This post has potentially manipulated dice roll results.
Wilfer stands along the east side of the small square where he can see down into two separate alleyways. He waits patiently until the guard is present before creating a [spell[minor illusion[/spell] of the noise of a small blast before creating a silent image of a minor member of Dron's gang quickly running out of one alley into another heading towards the river, letting it disappear after it's out of sight of the guard. While people are distracted watching the 'man' run away, he creates a bonfire up against one flammable wall near the end of the alley, utilizing control flames to expand the flames up the wall of the building. Once the flames have taken root, he allows the initial bonfire to die out.
Deception: 10 Using 1 sorcery point each for Subtle Spell so there's no somatic or verbal components.
Aravor, dressed in common clothes, stands off to the side, as obscured by shadows as possible. He quickly pulls out a gilded flower and summons a small fey creature, who has a mischievous look on it's face. He quietly gives it instructions , and it begins teleporting about and creating momentary patches of darkness. Aravor summons Elysia as well and telepathically commands her to cause general mayhem as he quietly slips away.
Stealth: 4
(Oh no. Aravor may have to charm his way out of this.)
This post has potentially manipulated dice roll results.
Having watched for days Tug has his targets picked out. A guy who moves his rowboat fairly frequently - it could plausibly have fallen off the cart he uses. Lots of folk do this, but Tug picks one who is not known for calmness and kindness. And a shop he passes by, likewise with an owner not a renowned peacemaker. So close to the appointed time, Rowy McRowboat's boat takes a surprisingly long fall from its resting place, plopping right at the door Of Shoppy McStorefront's shop...
Telekinetic Movement: move a Large or smaller object (or willing creature) within 30 feet up to 30 feet
(cannot do damage with said movement I think, but blocks the door and window)
McRowboat also hears telepathically Watch how you drop yer sh** dipsh**
and Tug moves away to reach his next position on that last leg before the square, waiting to mess with the chase
maybe a stealth is appropriate for pulling this off? Stealth: 14
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Galanodel Deacon Tosh - Less-than-Half-Elf Bard - & -Flitterbug - Pixie Sorceress : Meanwhile in the Westwoods Amadow 'Tug' Rioux - Human Psionic Palooka : Revenge Heist - - - Gofer Bayut - Bugbear Paladin Messenger : Shrouded Sky
This post has potentially manipulated dice roll results.
When it is time for Sharvon to make his move.
Trying to blend in to make his approach stealth check: 9
To make the grab slight of hands check: 25111511
Once he makes the grab, assuming the roll didn't suck, Sharvon will get about 30 feet away then turn and say "drop something! "With a wink and a smile while dangling the necklace. Then he will run at not his full moment to let them keep up. He will jump on stalls, flip over people all to put on the big show.
This post has potentially manipulated dice roll results.
Recap: The first heist is underway. David needs a famous item for his spellcraft and Vansic has chosen a beloved statue in Foxshadow as their target. They aim to "encourage" Curtis Dron to have the statue removed in order to retrieve a stolen necklace, lifted from his latest flame, a dancer named Isabenne Jostlyn. The team is about to engage in a carefully timed sequence of distractions designed to draw the city watch away from the chase route, along which Sharvon will publicly run with the necklace and appear to stash it under the statue before escaping.
11:15 - Wilfer begins casting a series of spells to distract some city watch passing through the square where he sits. Insight: 9
"Question everyone!" says one of the watch to the other two as she darts into the alley chasing Wilfer's illusion. The two watchmen begin halting anyone in the square who moves to leave. Meanwhile, people rush into the square to form a bucket brigade.
11:23 - Aravor is easily spotted by 1 person as he unleashes his magic and mischief-makers. He runs off to tell the watch while. Watch whistles soon begin to shriek in the near distance.
11:29 - Tug begins attempting to cause an argument between two locals. Insight: 18 It works as intended. The shopkeeper and the boat-owner begin squabbling publicly. Passers-by (19) don't appear to be concerned that a fight will erupt. They mainly seem to be watching, trying to intervene with their neighbors, or walking on their way uninterested in the argument.
11:37 - Rixton sends a band of four little urchins off into the streets, their pockets filled with rocks and broken bricks. Shouts and sounds of breaking glass begin to erupt from the nearby stores as the little scamps cause havoc. Rixton also hears watch whistles in the near distance.
Savra is up and then I will cover Sharvon's part of the plan...
Savra is planning on using her ability to change her form to become their enemy himself, but needs to time it to where she can distract guards with her borrowed form and not be questioned due to someone just having seen him somewehre that would make him being here impossible.
Savra is planning on using her ability to change her form to become their enemy himself, but needs to time it to where she can distract guards with her borrowed form and not be questioned due to someone just having seen him somewehre that would make him being here impossible.
This post is a little vague so I am not sure what to roll or how to proceed. To clarify: This is the "draw city watch away from the chase route" phase of the plan and Savra is currently west of the chase route, just south of Old Town, across the bridges. It is Savra's turn to enact such a distraction, or else we can proceed with lifting the necklace.
Savra's plan was 100% dependent on knowing that Curtis was not nearby. If that is the case, then she will appear as him, walk out and send guards running off in a different direction. Do you want me to make rolls for this?
"Hello, gentleman," Savra-as-Dron says with a liquid smile. He grips his lapels as he approaches the city watchmen. Savra knows Dron is across town in his girlfriend's club at this moment, making her safe impersonating the gangster.
"Mr. Dron!" one says in surprise.
The other straightens, giving Savra-as-Dron a polite nod. "How are you today, sir?"
Savra-as-Dron lifts his chin. "I witnessed a child or a halfling defacing my tenements in Old Town. Could you kindly investigate the matter? They are on Black Street, the ones with the red and black shingles."
The two watchmen look at each other and then nod vigorously in return. "Yes sir. We can't have that!"
The pair head north, walking briskly towards the bridges into Old Town and the Black Street tenements.
It is just before noon when Sharvon sneaks in to try for the necklace as he trails Isabenne Jostlyn. His first attempt is clumsy, leading the woman to swat at the light touch his fingers make. His second attempt goes unnoticed but does not manage to unclasp the necklace. His third attempt deftly removes the necklace without the dancer noticing his efforts.
As Sharvon taunts Isabenne with her necklace, she pats at the missing jewelry, eyes wide with horror. She shrieks, causing all foot traffic in the area to halt. 100 ft away, the door to her club opens and Dron and two of his men step out into the daylight. A moment later, he is sending them after Sharvon.
(We are now using the chase rules! I will try to keep track of distances as best I can! The team will have the initiative, since they are running the show here, so the thugs and anyone else that joins the chase will always go last.)
Round 1:
Sharvon's distance to the statue: 2050 feet
Distance to Sharvon:
Thugs: 100 feet Tug (on the route): 330 feet Wilfer (on the route): 1230 feet Rixton (near the route): 1650 feet Savra, David, and Vansic (in the square, near the end of the route): 2150 ft Aravor (at the bridge beyond the statue, at the end of the route): 2200 ft
Everyone may go following the chase rules listed above. Roll a d20 if you dash more than once on your turn to determine Urban Chase Complications. If you want to wait for Sharvon or the thugs to approach while standing on the chase route, then you can do nothing for your turn, or do something else like try to measure the situation ahead of Sharvon's arrival.
I could be wrong, but I'd thought I was above the river, outside the route? Either way, Wilfur is headed towards the square jogging disguised as a runner for the guard, calling out to guards he sees about a thief who stole from Dron and that they should move west and south of the square and box him in.
I could be wrong, but I'd thought I was above the river, outside the route? Either way, Wilfur is headed towards the square jogging disguised as a runner for the guard, calling out to guards he sees about a thief who stole from Dron and that they should move west and south of the square and box him in.
Deception: 16
Yeah, I assumed people moved into position after setting off their distraction.
This post has potentially manipulated dice roll results.
After instigating boat-related strife and moving to his spot on the first leg, Tug is pacing, looking for large objects with which to cause some urban complications if the chasers are getting too close, or if there are any pesky guards in danger of intercepting Sharvon's path. And otherwise trying to keep some eyes open. After they all pass by he will run up to that right angle left turn between the 3rd and 4th legs.
Sharvon will head off in a run. (Assuming I am doing chase rules right he will move 45 feet, dash twice for 90 feet, use a Kai point to use step of the wind to bonus move 45 more feet. So a total of 180 feet)
(Oh I am slowed down, what with the falling on my ass. I figured to get a lead, they could dash 3 times plus con bonus, so for guards I figure plus 2, so 5 dash plus 30 feet that's 180 feet. I'll slow down once I see what they do, assuming I can roll over a 6, and not keep jacking myself up.)
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Wilfer stands along the east side of the small square where he can see down into two separate alleyways. He waits patiently until the guard is present before creating a [spell[minor illusion[/spell] of the noise of a small blast before creating a silent image of a minor member of Dron's gang quickly running out of one alley into another heading towards the river, letting it disappear after it's out of sight of the guard. While people are distracted watching the 'man' run away, he creates a bonfire up against one flammable wall near the end of the alley, utilizing control flames to expand the flames up the wall of the building. Once the flames have taken root, he allows the initial bonfire to die out.
Deception: 10
Using 1 sorcery point each for Subtle Spell so there's no somatic or verbal components.
Aravor, dressed in common clothes, stands off to the side, as obscured by shadows as possible. He quickly pulls out a gilded flower and summons a small fey creature, who has a mischievous look on it's face. He quietly gives it instructions , and it begins teleporting about and creating momentary patches of darkness. Aravor summons Elysia as well and telepathically commands her to cause general mayhem as he quietly slips away.
Stealth: 4
(Oh no. Aravor may have to charm his way out of this.)
Having watched for days Tug has his targets picked out. A guy who moves his rowboat fairly frequently - it could plausibly have fallen off the cart he uses. Lots of folk do this, but Tug picks one who is not known for calmness and kindness. And a shop he passes by, likewise with an owner not a renowned peacemaker. So close to the appointed time, Rowy McRowboat's boat takes a surprisingly long fall from its resting place, plopping right at the door Of Shoppy McStorefront's shop...
Telekinetic Movement: move a Large or smaller object (or willing creature) within 30 feet up to 30 feet
(cannot do damage with said movement I think, but blocks the door and window)
McRowboat also hears telepathically Watch how you drop yer sh** dipsh**
and Tug moves away to reach his next position on that last leg before the square, waiting to mess with the chase
maybe a stealth is appropriate for pulling this off? Stealth: 14
Galanodel Deacon Tosh - Less-than-Half-Elf Bard - & - Flitterbug - Pixie Sorceress : Meanwhile in the Westwoods
Amadow 'Tug' Rioux - Human Psionic Palooka : Revenge Heist - - - Gofer Bayut - Bugbear Paladin Messenger : Shrouded Sky
When it is time for Sharvon to make his move.
Trying to blend in to make his approach stealth check: 9
To make the grab slight of hands check: 25111511
Once he makes the grab, assuming the roll didn't suck, Sharvon will get about 30 feet away then turn and say "drop something! "With a wink and a smile while dangling the necklace. Then he will run at not his full moment to let them keep up. He will jump on stalls, flip over people all to put on the big show.
Acrobatics check (times 4 to start): 19
(Woops stupid cell phone, rolled in the wrong place. Slight of hand was a 12, acrobatics rolls where 22, 27 Nat 20, 16, and a 15.)
Recap: The first heist is underway. David needs a famous item for his spellcraft and Vansic has chosen a beloved statue in Foxshadow as their target. They aim to "encourage" Curtis Dron to have the statue removed in order to retrieve a stolen necklace, lifted from his latest flame, a dancer named Isabenne Jostlyn. The team is about to engage in a carefully timed sequence of distractions designed to draw the city watch away from the chase route, along which Sharvon will publicly run with the necklace and appear to stash it under the statue before escaping.
11:15 - Wilfer begins casting a series of spells to distract some city watch passing through the square where he sits. Insight: 9
"Question everyone!" says one of the watch to the other two as she darts into the alley chasing Wilfer's illusion. The two watchmen begin halting anyone in the square who moves to leave. Meanwhile, people rush into the square to form a bucket brigade.
11:23 - Aravor is easily spotted by 1 person as he unleashes his magic and mischief-makers. He runs off to tell the watch while. Watch whistles soon begin to shriek in the near distance.
11:29 - Tug begins attempting to cause an argument between two locals. Insight: 18 It works as intended. The shopkeeper and the boat-owner begin squabbling publicly. Passers-by (19) don't appear to be concerned that a fight will erupt. They mainly seem to be watching, trying to intervene with their neighbors, or walking on their way uninterested in the argument.
11:37 - Rixton sends a band of four little urchins off into the streets, their pockets filled with rocks and broken bricks. Shouts and sounds of breaking glass begin to erupt from the nearby stores as the little scamps cause havoc. Rixton also hears watch whistles in the near distance.
Savra is up and then I will cover Sharvon's part of the plan...
Savra is planning on using her ability to change her form to become their enemy himself, but needs to time it to where she can distract guards with her borrowed form and not be questioned due to someone just having seen him somewehre that would make him being here impossible.
This post is a little vague so I am not sure what to roll or how to proceed. To clarify: This is the "draw city watch away from the chase route" phase of the plan and Savra is currently west of the chase route, just south of Old Town, across the bridges. It is Savra's turn to enact such a distraction, or else we can proceed with lifting the necklace.
Savra's plan was 100% dependent on knowing that Curtis was not nearby. If that is the case, then she will appear as him, walk out and send guards running off in a different direction. Do you want me to make rolls for this?
I get it now! I'll make the rolls.
DM shield:
3 vs. 2
At 11:43, Savra steps into action.
"Hello, gentleman," Savra-as-Dron says with a liquid smile. He grips his lapels as he approaches the city watchmen. Savra knows Dron is across town in his girlfriend's club at this moment, making her safe impersonating the gangster.
"Mr. Dron!" one says in surprise.
The other straightens, giving Savra-as-Dron a polite nod. "How are you today, sir?"
Savra-as-Dron lifts his chin. "I witnessed a child or a halfling defacing my tenements in Old Town. Could you kindly investigate the matter? They are on Black Street, the ones with the red and black shingles."
The two watchmen look at each other and then nod vigorously in return. "Yes sir. We can't have that!"
The pair head north, walking briskly towards the bridges into Old Town and the Black Street tenements.
It is just before noon when Sharvon sneaks in to try for the necklace as he trails Isabenne Jostlyn. His first attempt is clumsy, leading the woman to swat at the light touch his fingers make. His second attempt goes unnoticed but does not manage to unclasp the necklace. His third attempt deftly removes the necklace without the dancer noticing his efforts.
As Sharvon taunts Isabenne with her necklace, she pats at the missing jewelry, eyes wide with horror. She shrieks, causing all foot traffic in the area to halt. 100 ft away, the door to her club opens and Dron and two of his men step out into the daylight. A moment later, he is sending them after Sharvon.
(We are now using the chase rules! I will try to keep track of distances as best I can! The team will have the initiative, since they are running the show here, so the thugs and anyone else that joins the chase will always go last.)
Round 1:
Sharvon's distance to the statue: 2050 feet
Distance to Sharvon:
Thugs: 100 feet
Tug (on the route): 330 feet
Wilfer (on the route): 1230 feet
Rixton (near the route): 1650 feet
Savra, David, and Vansic (in the square, near the end of the route): 2150 ft
Aravor (at the bridge beyond the statue, at the end of the route): 2200 ft
Everyone may go following the chase rules listed above. Roll a d20 if you dash more than once on your turn to determine Urban Chase Complications. If you want to wait for Sharvon or the thugs to approach while standing on the chase route, then you can do nothing for your turn, or do something else like try to measure the situation ahead of Sharvon's arrival.
I could be wrong, but I'd thought I was above the river, outside the route? Either way, Wilfur is headed towards the square jogging disguised as a runner for the guard, calling out to guards he sees about a thief who stole from Dron and that they should move west and south of the square and box him in.
Deception: 16
Yeah, I assumed people moved into position after setting off their distraction.
After instigating boat-related strife and moving to his spot on the first leg, Tug is pacing, looking for large objects with which to cause some urban complications if the chasers are getting too close, or if there are any pesky guards in danger of intercepting Sharvon's path. And otherwise trying to keep some eyes open. After they all pass by he will run up to that right angle left turn between the 3rd and 4th legs.
Perception 18
Galanodel Deacon Tosh - Less-than-Half-Elf Bard - & - Flitterbug - Pixie Sorceress : Meanwhile in the Westwoods
Amadow 'Tug' Rioux - Human Psionic Palooka : Revenge Heist - - - Gofer Bayut - Bugbear Paladin Messenger : Shrouded Sky
Sharvon will head off in a run. (Assuming I am doing chase rules right he will move 45 feet, dash twice for 90 feet, use a Kai point to use step of the wind to bonus move 45 more feet. So a total of 180 feet)
Con save for extra dash: 8
D20 roll for fun stuff to happen:5
(Sweet one level of exhaustion, off to a great start. Maybe should of stretched....)
Dexterity save for slippery ground:11
Gonna hafta slow down monkboy, remember they need to not lose you
Galanodel Deacon Tosh - Less-than-Half-Elf Bard - & - Flitterbug - Pixie Sorceress : Meanwhile in the Westwoods
Amadow 'Tug' Rioux - Human Psionic Palooka : Revenge Heist - - - Gofer Bayut - Bugbear Paladin Messenger : Shrouded Sky
(Oh I am slowed down, what with the falling on my ass. I figured to get a lead, they could dash 3 times plus con bonus, so for guards I figure plus 2, so 5 dash plus 30 feet that's 180 feet. I'll slow down once I see what they do, assuming I can roll over a 6, and not keep jacking myself up.)