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

Atriden

First Post
With his adept senses, the werewolf notices a sound that is out of the ordinary from further in the alley and expresses that discovery with a prober " Huh !? ".

He pads his partner in crime, Alnar, on the shoulder and whispers: " something else is in this alley, I am going to check it out. Warn the others ". True to his word he silently moves towards what ever that is hiding in the shadows.
[sblock=OOC]
Bobode said:
damnit, too late I realise I should have been the old lady inside the office :p
Haha, that would have been interesting and fun

Perception check to discover Verloc: 27

To DM: Nice, I like the wolf-man pic. !
[/sblock]
 
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pacdidj

First Post
On the Street

Bann-ur observes silently as the City Watchman moves along street out of site. He also marks the old lady, who begins hobbling northward on Carenvale Blvd.

map


In the Alley

He pads his partner in crime, Alnar, on the shoulder and whispers: " something else is in this alley, I am going to check it out. Warn the others ". True to his word he silently moves towards what ever that is hiding in the shadows.
[sblock=OOC]

Haha, that would have been interesting and fun

Perception check to discover Verloc: 27

To DM: Nice, I like the wolf-man pic. !
[/sblock]

Garry realizes that he will need a light source if he is to investigate the source of the noise, as the back of the alley is pitch dark.

map
 

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Atriden

First Post
Garry grabs a sunrod and wraps the head of the rod in some spare clothing from his backpack. He then ignites the sunrod, which now functions as a weak lantern with a more or less focused light beam, at least enough for Garry to discern something that might be lurking in the shadows, and walks further inside the alley to inspect.

[sblock=Actions]
Minor: Grabs a sunrod, along with some clothing from his backpack
Standard: Wraps the head of the rod with some clothing, making it into some sort of flashlight. He does this mainly to avoid attracting to much attention with his light source, mostly from the guard.
Move: Moves along the wall, further into the alley, N8.
[/sblock]
 
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pacdidj

First Post
On the Street

The old woman hobbles off further northward on Carenvale Blvd., and out of sight.

In the Alley

Garry pans his sunrod, constrained to show only a narrow beam, around the alley, and spots a shadowy figure crouched behind several derelict barrels.

Garry's View


OOC: Skill Challenge


Alright, so go ahead and take a couple of rounds to RP Verloc into the party, but the structured skill challenge begins now.

Here are the mechanics:

To forge departure papers you will need to acquire departure forms from inside the office and stamp them with wax using a Customs Seal. Your party will first need to decide who will enter the office, and who if any will remain outside to run interference as needed.

On your turn, your character can move up to his/her speed. No action substitution for a double move will be allowed for the characters inside the office as maintaining some degree of stealth is critical. Your character can also take minor and standard actions as normal, and free actions within reason.

Each turn, characters who enter the office can do one of the following as a standard action - Make a Thievery or Strength check to attempt to open a locked door or container, OR make a Perception check vs. DC 12 to search a surface or container for any of the items required to forge the departure papers. -2 penalties apply to all such checks made by characters without low-light vision when in dim light. -5 penalties apply to all such checks made by characters when in total darkness.

At the start of any turn that there is an NPC present outside--e.g. the guard, or any townsfolk who happen by--all characters inside the the office will need to make a Stealth check vs. DC 13 to avoid attracting the attention of NPCs with lights and sounds emanating from inside the office.

Whenever an NPC is alerted by a failed stealth check, or by a loud noise--e.g. breaking a door by force, each character outside the office can make a Diplomacy, Bluff, or Intimidate check to allay the NPC's suspicions. I may award up to 2 auto successes here for excellent RP.

Your party is welcome to either try to continually distract the guard via ongoing hijinks--e.g. the damsel in distress act, or to attempt to remove him from the picture somehow. Keep in mind though that any evidence you leave behind counts against full success in the encounter. Also, if anyone catches you in the act and gets a good look at your face, it may mean ongoing legal consequences for your character in Daunton.

Actions should be describe IC. Strategizing can take place in OOC sblocks.

Victory in this skill challenge occurs when your party has obtained either forged departure papers, or at least the materials necessary to forge them, and escapes from the office without notice. Failure in this skill challenge could attract the attention of the City Watch.
 

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Luinnar

First Post
[sblock=ooc]My character could stay outside and stay around the building to keep anyone from coming in. We probably should have someone with high bluff (Jezebel?) inside just in case as well. Oh and someone with have to watch Jezebel to make sure she does not kill anyone if we get caught :p.[/sblock]
 

samursus

Explorer
[sblock=ooc] Ferris only has Str to offer going inside. His Stealth is only +1, but he does have low-light vision. My Diplomacy is +4, so my best role might be to try and distract the guard IF needed. [/sblock]

Ferris is getting uneasy. Stealth in the jungles of Kythira for a hunt is one thing, but in these streets of stone and glass he feels out of his element.
 

Luinnar

First Post
[sblock=ooc]We probably want to take out/distract the guard since once slip and he will find out that someone is in the building.

Could anyone here shapeshift into that old lady? Or can you not duplicate specific characters? (course we would need the clothes too)[/sblock]
 

Dekana

Explorer
[sblock=ooc]Arrrg, I've been so busy lately! I'll get a post in sometime later tonight.

And welcome to the group, Bobode![/sblock]
 

Dekana

Explorer
Jezebel places one hand at her side, resting on her sheathed longsword's hilt. She's already regretting having agreed to not kill anyone. It would have made things much easier.

She whispers to her allies on the street, "With this armor, that young guard is bound to hear me if I go in the window. I'll wait outside. If he gets suspicious, I'll divert his attention."

[sblock=actions/ooc]Action: Just waiting where she is. In game terms, I guess this might be readying an action for when someone fails a stealth check.

ooc: Jezebel is halfway decent at bluff and intimidate checks. Not so much at stealth. Bluff would be something like "I lost my ring in this trash can, so I was making noise to find it." Intimidate would be less pleasant.[/sblock]
 

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