Ascension - Thieve's Guild (Inactive)

Game Master bbangerter

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Will post shortly with some opening information.


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The following is to give some feel for the layout of Coran, and some of its major features.

The city is located on the eastern coast of the continent. With the tail bone of the Chaggath Spine mountain range coming to an end at the edge of the city. The mountains run northwest from the city perhaps two dozen miles then turn westward cutting horizontally across the continent. A 20 foot high wall surrounds the western and southern sides of the city. The north being protected by the steep slopes and cliffs of the mountains, and the east side being open to the sea. The main gate lies on the west end beginning the road leading to Gumlat. The south side has a smaller gate that heads to Issust Hold. There is also a road connecting the Gumlat road to Issust hold for those wishing to avoid paying tariff's to enter Coran with goods destined between the smaller population centers.

The city is a sprawling affair. The major roads seem to be the only things specifically planned out, and everything else appears to have been built haphazardly in between them. The great library, which is built at the sound end of the city, lies at the end of Library Street. The street runs north to south, passing the Tower of the Heavens some 300 feet from the library and continues straight on for 3 miles to the north end of the city. The library is a 3 story building, with a single clock tower rising 70 feet into the air. The clock tower, a marvel in itself, is decorated with stained glass windows depicting an angelic being wielding a flaming sword. Two wings split off north and south from the tower, thousands of books stored inside.

The Tower of the Heavens itself is an odd structure for a tower. It measures roughly 100 feet across at the base, tapered inward slightly such that it is perhaps 90 feet across at the top of its squat 60 foot height. The entire building is made of some kind of marble. At times a door can be seen standing open on the south side of the tower. When the door is closed, those looking in from outside the grounds are unable to discern where the door is located precisely or how one might gain entrance. Those who have been inside the grounds say the entire building is covered with carvings of celestial bodies. Stars, moons, suns, comets, etc.

Around the tower itself is a circular area, the tower grounds, 100 feet distance in all directions from the tower. These grounds hold half a dozen more traditional wood and stone buildings for housing the students of the tower, the tower guards, kitchens and so forth. The grounds are well maintained, including a small garden. The grounds are encircled about by a 15 foot wrought iron fence with a large double gate on the south side.

A view of the mage tower grounds
All the stone and wood buildings are two story affairs. The two southernmost buildings are guard towers, with a platform running between the two on the second level. Fruit trees cover the north ends of the ground which provide fresh fruit all year round.

The grounds of the mage tower are fairly well lit even during the night. While the tower itself is white in color, those who look closely during the night notice that at times it has a faint colored tint. The color varies night to night - red, green, gold, blue, purple, and others.

Some of the rumors surrounding the mages of the tower include the following:
They capture and experiment on trolls and other creatures.
They are crossbreeding horrific monsters and creating new breeds of nightmarish creatures.
The consort with demons inside the confines of the tower.
That they plan to kill everyone in the city and turn them into mindless undead.
That they built the library to attract strangers to the city whom they then abduct for their experiments.
They are working to stave off threats from other worlds.
They are working with other worlds to take over this one.
They seek to overthrow the gods.
They seek to become gods.
They seek to release some dark god from his prison.
Or prevent the release of said dark god.

Running east to west in the city is the merchants road. This is a wide street and serves as an open market place for all kinds of street vendors. The official offices of the merchant's guild lies as its western end. An ornate building that exudes the wealth represented by the powerful merchants houses. A thick wall surrounds the building and the place is heavily guarded.

Several blocks north of the merchants road is beggars street. That's not its official name, which is known only by a few who care. Most folk avoid the street.

The harbor on the east end of the city contains numerous warehouses. Stretching out into the water are 3 large docks, and there is always activity going on day and night. Large cranes loading and unloading ships.

Various temples dedicated to the good and neutral deities can be found scattered about the city.

In the southwest end of the city is a section called Tiny Town (or often worse names) where many of the gnome and hafling residents reside. Larger folk are generally not welcome here, and a few unexplained accidents have been known to happen to such after dark.

The thieve's guild is located...
Haha, you wish.

Oh, you are the thieve's guild, very well...
The headquarters are located in the western end of the city, near the main gate. Three separate edifices allow entry into the dens below the streets.

Street Level
The western most building is a large rope merchant shop, selling primarily ropes and thread. All 'employees' are thieve's guild members. The clerk in the front is of average height with a large girth. He wears plain clothes, faded green shirt and brown pants. You will note in the back room where the ropes are made one of the shelves can be pushed on wheels to reveal a well crafted trap door which opens to a 30' drop with a ladder. The shelf can only be moved by first releasing a latch underneath the shelf at ground level. The surrounding shelves all go from floor to ceiling and provide complete concealment to any using the entrance from outside prying. The windows around the building all have wooden shutters and no glass. They are large and a man could easily pass in or out of the windows. Those using this entrance are instructed to primarily only do so during the day under disguise as an employee or customer. The place is profitable as a business, but not extravagantly so.

In the northwest is a house of pleasure. Note that the second room on the north has a very narrow stairway hidden away inside the wall. A secret door inside this room allows entrance to the stairwell. This is primarily used for night time entrance to the headquarters. Because of the nature of the establishment access is limited to one person at a time at roughly 30 minute intervals. All employees of this establishment are likewise members of the guild.

A number of small houses are spread between these two buildings. The southernmost one provides the third entrance underneath the bed. Again a 30 foot ladder drops down to the lower level. This entrance is only to be used in dire situations - the last member who thought his situation was dire was found dead a day later with his throat slit.

Lower Level
The lower level contains rooms for the head of the guild (northwest corner) and her first lieutenant (southwest corner). All the yellow doors are secret doors, which can be locked from the side of the complex that is furthest in. The central rooms are a storage room with food, drink, and other items. It is kept well stocked. And a dining area with a small kitchen area. The central southern room is used sometimes as a prison, from which no prisoner has ever left alive. The three rooms to which the various upper levels connect all have a few hammocks and mats for sleeping for those needing a place to stay under the radar of the officials for a time.

There are other holdouts elsewhere in the city. None as comfortable as this location though, or as richly furnished with works of art and fine silverware and dishes.


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

Dotting!


Male Human Ninja/6 - 17/61
Stats:
Max HP 61, Attack +9, AC 20, Fort +4, Reflex +9, Will +4 (+2 vs Divination): Init: +4. Perception +8, Bluff: +13, Diplomacy +8, Sense Motive: +7, Stealth: +12

Dotting


Dot. I have a dozen or so questions I will post when I get back to a computer.


Alright, these will be somewhat disorganized as I'm typing them in the order I think them up:

How well are the Guild's headquarters protected (which enchantments are in place to prevent scrying/teleporting? Are any of the members up top combatants, and how well trained are they? Under what conditions are non-Guild members allowed entrance? etc.)

How are Guild members identified? Do will all have a tattoo; secret handshake; or just facial recognition?

What is the process for contacting/paying informants (This includes people who could make forgeries and such)?

Do we have any knowledge of which guards/personal security can be trusted to take bribes? What about people who can be trusted not to?

What is the Guild's policy on thieves' in Coran who are not members?

What do we know about the slave trade?

What is the proper punishment for ratting out other members of the Guild?

What is the hierarchy of Guild command? Where do we fall on that ladder?

How tough are most guards in the city? How about guards of the Merchants' Council and the Mages' council?

How much do we know about the Rebellion?

What is the political climate of Coran? Who are the major players? What do they stand for?

What is the average response time for guards reacting to a call?

How many civilians have combat training (BAB of 1+)?


Sorad Dvorak wrote:

Alright, these will be somewhat disorganized as I'm typing them in the order I think them up:

How well are the Guild's headquarters protected (which enchantments are in place to prevent scrying/teleporting? Are any of the members up top combatants, and how well trained are they? Under what conditions are non-Guild members allowed entrance? etc.)

How are Guild members identified? Do will all have a tattoo; secret handshake; or just facial recognition?

What is the process for contacting/paying informants (This includes people who could make forgeries and such)?

Do we have any knowledge of which guards/personal security can be trusted to take bribes? What about people who can be trusted not to?

What is the Guild's policy on thieves' in Coran who are not members?

What do we know about the slave trade?

What is the proper punishment for ratting out other members of the Guild?

What is the hierarchy of Guild command? Where do we fall on that ladder?

How tough are most guards in the city? How about guards of the Merchants' Council and the Mages' council?

How much do we know about the Rebellion?

What is the political climate of Coran? Who are the major players? What do they stand for?

What is the average response time for guards reacting to a call?

How many civilians have combat training (BAB of 1+)?

The lower levels are protected against scrying, as is the rope warehouse. The others are not.

Secret handshake which is used when you are able to make physical contact. Secret pass codes when only verbal contact can be made.

Assume if you need a forgery or other task done that isn't covered by someone in the group getting a hold of them will be fairly trivial. But it will also be pricey.

I will be dropping a couple of names for guards you can bribe or not bribe, otherwise feel free to ask if you are in a different part of town. All of the watch sergeants in the area of the headquarters can be bribed.

Petty thieve's can be ignored. More significant heists or profitable activity, if they don't come find the guild to give them a cut, then the guild will be sure to seek them out and take it in gold or blood.

The slave trade is quite young, your group is not currently a part of it, but the thieve's guild is.

Ratting out guild members is usually death. It might be lessened to a beating if nothing/no one of significance was actually revealed.

The guild leader has a first lieutenant, then several other lieutenants. Each under lieutenant typically oversees some specific aspect of the guilds activities - slavery, drug trade, protection racket, etc. You are typically given directions from one of the lieutenants to accomplish a task, and report back to them. Beneath the lieutenants is your group and several others, then lots of less skilled thieve's (not necessarily a thief class) below you. You have a fair amount of prestige within the guild.

Most guards are level 1, usually fighter, but possibly any class. This applies to both the city guard and the merchant guild guards that are in the city. Merchant caravan guards on the open roads will vary from 3+ depending on the value of the cargo. Watch sergeants are ~3rd level. Lieutenants are ~5th, with guard captains at 7+. The mage tower guards are tougher.

Not much, but someone has been spending a lot of time in the past few months re-igniting old rumors and starting new ones. The nature of this says this is an organized effort, but the source of the rumors seems inconsistent with who is doing it.

At the base is the 4 factions. There are individuals which will appear during the course of the campaign that will sway things, who they are will have to wait.

Guard houses are placed with some frequency throughout the city, each usually housing 16 men - most of these are usually on patrol somewhere in the vicinity. Response times will vary depending on distance from a guard house and any active patrols, but typically expect about a minute before someone arrives.

Less than 10%. Most are common craftsmen, shop owners, etc.


Some additional information

As members of the thieve's guild you have access to items that others normally would not. Strong poisons or various illegal drugs or magical items. These will come at a slightly higher cost, but if you are looking for an item that wouldn't normally be available, there is a good chance you can get it anyway.

Rumors surrounding the tower seem to be going through a phase of revival in the city. Tales told in taverns and inns about the vilest crimes and wildest fancies the mages are purported to have caused. No two tellers ever tell it in the same way. Those who have been around a while have seen the ebb and flow of the rumors, unlike times past though there is a method to these rumors. The unseen coordination of a guiding hand.

There is a tension in the city. Fewer people walk the streets at night, and the city guard has been stretched thin. This is an opportunity ripe for the picking.


Winter, 4474

Mistress Diguri, the shadow of shadows. She is tall for a drow at 5'9”. Her dark skinned form neatly outlined by her close fitting clothes of dark purple silks. A few of you remember the day she took lead of the guild. No one is really sure what happened to Master Mortia, and all know better than to ask. All in this world have their place in it, and it is better that each understands that place than to be found stepping outside their bounds. She is smiling, a common practice for her, her smile is warm, though it seemed warm just before she stabbed Okeli through the heart for his failure a month ago.

Ilvaria, drow priestess of Szuriel, Mistress Diguri's chief lieutenant stands in front of the table you are seated at. ”It is time we expand our business operations. There is a certain merchant who sells finely crafted glass figurines and art work. He owns a shop on the merchant's road where daily he earns his living. His works have become quite popular among both the common folk and the wealthy. I fear though that he has a rival, who has grown a bit jealous of his success. It would be a shame to see his business shattered.” Ilvaria paces. ”I think it would be best if we offered him our services by promising to keep his shop safe. He has a few guards already, but they seem insufficiently skilled to deal with the problem at hand. I'd like you to arrange a meeting with Mr Jumai and persuade him that an offer of 2000 gold a month for protection of his establishment is a fair and reasonable offer, he certainly has the means to afford it.” Mistress Diguri smiles again as she listens to her lieutenant speaking. ”No blood is to be spilt in this affair. That tends to attract a lot of undesired attention.”

The game isn't quite underway yet, but while I start going through your characters as you finish them up I wanted you to be able to start making plans and asking questions about your first situation. Most of my time currently though is still focused on suggesting additional touches to back stories and tying some pieces together.

Each group is going to have one or two encounters (and I use that word loosely - not necessarily combat encounters) to get a feel for each others playing before they start colliding with the other factions.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

...


Male Gnome Cleric 5

And we call this baby a dot.


A few more background questions that relate to our assignment: 1) Does the Guild have any kind of honor code when dealing with customers? 2)Is it expected that this be done the way Ilvaria has said it, or can we barter? 3)How are we expected to address the leaders of the Guild?

"[insert title here], how much information do we have on this man's security habits? And how much on the competitive habits of his rival?"


Male Human Ninja/6 - 17/61
Stats:
Max HP 61, Attack +9, AC 20, Fort +4, Reflex +9, Will +4 (+2 vs Divination): Init: +4. Perception +8, Bluff: +13, Diplomacy +8, Sense Motive: +7, Stealth: +12

I would like to extend the questioning:
Is there a specific method or verbiage that we are to use so the mark knows they are dealing with the thieves guild, or are we to approach it as if we are a separate entity, thus protecting the guilds existence?


The guild leader, Mistress Diguri, is generally addressed as just Mistress.
The various lieutenants vary, call Ilvaria by her name, but she expects a show of respect and deference. I'll comment on others as you come into contact with them.
First rule of the thieve's guild, is we don't talk about the thieve's guild.


Ilvaria laughs. It is a cruel and humorless laugh. "I don't know much about this rival of his." She gives a wicked smile, "This rival might not even exist, but he doesn't need to know that." Her voice turns cold, "As to his security? Did I choose poorly for this assignment? I expect you to be able to handle this assignment without my constant supervision. His glass works shop is on the merchant road, it should be easy enough to find." The mistress flashes her hands at her lieutenant, who signs back before speaking again, "Any other questions?"

Vaek:
You get the sense Ilvaria is irritated with something more than just Sorad's question. She hides it well, but something in her pose tells you she is angry about something.


Male Human Ninja/6 - 17/61
Stats:
Max HP 61, Attack +9, AC 20, Fort +4, Reflex +9, Will +4 (+2 vs Divination): Init: +4. Perception +8, Bluff: +13, Diplomacy +8, Sense Motive: +7, Stealth: +12

"Fear not Mistress. He will agree to the terms." Vaek nibbles on the stem of a black feather. "Please excuse Sorad, his inquisitive nature is sometimes misplaced. If Jumai's security wants to get involved, I will introduce them to Maltheron ... a meeting they won't enjoy. I don't expect that to be necessary."


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

Maeltheron had been sitting quietly with his head down as he listened intently to the others. He now raises his head and smiles with an evil grin before addressing Ilvaria and the others.

Indeed, I have some poison that can knock them out without bloodshed from a distance. I would like to scout the area as soon as possible to find the appropriate vantage point for approach. If there are no other instructions or questions, then we should proceed, no?


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Sic kept quiet during the instructions, questions and answers portion of the talk and idly appreciated how dangerously attractive Diguri was...with an emphasis on the dangerous chief... The job sounded simple enough; which in the Guild meant there were probably hidden strings and subplots pulling and pushing on this task or else they would have used...less talented employees, thats for sure... He was disgruntled that there was a 'no blood' rule on the task but he could abide...besides...things get out of hand sometimes... He started tracking the convo and butted in before everyone started lauding their own skills and patting each other on the back before the gig was done.

I have some questions Mistress. When should we be completed? and do we take the two large in coin from him or just solidify the terms of his uh..protection?


Male Gnome Cleric 5

"Ah yes, master Dumai makes beautiful works. I think my parents have some of them in store at the moment. Sadly my big project isn't done yet or I would have been of more help. Now I'll just try and prove useful in making sure master Dumai is at ease. Don't want him to think we're some low life thugs, now do we?" No. You hired the thug but never was one yourself. Then again, if you could avoid it you wouldn't even hire him, unpleasant people. Then again, plenty of unpleasant people in the Guild, but they were business, and business is business.

While talking Leandric's hand were fidgeting with what looked like a clockwork spider. It was a simple thing, as attested by the key in it's back, but complicated enough to the untrained eye.


Sorad gives a slight bow of deference. "My apologies Ilvaria, I had merely wondered if there was anything in particular we should know. We will figure the rest of this out without undue bother to you."


Ilvaria offers a half smile, "His first payment is due upon your arrival Sic. It shouldn't take you more than a day to scope things out, then another to arrange a meeting time with him in an appropriate location."

I'm assuming Sic would be a shortened nickname for your character in general conversations.
And for reference, the current time of day is late morning.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Sic and Vicus are both accepted nicknames.

He offered a toothy half smile in return which resembled a snear to those who didnt know him and then shrugged.

Fair enough. Whenever you fellas are ready we can roll out and get crackin'.


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

Maeltheron stands to leave, but he gracefully paces as he speaks to the group as a whole.

Indeed, let us proceed. I have a contact with the guards on Merchant Road. I will need to speak with him before we decide to actually approach. I strongly suggest that we scout the area in separate groups until around the time of shop's closing this evening. Thoughts?


Male Human Ninja/6 - 17/61
Stats:
Max HP 61, Attack +9, AC 20, Fort +4, Reflex +9, Will +4 (+2 vs Divination): Init: +4. Perception +8, Bluff: +13, Diplomacy +8, Sense Motive: +7, Stealth: +12

"Excellent Mael. Let's move out and scout the place. Let's take special note of closing time and any potential threats we may come across. I will watch the outside."

With a tip of his cap, his appearance changes immediately to a older man in his late 50's. Greasy long grey hair and hazel eyes. His comrades know this disguise. He goes by the name of Gaylen when disguised as this elderly man.

"Leandric, would you like to be the face for this operation? You better then us know a thing or two about creating fine figurines. I am sure you will have plenty to talk about.

We can plan to make our official appearance at closing time tomorrow. And while I am sure Mr. Jumai will initially refuse. That is about the time that I will appear behind him to help him choose a better answer. We will want to ensure that there are no other patrons in the store of course. Vicus and Sorad, it will be up to you to politely find a way to have the store barren. Mael can keep watch outside just in case his contact doesn't follow through."

Waiting for Ilvaria to leave, in a more hushed and serious tone. "She isn't happy, let's make sure we get this right, but at some point were going to need to find out what she is angry about lest we find ourselves strung up."

Vaek moves to leave heading in the direction of the merchants shop. Passing for a poor commoner, He will continue to slowly walk near the building every 15-20 minutes before wandering away for several minutes to ensure no one grows suspicious. He does not go inside the shop at this time.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Sicsivicus grinned most evilly at the plan...its simple and direct... and he knew he had ways to do exactly as needed for his part.

and waited for Mistress to leave before continuing with their plot.

Should Leandric should make contact before hand and let him know we are coming? Else he might not have the coin on him.


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

Not a bad idea Sic. I will make contact as the closing time approaches.

Maeltheron leaves with the others in route to the Merchant Road. he is walking near but not in a group with the rest until he finds captain Silvers.

Perception: 1d20 + 11 ⇒ (16) + 11 = 27

GM Ascension:
When he finds the Captain he will approach nonchalantly.

Good day captain, may I have a word with you?

When he is able to pull him aside, he deftly produces 20GP and slips it into his hand so no one can see.

Sleight of hand: 1d20 + 12 ⇒ (12) + 12 = 24

Please keep the patrols away from the Glass Figurine Shop on Merchant's Road around closing tonight.

After speaking with Captain Silvers, Maeltheron heads to the area of the shop, searching the tops of the surrounding buildings for a vantage point where he can be within thirty feet of the guards in front.

Perception: 1d20 + 11 ⇒ (9) + 11 = 20


Ilvaria departs, retiring to her private quarters. As she closes the door behind her the Mistress stands up and tosses a small pouch to Sarod, the draw strings pulled tight. "Buy me something... exquisite... while you are out shopping anyway." She then departs and leaves you to your plans.

Sarod:
The bag is very light, you are not even sure if there is anything inside it.

Maeltheron:
Captain Silvers, as always, is dressed in a neatly pressed uniform of the city watch. A small symbol of the crescent moon on the left breast. A blue cape with silver trim pulled across his shoulders and a unlit pipe protruding from his mouth.

He pockets the coin smoothly without a glance or hint of change in attitude.

"Half an hour cover it?", he asks.

I've got a live game tonight, will get a map up of the shop and surrounding area over the weekend.


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

GM Ascension:
Yes, that will work Captain. See ya around.

Aware of Vaek's disguise, Maeltheron approaches his position quietly, and as he walks by he says in a low whisper.

We are clear for a half hour after close...spread the word...I will cover you from above.


Intrigued, Sorad opens the bag and discretely looks inside. Assuming it's a piece of paper, he takes it out and reads it.


Sorad:
Inside is a single diamond, you'd estimate its worth at around 1500 gold.


Glass Shop on the Merchant's Road

Each of you makes your way to the glass shop via different routes, arriving at various times in the early afternoon. As always the place is crowded with people. Hawkers proclaim their wares all along the road, gaudy trinkets, fresh bread, the remnants of last harvests fruit and vegetables. Knowing what to look for it is easy to spot the occasional pick pocket or street rats plying their trade.

The glass shop is easy to spot, a single story brick building with an abundance of windows to let light inside. An almost constant flow of people can be seen coming and going from the shop. On the east side is a single story building, a bakery, the tantalizing smells of fresh bread and pastries coming from its open door and chimney. On the west side is a tailors shop, a two story building selling fine clothing for the wealthy gentleman.

The north side of the road is likewise strewn with shops of all variety. Not shown the map, but the road is wide at 100' distance.

Maeltheron:
Either building to the side of the glass shop could provide a vantage point for you, but getting up there and remaining unnoticed at the current time of day would be very difficult.


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

Maeltheron actively walks areound the Tailor Shop. His plan is to be at AB-46 at the back of the shop around closing time to ascend to the roof. In the meantime, while circling the Tailor Shop, he will attempt to spot the guards of the Pawn Shop.

Perception: 1d20 + 11 ⇒ (16) + 11 = 27


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Since this was just a prelimenary meeting; Sic's only job was too keep eyes on anyone taking too much notice and make sure nothing impeded the face men from leaving the shop. He got a carry away meal from a vendor and took a seat on a barrel at the corner a door down from the glass shop.

x-23

Perception: 1d20 + 8 ⇒ (3) + 8 = 11


The dwarf (read: gnome) walks boldly into the shop and starts perusing the items, looking for guards.

Perception: 1d20 + 12 ⇒ (7) + 12 = 19

GM:
After a few minutes, Sorad walks up to the man he assumes is Jumai. I was told to pick up a gift for a friend. What do you have that has a look of power and mystery to it?


The game is now in motion

A single guard stands inside the door Y31. He slowly strolls around the shop with a bored detachment. A young man, perhaps 16 of age, stands behind the counter. Well dressed and neatly groomed. At Sorad's question he looks down at the gnome. Then looks over at a at an older woman to the south and waves her over. "Mother will be able to help you." The woman is in her late 30's or early 40's. A fine silk blue dress covering her slightly plump form. Several rings adorn her fingers and a silver necklace encircles her neck. Her hair is touched with the first traces of gray.

"Something mysterious you say?" She begins leading you about the shop showing off various pieces. A red dragon in flight, gold and red highlights embedded into the glass figurine. A warrior dressed in full plate, blade held skyward. A great cat perched in the branches of a tree, ready to spring on some unsuspecting pray. Many of the pieces contain semi-precious gemstones for the eyes of the figures. Others have tinting to the glass to create the effects of lighting and shadows in careful detail. The woman prattles a bit as she describes the different pieces. A pair of figures in a lewd dance. A little boy sitting beneath a great apple tree. A wizard entertaining a group of small children with floating lights.

As you peruse the shop you also make a note of several other things. The window shutters are framed with iron bars that could be locked. There is a door ajar towards the back of the shop. You can catch the glimpse of older man sitting at a desk. The small back room office looks to be richly furnished.


How much for the cat in the tree? Sorad asks as he examines it.

Appraise: 1d20 + 5 ⇒ (9) + 5 = 14 (+2 if the gems are enough for my dwarf to kick in)


"A fine piece that one. Genuine emeralds in the eyes here, and emerald dust used to give the leaves here a bit of color and sparkle. Twelve hundred gold this one." Her voice betrays some skepticism that you will be able to afford it.

Sorad:
Ignoring your appraise roll so you don't have any idea if your appraisal value is close or way off. Doing a hidden roll for this.

You'd value of the two gems worth perhaps 300-400g total. You believe the entire piece is probably worth between 900-1100.


Sorad takes out the diamond and lays it on the table, careful to keep it out of sight of any other customers. I am a gem here worth about fifteen hundred gold, you could probably use it to make a beautiful accessory on another piece. I'll trade it to you for the cat and, say, four hundred gold besides.


The woman looks at Sorad for a moment, an expression of 'may I' written on her face as she reaches for the diamond. She examines it for half a minute, her mouth pursing. "Very well. She bustles over to front counter while her son opens a strong box and counts out 40 platinum pieces. She hands these to Sorad who then leaves the shop with the cat figurine in hand.

With nothing else to do but wait you pass the hours till dark casually moving among the crowds or feigning interest in various wares near the glass shop.

As darkness comes the crowds begin to disperse. Three more guards come down the street and enter the shop. They are dressed in chain shirts, simple clothes, and have long swords at their waists. As the last of the customers leave the woman and her son exit the building. The woman calls back inside, "See you in a few hours dear. Don't stay to late." They then begin walking down the street, heading east.

Through the windows of the shop you can see the guards methodically closing the windows and locking the bars. A flickering light comes to light through the windows of the back room.


Having stashed the glass piece in a bag and changed his appearance to that of a human youth an hour or so previous, Sorad waits for another member of the team to make a move, realizing that his current guise holds no influence with the guards or anyone else.

Actually, come to think of it, I'll not be much good at getting us places ever. One of the interesting role-play challenges of dropping a mental stat to 5. Hopefully it doesn't hurt us too much.


Maeltheron:
While Sorad was inside scouting out the place you casually walked around the tailor's shop. The building is made of brick, providing little leverage or places to grasp for climbing.

The bakery looks to be only a slightly better option, rough stone mortared together. Either looks to be a difficult climb without someone to give you a boost towards the roof.

You maybe could jump to grab the edge of the bakery roof, though doing so silently might prove tricky.


Male Human Ninja/6 - 17/61
Stats:
Max HP 61, Attack +9, AC 20, Fort +4, Reflex +9, Will +4 (+2 vs Divination): Init: +4. Perception +8, Bluff: +13, Diplomacy +8, Sense Motive: +7, Stealth: +12

It's ok that your ugly as sin Sorad. With this particular person, we have Leandric to be a Face. Since he will be able to talk about building stuff, and hopefully get the guy to trust him while they talk sending the guards away, which than we get let in, or perhaps we wait for the guards to lock up and then try to pick the lock with out being seen.

Mael. With me already outside, it would be easy for me to make my way over to give you a lift, unless you have a better suggestion


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

Maeltheron motions Vaek over.

I am not certain that positioning myself on a neghboring roof will even be helpful because the guards seem to be indside, primarily, but I could definitely use a boost onto the Baker's roof next door to cover the entrance.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

Anthony limped to a halt at the corner of the bakery, leaning against the corner of the building as he caught his breath.

Damnable woman! He muttered under his breath. Not telling me anything about this job, then scolding me as if its my fault.

Letting go of the wall and putting his cane back on the ground for support, he snorted a half laugh and shook his head. The Mistress always did have a sense of humor. Even if he found it quite intolerable, he could none the less appreciate why she found it funny. He liked to keep things neat, and became flustered when things where out of order or not as expected. Just thinking about the mess of papers he had dropped on the floor when she had barged into his tiny office made him cringe. He hadnt had the time to pick it back up and stack it in order before she had ordered him to get moving. It would have to wait for later.

Letting out a sight he nervously looked around, trying to spot any of his companions or their various disguises.

DM:
Perception: 1d20 + 7 ⇒ (17) + 7 = 24

He didnt like having to get out of the suit whenever he walked the streets, much less so when going alone. Atleast his priestly robes and crippled appearance combined to save him from most of the trouble one could run into in the stone and mortar jungle.


Male Human Ninja/6 - 17/61
Stats:
Max HP 61, Attack +9, AC 20, Fort +4, Reflex +9, Will +4 (+2 vs Divination): Init: +4. Perception +8, Bluff: +13, Diplomacy +8, Sense Motive: +7, Stealth: +12

Vaek nonchalantly as possible moves over to give Maeltheron a boost. And then returns to his roaming position just outside of the shop.


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

Maeltheron pulls the cloak over his head and quietly scales the Baker's shop building.

Stealth: 1d20 + 18 ⇒ (19) + 18 = 37

Climb: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10


Anthony arrives a bit later than the rest of the group, but like all of you finds a slow wait ahead of him till nightfall. A brief glance or nod at several of you lounging about around the street is sufficient notice he has seen you in your various disguises. Nothing more than that is needed as all prepare for the wait till the end of day.

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

With darkness come Vaek helps Maeltheron up while the alleyways are empty. keeping low to stay hidden in the shadows of the roof Maeltheron moves towards the front of the building so he look down on the merchant's road.

A few people still walk down the road, but they do so with hurried steps, hoods pulled close over their heads.

Updated map

I've currently just placed you haphazardly about the map. You can declare a different position if you wish.

Vaek, the guards closed the door behind them as they entered the shop, you can attempt to invis and sneak in behind them - but it will be very risky.

At this point the group will need to decide if they want to take some action while the guards are still inside, set some kind of ambush when they come out, or wait for them to come out and look for a different opportunity to make a move. Or surprise me with something totally unexpected.

Anthony you are the character at Z41. Everyone else has an image that is using your alias picture.


Male Human Ninja/6 - 17/61
Stats:
Max HP 61, Attack +9, AC 20, Fort +4, Reflex +9, Will +4 (+2 vs Divination): Init: +4. Perception +8, Bluff: +13, Diplomacy +8, Sense Motive: +7, Stealth: +12

If Leandric isn't able to get in before the doors are locked, then I will consider taking the risk to go invisible (using a K1 point) and slip inside. For I fear that the guards will be taking most day's earnings with them.


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

Maeltheron will prepare two arrows with doses of the Blue Whinnis Poison. He will prepare to fire at any Glass Shop guard that proposes a difficulty to his entering companions.


Male Human Ninja/6 - 17/61
Stats:
Max HP 61, Attack +9, AC 20, Fort +4, Reflex +9, Will +4 (+2 vs Divination): Init: +4. Perception +8, Bluff: +13, Diplomacy +8, Sense Motive: +7, Stealth: +12

Leandric, were waiting on you at this point.

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