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Difference between revisions of "Decla"
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+ | ''Go back to the [[Kathy%27s_Twelve_Hours_Til_Dawn|overview page for this module]]'' |
Latest revision as of 05:33, 11 April 2012
Decla the Thief
Stupid town. Stupid people. Stupid Captain of the Guard. Guy thinks he’s a freakin’ paladin. Guards in other towns aren’t above taking the occasional bribe, but, oh, not, not Captain “I’m-such-a-paragon” Talfryn.
So here you sit, locked in the guardpost, well and truly caught. The evidence against you is strong, and when the king’s justiciar gets here, things are going to get pretty uncomfortable for you.
And it’s not as if you’re such a bad person. It’s not as if you stole anything anybody would miss. The way you figure it, you’re part of the cosmic balance, one of the forces that keeps people from being too rich and too complacent. Anyway, it beats working for a living.
Your wonderful carefree life is about to change dramatically, however, unless you can do some pretty fancy dancing.
Guilt and Innocence
Yes, you’re a thief, but you had nothing to do with this one. Mind you, your ultimate goal is to get out of here (see victory conditions below), so it might not be expedient to admit that all at once. Maybe you want to play it cagey and see what concessions you can get in return for “information.” Then again, maybe you want to assert your innocence right off, and see whether they’ll buy “it takes a thief to catch a thief.” Your call.
Clues
You are racking your brains for clues, because you know if you have a good one you may be able to trade it for your freedom.
You have heard a rumor that the Lord Mayor is not, in fact, the only one with a key to that warehouse.
You also recall an interesting conversation you had with a...hmm..well, let’s call him a “mutual acquaintance” (“fellow member of the Thieves’Guild” sounds so incriminating). He mentioned that he had acquired a specific magic item for the merchant Aldo Withershott, something that made for “easy entry,” but made “too much noise” for the average thief to use.
Those are all the clues you have. But, hey, your freedom is at stake. Feel free to make stuff up.
Armor, Weapons, Equipment, and Money
At the moment you have the clothes on your back and nothing else. All of your gear has been confiscated. Luckily, they did not spot your Cloak of Elvenkind or your Boots of Elvenkind as being anything out of the ordinary, so you still have them on. Your weapons, armor, and thieves’ tools are gone, though; if you want to use them, you have to figure out a way of persuading the authorities to give them back.
If you should get them back, you have leather armor, a hand crossbow, and six knives. For the crossbow, you have ten normal bolts and two poison bolts laced with a sleeping potion. For the knives, you have six sheaths designed for various esoteric spots on your person. The Northbrook guardsmen got them all, which speaks well for their training. Curse them. You also have a set of masterwork thieves’ tools which is currently being held as evidence.
You did have some money on you when you were taken, but it was confiscated as “proceeds of criminal activity.” Realistically, there is little chance of getting it back.
Victory Conditions
Get out of lockup before the Justiciar gets here. This could mean striking some kind of deal with the authorities, or just plain escaping. To accomplish the latter, you could really use a diversion--say, a big giant hobgoblin attack.
Name: Decla Played by: Race: half-elf Class: Rogue Level: 5 Age: 22 Height: 5’6” Hero Points: 2
S: 10 +0 D: 16 +3 C: 10 +0 I: 16 +3 W: 12 +1 Ch: 14 +2
Hit Points: 23 Armor Class: 13 (+0 armor, +3 dex bonus ) Alignment: CN Initiative: + 3 (dex bonus) Base Attack Bonus: +3 Base Speed: 30 Encumbered Speed: 20
Saving Throws: Fort: +1 (+1 base, +0 con bonus) Ref: +7 (+4 base, +3 dex bonus) Will: +2 (+1 base, +1 wis bonus)
Combat Attack Bonuses: Melee: +3 (+3 base, +0 str bonus) Ranged: +6 (+3 base, +0 dex bonus)
Weapon: bonus dam crit range
Trained Skills total mod ability mod ranks other Appraise +11 +3 8 Bluff +10 +2 8 Diplomacy +8 +2 0 +6 (syn, race) Disable +13 +3 8 +2 (feat) Gather Info +12 +2 8 +2 (racial) Hide +16 +3 8 +5 (cloak) Listen +12 +1 8 +3 (race, feat) M. Silent +16 +3 8 +5 (boots) Open Lock +13 +3 8 +2 (feat) Search +12 +3 8 +1 (racial) Sense M. +9 +1 8 Spot +12 +1 8 +3 (race, feat)
Racial Features: Low-light vision Immune to Sleep spells and effects
Class Abilities: Sneak Attack +3d6 Trapfinding Evasion Trap Sense +1 Uncanny Dodge
Feats: Alertness Nimble Fingers
Languages: Common Elven Halfling Sylvan Goblin
Magic Items: Cloak of Elvenkind Boots of Elvenkind
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