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The Closed Eye (DM: Halford, Judge: garyh)
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<blockquote data-quote="KenHood" data-source="post: 4595165" data-attributes="member: 4413"><p>*Slam*</p><p></p><p>The door does not strike his buttocks on the way out.</p><p></p><p>And the last traces of the wizard are maniacal laughter and the patter of eager footsteps.</p><p></p><p>[sblock=Splitting Up] I'm not interested in playing it out, either. Drop a few skill checks, determine the results, and we can get back to story. I'll purchase a couple of healing potions, assuming the vases sell for enough cash. I don't know if you want to sell the whacky-tobaccy, so I didn't include it in the list.</p><p></p><p>I know the floating quill doesn't do anything, but... Palindrome is enough of goob that he wants it.</p><p></p><p>Ah, what the heck! I'm enough of a goob that I want it, too. Shoot, Graf, might as well have placed a 'STEAL ME!' sign on it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />[/sblock]</p><p></p><p>[sblock=Palindrome's Excursion]First stop: The halfling's shop. Even if it's boarded up, Palindrome will break in, either by picking a lock or walking around back and blowing the door to smithereens with Force Orb (and so forth). Palindrome will steal the floating quill and vamoose. If he can't get to quill, he'll snag something(s) else. If there's any trouble, Palindrome runs away.</p><p></p><p>Relevant Skills Checks: <a href="http://invisiblecastle.com/roller/view/1861650/" target="_blank">Thievery (1d20+7=15)</a> </p><p></p><p>Second stop: The fence. </p><p></p><p>Outside the fence, Palindrome takes off the necklace, so he'll be recognized.</p><p></p><p>Palindrome sells assorted junk in bag of holding...</p><p>2 morningstars</p><p>2 suits of hide armor</p><p>assorted cutlery</p><p>decorative tray of gravel and rocks</p><p>4 vases</p><p></p><p>If he has enough gold to purchase a potion of healing or two, he does so.</p><p></p><p>He then steps outside, puts on the necklace. Then, he re-enters the fence's shop. He tries to steal a couple of items, and runs away.</p><p></p><p>Relevant Skill Checks: <a href="http://invisiblecastle.com/roller/view/1861653/" target="_blank">Bluff (1d20+6=9)</a> and <a href="http://invisiblecastle.com/roller/view/1861656/" target="_blank">Diplomacy (1d20+6=24)</a> to haggle. <a href="http://invisiblecastle.com/roller/view/1861660/" target="_blank">Thievery (1d20+7=20)</a> to shoplift.</p><p></p><p>If he even catches a whiff of a bugbear or other naughties, he aborts and runs away. He is keyed up and wary, ladies and gentlemen.[/sblock]</p></blockquote><p></p>
[QUOTE="KenHood, post: 4595165, member: 4413"] *Slam* The door does not strike his buttocks on the way out. And the last traces of the wizard are maniacal laughter and the patter of eager footsteps. [sblock=Splitting Up] I'm not interested in playing it out, either. Drop a few skill checks, determine the results, and we can get back to story. I'll purchase a couple of healing potions, assuming the vases sell for enough cash. I don't know if you want to sell the whacky-tobaccy, so I didn't include it in the list. I know the floating quill doesn't do anything, but... Palindrome is enough of goob that he wants it. Ah, what the heck! I'm enough of a goob that I want it, too. Shoot, Graf, might as well have placed a 'STEAL ME!' sign on it. :)[/sblock] [sblock=Palindrome's Excursion]First stop: The halfling's shop. Even if it's boarded up, Palindrome will break in, either by picking a lock or walking around back and blowing the door to smithereens with Force Orb (and so forth). Palindrome will steal the floating quill and vamoose. If he can't get to quill, he'll snag something(s) else. If there's any trouble, Palindrome runs away. Relevant Skills Checks: [url=http://invisiblecastle.com/roller/view/1861650/]Thievery (1d20+7=15)[/url] Second stop: The fence. Outside the fence, Palindrome takes off the necklace, so he'll be recognized. Palindrome sells assorted junk in bag of holding... 2 morningstars 2 suits of hide armor assorted cutlery decorative tray of gravel and rocks 4 vases If he has enough gold to purchase a potion of healing or two, he does so. He then steps outside, puts on the necklace. Then, he re-enters the fence's shop. He tries to steal a couple of items, and runs away. Relevant Skill Checks: [url=http://invisiblecastle.com/roller/view/1861653/]Bluff (1d20+6=9)[/url] and [url=http://invisiblecastle.com/roller/view/1861656/]Diplomacy (1d20+6=24)[/url] to haggle. [url=http://invisiblecastle.com/roller/view/1861660/]Thievery (1d20+7=20)[/url] to shoplift. If he even catches a whiff of a bugbear or other naughties, he aborts and runs away. He is keyed up and wary, ladies and gentlemen.[/sblock] [/QUOTE]
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