. Trials
can take years, and accused parties frequently flee rather than wait for
the slow wheels of justice. One constant is not to annoy the nobility.
While nobles of the city are normally off limits, Merchants and
travelers are common targets of your craft. The merchants are reluctant
to pay protection money, and they tend to put money into guards, traps
and other defenses rather than paying off the thieves, of course taxes
are a high, and not always fair, so many hide what wealth they do have.

The elven weavers (silquani) and he woman Vordel are also offlimits. The
small wizards guild is a valid target, but no one has tried it recently
most are stopped by the first magically sealled door. Vordel is human
woman from south of Tauresci - and has dealings with the nobility and
shipping companies. She keeps a fantasic garden and is rarely seen
outside her compound.


Jacoby comes by each of your usual haunts either in the late afternoon
or just after dinner as appropriate.

He is a young human boy, roughly nine or ten years of age. The street
urchin has large dark expressive eyes and a mop of long brown hair
trimmed down to his eyebrows in the front. Although smooth and unlined,
his face is often smudged with dirt or grime. A soft rounded chin and
small mouth that dimples at the corners completes the appearance of
childhood innocence. Jacoby's clothes are somewhat mismatched and
threadbare though still serviceable. His oversized linen tunic is a
dirty off-white, and his loose ochre colored breeches are patched at the
knees. In addition, the street urchin has a small leather vest, light
slippers, a pleated cloth belt and fingerless woolen gloves. In colder
seasons Jacoby sports a woolen cap and cloak while busking on the city
streets. His only armament is a mere wooden stick slightly taller than
he is which the boy uses to vault and balance while performing
acrobatics for spare change.

OOC: Jacoby what are ye telling people?

The warehouse that is normally dedicated to bringing fine silk cloth
from Avoridial ?the Green City? far to the south, as far as most of you
knew, the owners have no connection to the brotherhood. It is a large
wooden building with a single door large enough to drive a wagon
through. There is a smaller door beside it. It has a line of small
clearstory windows only 6? wide near the roof.

Inside, warehouse is large and empty that evening, with a single lamp
sitting on a crate, ringed by six other crates.
[/sblock]

Many other posts - ending at the Fingersmiths Speech.

[sblock]

Ambrus's Avatar
Jacoby comes by each of your usual haunts either in the late afternoon
or just after dinner as appropriate.

Jostin: Mid afternoon. You first take note of Jacoby in your shop when a client you'd been speaking to sweeps his elegant cloak aside to reach the heavy purse hanging at his belt. The young boy is standing a few feet behind the man and seem to be studying the tumblers of a disassembled lock resting on a display case. You don't recall hearing the bell over your door chiming to announce his arrival. At the first sound of coins being fished out of a purse, the urchin's head turns slightly and you see him lick his bottom lip. When he sees you watching him disapprovingly he smiles innocently and goes back to poking the
spring loaded tumblers while you complete the transaction. When the client finally turns to leave you see that Jacoby has apparently left. Being suspicious you scan the room quickly, but turn in response to your pant leg being tugged. Jacoby is standing next to you behind the counter. /"Hi Mister Chenser. Come to twig ya. There's a fine uprightman who'd be looking to meet an old hand like you to talk a spell. You can find em at dusk at the old silk house down on water street next ta the dry docks. I guess he's looking for some made men to do some work. See you there."/ When the door chime announces a new arrival Jacoby
quickly ducks down. As you greet the new arrival you see the young urchin crawling around the counter, past the new arrival and heading back towards the door on his way out.

Fhel: Late afternoon. You've just stepped out of a storefront having
ended a polite conversation with a reluctant man in need of persuasion.
Walking confidently down the cobblestone street, you are suddenly
alerted to a disturbance coming from the alley to your left. Reaching
for your dagger you quickly look around for the source of the loud
rattling sound. Suddenly you see a familiar face, that of the young
urchin Jack sliding down the side of a three story building along a
copper drain-pipe. Landing lightly on the ground, Jack excitedly hops
over to you as you calmly draw your hand away from the weapon's hilt.
/"Lucky me; running inta you like this Mister Fhel. I got a message for
you from a top cutter. He'd be looking fer a pretty face like yours fer
a flash ken down by the docks. Old silk house by the dry docks at dark.
Kay?"/ The young urchin bows respectfully, looks left and right and
skips backwards into the alleyway. He turns, runs a few yards and then
leaps up past the first floor windows, lightly touching down on a
jutting timber support. Without pausing or loosing momentum Jacoby
continues up the side of the building towards the roof, seemingly
running as much as he is climbing. He disappears over the top edge of
the roof only to reappear a few moments later as he leaps across the gap
to the neighboring roof. Just like that he's gone.

Thravar: Late afternoon. The first hint that something is wrong is when
the mangy dog on the floor of your cabin perks its head up. Guessing
what is about to happen, you angrily start to yell at the dog to shut up
as it along with the other dogs outside begin a chorus of barking and
yapping a few moments later. Finally managing to get them to quiet down
a bit, you look towards the small window of your cabin to see the
familiar face of the young urchin Jacoby hanging upside down from the
roof outside. Peeking through the bars of an old wagon wheel hanging
over the window Jacoby begins shouting through the grimy glass. While
he's talking the young urchin tries to ignore the barking dogs outside
who are busily leaping up trying to grab ahold of the child in their
jaws. "Hi Mister Thravar! Got some happenings fer ya. The high up wants
ta see ya at sundown at the old silk house down by the dry docks. Kay? I
gotta run. It's getting late!" Flipping back up out of sight, the urchin
is gone, though the dogs don't stop barking until you yell at them some
more.

Amber: Dusk. You've just finished changing into your nighttime apparel
and are making your way through the sewers when you enter a large sewage
filled junction tunnel and see Jacoby impatiently waiting for you. He's
sitting on a rusted iron ladder rung absentmindedly waving his legs back
and forth just a few inches above the murky water bellow. Seeing you,
the young urchin beams with delight. /"Hi Amber! I thought you'd never
get here! Fingersmith is waiting to meet us down by the docks. He's
called a whole buncha old hands. We've gotta hurry. Let's go!"/ Getting
up, Jacoby deftly begins up the ladder towards the alleyway you know
lies above.

OOC: Hope nobody minds my taking some liberties with our meetings. Got
to start somewhere. Yay! we've started!
__________________


Thravar comes in slowly, eyeing the shadows, paying particular attention
to the possibility of snipers above. He smells heavily of garlic, and
greasy bits of his meal are strewn through his beard.

He sits down sullenly on one crate, but keeps twisting his head, this
way and that. Rogues are given to theatrics -- another reason why he
hates most of them -- so he's not particularly concerned about others
hired for this job hiding in the shadows, but he's clearly not convinced
this isn't a trap.

He lights up an orcweed cigar and begins puffing away angrily.

____________________________________
Boddynock's Avatar

The street leading to the Avoridial silk warehouse is quiet, the workers
having already moved off quickly through the dusk towards home and
hearth. Only the ever-present sparrows hop around, searching out crumbs
and other detritus of the day, growing bolder as the human inhabitants
have departed.

One sparrow moves in a random fashion down the street, finding a crust
of bread here, a thistle seed there. Its progress brings it to the
warehouse, where it suddenly takes flight - startled, perhaps, by some
sound outside the ken of larger ears. It flies up and flutters before
the clerestory of the building, alighting a moment in the corner of one
of the windows, seeming to peer inside. Then, descending again to the
hard surface of the street, it hops in through the open doorway and
ascends to the criss-cross of beams that support the high roof.

A moment later, Jostin approaches. He makes his way unhurriedly to the
small door and enters. Moving into the centre of the space, he nods
briefly to Thravar, whom he knows and doesn't much like, and, moving to
the opposite side of the circle, seats himself on one of the crates. He
faces the entrance.

As he waits, he strips down and reassembles a complex locking mechanism.
A discipline that he incessantly practises, he's currently got it down
to three and a half seconds.

/Time to go to a Mark 3,/ he thinks to himself.


Whizbang Dustyboots's Avatar


Thravar sneers at the safecracker with his clean fingernails and
(comparatively) uncalloused hands, blowing a thick cloud of oily smoke
at him and his fine clothes.

--------------------------------

Lord_Raven88's Avatar

Following Jacob out of the sewers they climb out to a darkened alleyway
a block away from the warehouse letting Jacob lead the way thru the
labyrinthine alleyways, flitting soundlessly from shadow to shadow the
pair make their way thru the alleyways until they've reached the back of
the warehouse.

Speaking in ragged whisper in Halfling "Do me a favour Jacoby help me
climb up thru that window over there, then we can observe who else has
arrived" watching the boy climb the wall with remarkable skill Amber
waits until he's secured the rope then climbs up next to him.

Gazing down at the two rogues below Amber searches the darkness for any
hidden forms (Listen +10 [12 humans], Spot +5[7 humans]).

Noting the six crates and their occupants Ambers faces takes on a look
of disgust when she notes the form of the disgusting Thravar, puffing
away on his foul smelling cigar, seeing Jostin sitting across from the
dwarf, her look changes to one of curiosity /I wonder what sort of job
requires two of Padmars finest safe crackers/
__________________

Boddynock's Avatar

Quote:
Originally Posted by *Whizbang Dustyboots*
Thravar sneers at the safecracker with his clean fingernails and
(comparatively) uncalloused hands, blowing a thick cloud of oily smoke
at him and his fine clothes.

The rancid smoke catches in Jostin's throat, causing him to cough. He
pauses in his lock assembly and looks up, a thin smile on his face,
before resuming his activity. He completes the assembly, without any
appreciable slowing of pace, while keeping his gaze fixed on the grubby
dwarf. Having done so, he pockets the lock and then checks the contents
of the pouch at his belt, fingering spell contents and checking the
position of each. His gaze is now turned to his belt. His fingers,
moving quickly through the inventory, are never far from the dagger at
his belt.

*EvilHafling*
EH, does the sparrow get a Spot check to see if he notices the two
halflings?

Whizbang Dustyboots's

The dwarf snickers to himself and begins picking his meal out of his
beard, flicking the scraps to the floor.

Ambrus's Avatar

Quote:
Originally Posted by *Amber*
/I wonder what sort of job requires two of Padmars finest safe crackers/

Jacoby whispers a response into the raven haired woman's ear. /"Dunno.
Mayhaps one a those fancy double locks or somethin. Jostin's better, but
Thravar's tough and sneaky too; maybe he's the backup. The high up also
got me ta fetch Fhel tha face. Don't see im yet though."/ Though his
senses aren't as keen as the woman's, the young urchin likewise looks
around (Spot +3, Listen +4) but is clearly waiting to see how Amber
proceeds.
____________________________

Ferrix

Fhel stands across the street from the rendezvous, a heavy cloak
obscuring his fine features, the warehouse district could be dangerous
even for a member of the guild. Trained eyes case the joint, /why meet
all the way down here?/

Advancing on the entrance, Fhel's sharp senses keep him keenly aware of
the shadows and rhythms of sounds. He enters through the door. Seeing
the array of crates with the safe cracker Jostin and the pug dwarf
Thravar, he knows now why they are meeting down here, few would want
Thravar in any reputable joint.

Approaching he eyes the two and slips back the hood of his cloak, the
hood seemingly melting into the rest of the fabric. "It seems someone
needs quite the charm with such a fine pair of gilt here."

[Spot & Listen +8]
__________________
Lindy hopper, popper, dancer, philosopher, gamer, fledgling capoeirista,
so on... so forth



Ferrix


Ambrus's Avatar


Just as he finishes his last statement Jacoby points out Fhel's
self-evident entrance through the front door by whispering to Amber.
/"Ah! There he is. Only us missing now."/


Lord_Raven88's Avatar

Quote:
Originally Posted by *Ambrus*
Just as he finishes his last statement Jacoby points out Fhel's
self-evident entrance through the front door by whispering to Amber.
/"Ah! There he is. Only us missing now."/


Pointing to the way they've come "Let's go join them" climbing down the
rope Amber proceeds to the main entrance and enters the warehouse,
taking her seat she nods slightly at those seated.
Lord_Raven88 is offline Reply With Quote
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Ambrus's Avatar

/"Kay."/ Jacoby unties Amber's rope and tosses the end down to her. The
urchin then runs down the wall from his perch and joins the raven haired
halfling when she enters the warehouse doors. He smiles and waves to
everyone in the room and then seats himself on the crate next to
Amber's. Jacoby, soon growing restless, begins looking around curiously
all the while kicking his feet back and forth beneath him.
Ambrus is offline Reply With Quote <newreply.php?do=newreply&p=3078712>



"So, Jacoby, who's the sixth on this job?" Jostin indicates the still
vacant crate on the perimeter of the ring. "And do you have any clue
what we're here for?"


Ambrus's Avatar


Jacoby shrugs and shows his dimples. /"No sixth; just the high up left.
Don't know what he's got planned though, just told me to get everybody
here."/


Evilhalfling's Avatar

Fhel notices Dench, the guildmaster?s bodyguard lurking outside the
building. Although he half-orc?s grey cloak nearly obscures him.
Amber is a little clumsey coming up the rope, but makes no more sound
than a cat. From the window there is no sign of anyone hidden in the
warehouse.

After Amber and Jacoby finally stroll in and take there places, there is
a crash as the outside door is slammed. Drech has squeezed his massive
form through the door and slams it behind him, His long chain draped
over his neck. There is a slight clearing of a throat and you look back
to see the Fingersmith sitting on the empty crate. He is thin as a
scarecrow and dressed in gray. The guildmaster?s eyes flick between each
of you, never coming to rest. His head twitches with his familiar tick,
while rest of his body never moves, a study in absolute stillness.

This is the game, my birds of a feather. The old Ardeth manor house. The
new mr. won?t play. He is some straw-topped fat foreign, with his own
retinue. None of ?ums got any of the Art. Once you get past the doors it
should be as easy as taking pie from a pig in a ten. Word is if he calls
for the beef, its not at home for him, not even if one of his is Used Up.

And don?t worry about the swag, I have a new man who is ready to turn
any oddities into clean coins. The regualar Nobs is having a grand twirl
on the sixday, I expect you to be back here in eight, but give me a wink
if its sooner. We don?t have much chance to aim so high with no follow
ups ? I want a whole Caravan out of that place, that is, my usual cut of
the Caravan. I have no more of the Dark, its up to you birds to work
out. Clear?

OOC: Climb, amber 7+2=9 / Jacoby spot 7+7=14, listen 5+12=17, sparrow
6+6 = 12
Jacoby MS 18+15=33 , hide nat 20, / amber MS 6+13 =19 Hide 14+15 =31
Fhel spot 17+8

Rooc: Oye ?don?t know which was worse ? all of your opposed rolls or
translating that speech. I should have know I would get into trouble
with such great players. Re-Translations should worked out on the other
thread if necessary.
------------------------------------------------------------------------

[/sblock]

I have posts all the way to Jostin, Thavar and Fhel reaching Black Dogs kip.
 

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Ambrus

Explorer
Still willing, though I don't have a copy of my character. It'll take me a bit to rebuild it; I have a lot of work to do to rebuild my various PBP games... :(
 

Evilhalfling

Adventurer
Ambrus said:
Still willing, though I don't have a copy of my character. It'll take me a bit to rebuild it; I have a lot of work to do to rebuild my various PBP games... :(

I copied the OOC thread - so I can post a starting point for you to work from.

*Jacoby*
Jacoby
Strongheart Halfling Scout 4

CN Small humanoid (halfling)
*Init* +6; *Senses* Spot +4, Listen +4
*Languages* Common, Halfling
?????????????????????????
*AC* 20, touch 16, flat-footed 15;
skirmish +1 AC, uncanny dodge
*hp* 27 (4d8 HD)
*Fort* +4, *Ref* +9, *Will* +2
+2 moral bonus on saving throws against fear
?????????????????????????
*Spd* 40 ft.
*Melee* quarterstaff +4 (1d4)
*Ranged* skiprock +10 (1d4) or sling +10 (1d3)
*Base Atk* +3; Grp -2 (0 to escape a grapple)
*Atk option* Skirmish +1d6
?????????????????????????
*Abilities* Str 10, Dex 20, Con 14, Int 10, Wis 13, Chr 8
*SQ* trackless step, trapfinding
*Feats* Agile Athlete, Exotic Weapon Proficiency (skiprock), Up the
Walls, Wild Talent
*Trait* Slippery, Quick
*Skills* Balance +14, Bluff +4, Climb +14 (+16 with climber's kit),
Diplomacy +2, Disguise +12, Escape Artist +10 (+11 to escape a grapple),
Hide +16, Intimidate +2, Jump +20, Listen +4, Move Silently +15, Tumble
+14, Sleight of hand +14 (Pick pocket +15), Spot +4
*Possessions* Mithral chain shirt, /hat of disguise/, silver /continual
flame/ Brandobaris holy symbol locket, /potion of cure light wounds/,
/potion of expeditious retreat/, quarterstaff, 10 skiprocks, sling with
5 bullets, explorer's outfit, backpack, climber's kit, bedroll, finger
blades, glass cutter, 2 sacks, silent shoes, sashling, waterskin
?????????????????????????
*Treasure* 4.6 gp
*Experience* 6,000
?????????????????????????
*Appearance* Jacoby appears as a young human boy, roughly nine or ten
years of age. The street urchin has large dark expressive eyes and a mop
of long brown hair trimmed down to his eyebrows in the front. Although
smooth and unlined, his face is often smudged with dirt or grime. A soft
rounded chin and small mouth that dimples at the corners completes the
appearance of childhood innocence. Jacoby's clothes are somewhat
mismatched and threadbare though still serviceable. His oversized linen
tunic is a dirty off-white, and his loose ochre colored breeches are
patched at the knees. In addition, the street urchin has a small leather
vest, light slippers, a pleated cloth belt and fingerless woolen gloves.
In colder seasons Jacoby sports a woolen cap and cloak while busking on
the city streets. His only armament is a mere wooden stick slightly
taller than he is which the boy uses to vault and balance while
performing acrobatics for spare change.

Although the face he presents to the world is mostly accurate, there are
a few aspects of Jacoby's appearance that are more than they seem. The
young footpad's hair exaggerates the size of his head and conveniently
covers a pair of pointed ears and a small magical comb at his nape. His
magically disguised form fitting clothes conceal his wiry frame, a shirt
of the finest mithral chain and numerous weapons and tools hidden in
secret pockets.
*Height* 3' 4" *Weight* 38 lbs

*Background*Free; the one word that now defines Jacoby. In his younger
years the young halfling, along with most of his kinfolk, could only
imagine what it meant. They were the slaves of a family of greedy
tyrannical dragons who had overrun their island. Some halflings were
kept as personal servants while others were forced to mine the deep
earth for precious metals; a job the diminutive folk proved ideal for.
Jacoby spent his childhood in such a mine, listening to his elders'
tales of green pastures, sweet air and freedom. It was a dream he
carried in his heart both when awake or sleeping. The young halfling's
dreams proved to have power and with time they engendered within him the
will and means to attempt escape. It was a long and trying ordeal in
which many kinsmen died, but eventually a lucky few did manage to flee
the Green Isles to the mainland. Once there Jacoby kept running, much
further than most folk who settled where they landed. Through prairies,
forests, towns and cities the young halfling ran, exalting in the
feeling of new found freedom.

For a while now, Jacoby has sheltered in this, the largest city he's
ever seen. He enjoys the anonymity he has amongst the bustling populace,
as well as the endless nooks and crannies of the winding streets and the
tall buildings. To Jacoby the city is a world of opportunities and
limitless freedom. The acrobatic halfling spends his days tumbling or
juggling for spare change in the streets, picking the purses of rich
merchants and delivering messages. In contrast, Jacoby spends his
evenings scaling the walls of the tallest buildings, perching on
grotesque waterspouts and enjoying the thrill of leaping over streets
and alleyways from rooftop to rooftop. With such quick and easy access
to the city buildings' highest unprotected windows, Jacoby is also a top
floor burglar without peer. Oftentimes however, the only thing Jacoby
desires is a warm place to take shelter from the rain or the cold. The
young halfling has no single home; instead finding rest in a collection
of empty attics, belfries and lofts throughout the city. Oftentimes he
spends the night, quiet as a mouse, just a floor or wall away from the
building's other sleeping occupants.

Shortly after arriving Jacoby discovered that his activities attracted
unwanted attention, from both law enforcers and fellow thieves who each
claimed the city as their territory. To deflect some of the unwanted
attention, Jacoby took to exploiting the natural perceptions of the
larger humans around him. Often mistaken for a mere child because of his
stature, Jacoby soon learned the value of being underestimated and
ignored by human adults. The young footpad began to consciously
cultivate the appearance and mannerisms of human children. He soon
perfected his disguise and eventually became indistinguishable from a
young boy. Nowadays, no one he meets on the streets suspects that the
dirty urchin in their midsts is anything beyond what he appears. Even
the members of the city's thieves guild, with whom Jacoby often
consorts, have no clue of his true nature. Only a handful of keen-eyed
people within the guild suspect the there is more to the young footpad,
though most of them still remain uncertain of what exactly.

Curiously perhaps, Jacoby has ingratiated himself amongst the city's
actual population of urchins, benefiting from their camaraderie as added
camouflage. He sees in them something of what he used to be; young,
hopeful and vulnerable. When he can, Jacoby helps the urchins to find
food and shelter and protects them from those who would prey upon the
young and defenseless. Many of them, like him, work as pick-pockets so
Jacoby sometimes acts on their behalf within the thieves guild; an
organization which might otherwise exploit them mercilessly. As the
preeminent urchin, Jacoby acts as the go-between for the urchins and the
guild, helping the children to stay in-line with the guild's mandates
and out of its internal politics or turf wars. Doing so means that, on
occasion, the young halfling has to deliver some tough reprimands to
those urchins who try to short-change or cheat the guild. Still, such
instances are rare and most of the city's urchins gladly welcome
Jacoby's help and protection.
 

Ambrus

Explorer
Thanks. I'll work on it. How about starting a Rogue's Gallery and IC thread so we can start copying and pasting what we have available?
 

Whizbang Dustyboots

Gnometown Hero
I have Thravar. I keep this material on a hidden page on my site (24 hour tape back ups of that server, blessedly -- it's good to have a buddy who hosts big commercial sites like Marilyn Manson's site) for just such an emergency.

Thravar Blackhill is a vile and unpleasant dwarf burglar and safe-cracker.

He is all but covered in thick black hair, with dark eyes peeping out over leathery cheeks that form one of the few breaks in the pelt that covers almost his entire body. His nose was badly broken long before he came to the city, and cut with a blade besides, and a bright pink scar runs across the broken ruin of his nose. At least one gold tooth peeps through his black beard and mustache when he speaks.

Whatever caused Thravar to leave his ancestral dwarfhall home, he refuses to say, but buried beneath the black hair of his thick right forearm is a spot where the hair does not grow and he has been branded with a dwarf rune. Most believe it signifies that he is a thief, traitor and exile. (Speakers of Dwarven also indicate that "Thravar" is almost certainly not the name he bore before his exile.)

Thravar's speech is punctuated with three languages' worth of profanity and he is typically crude and insulting to anyone he thinks he can beat in a fight. He smokes truly vile-smelling orcweed cigars that he gestures with to emphasize his points.

Today, he lives in a filthy shack in the midst of a junkyard, where he nominally serves as the watchman. This mostly consists of throwing raw meat to the various half-wild dogs that roam the property. It's sufficient security -- it really is all junk, for the most part -- and the dogs also end up guarding his shack in the middle of it, providing excellent personal security for Thravar.

Like most dwarves, he finds himself naturally gravitating towards structure, in this case, the city's thieves guild. Unfortunately, an encounter he'd had with an obnoxious young bravo prior to joining has come back to haunt him: The now one-eyed boy whom he'd chosen to extinguish his cigar on turned out to be a nephew of a guild lieutenant. The lieutenant knew his nephew well enough to know it was probably deserved, but for the sake of appearance and honor, he's had to make sure the dwarf burglar's ascent through the guild hierarchy was visibly difficult. Despite this -- and the very real concern about a one-eyed bravo slipping a knife into his ribs, should he be caught unawares -- Thravar has begun his ascent. The Blackhills have always been excellent mountaineers.

Thravar Blackhill
Neutral Evil Male Dwarf Rogue 4

Strength: 13 (+1)
Dexterity: 18 (+4)
Constitution: 12 (+1)
Intelligence: 13 (+1)
Wisdom: 10
Charisma: 8 (-1)

Hit Points: 21
Armor Class: 18
Initiative: +4
Speed: 20 feet

Base Attack: +3
Masterwork silver dagger: +8 melee 1d4, 19-20/x2
Masterwork hand crossbow: +8 ranged 1d4, 19-20/x2
Masterwork sap: +8 melee 1d6 non-lethal, x2
Masterwork cold iron short sword: +8 melee 1d6, 19-20/x2

Saving Throws: Fortitude +2, Reflex +8, Will +1

Feats: Stealthy, Weapon Finesse
Skills: Balance 11 (7 + 4), Climb 8 (7 + 1), Disable Device 8 (7 + 1), Hide 13 (7+ 4 +2), Jump 8 (7 + 1), Move Silently 13 (7 + 4 +2), Open Locks 11 (7 + 4), Search 8 (7 + 1), Tumble 11 (7 + 4), Use Rope 11 (7 + 4)

Languages: Dwarven, Common, Goblin

Class abilities: Sneak Attack +2d6, Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge

Race traits: Darkvision 60 feet, Stonecunning, Stability, +2 racial bonus on saving throws against poison, +2 racial bonus on saving throws against spells and spell-like effects, +1 racial bonus on attack rolls against orcs and goblinoids, +4 dodge bonus to Armor Class against monsters of the giant type, +2 racial bonus on Appraise checks that are related to stone or metal items, +2 racial bonus on Craft checks that are related to stone or metal

Equipment: antitoxin (3), artisan's outfit, backpack, beltpouch, caltrops, masterwork climbers kit, masterwork grappling hook, masterwork thieves tools, sack (2), signal whistle, silk rope (50'), silver holy symbol of Roknar

Weapons and armor: bolts (10), +1 studded leather armor, masterwork silver dagger, masterwork hand crossbow, masterwork sap, masterwork cold iron short sword

Wealth: 169 gp
 


Ambrus

Explorer
So are we still all aboard? Are we ready to continue? I believe we were all about to start discussing what we'd learned about the mark...
 

Evilhalfling

Adventurer
We only have 2 PCs on the RG thread, one here and Ferrix says he still has Fhrel -
so we are still missing the rouge/ranger.

I'll go post part 2 to the IC thread.
 


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