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Nov 11th, 2017
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  1. ** This is chase. I'll give you the situation, and you respond with what you want to do or any questions you have, or whatever.
  2.  
  3. After your success killing the three guards at the northern watch tower you make your way back to Thief's Alley with Twice-Dead, all the way she has some idle conversation with you filled with lots of flirting. If no one knew any better, they might assume she's taking advantage of you - but of course that's not the case. Why would she do such a thing? Aarakocra stick together, after all.
  4.  
  5. Twice-Dead approaches the grate and whispers to Shiny, "Twice-Dead." and with a lurching sound the grate unlocks in response.
  6.  
  7. Twice-Dead then turns to you, "Your work has been remarkable, and you've handled yourself so very well. You are almost done. I'm so very excited for you to join the family soon!" and she flaps her wings in excitement.
  8.  
  9. "I will help you and ease your burden. You don't have to do the job for the goblins, I can take care of it for you so you can join us sooner!"
  10.  
  11. She runs her talons through the feathers on the edge of your wing and looks at you wistfully, "That means you only have to kill the innkeeper Malim and then its done. Just wait until dark, when she is cleaning the kitchen enter the backdoor with the delivery and that is when you can kill her.. she wont suspect a thing and we can be together."
  12.  
  13. After a brief pause Twice-Dead looks you in the eyes, "Malim is a very very bad lady. If she tries to talk don't listen to her. She will poison your mind and that would hurt me so very much Auro..." she then starts climbing down into the sewer, stops on the ladder, then says with a voice like honey, "Meet me at the west gate after dawn. I will have taken care of the goblins and if you have taken care of Malim then we can go together to meet the bosses and finally get to know each other." and she disappears beneath the grate.
  14.  
  15. A moment later, Shiny clambers out of the grate, pulling a small create up after him by rope. He unties the crate and pushes it over toward you, "Shiny bring Auro the delivery. Shiny hope Auro does good job so Auro can join us. Shiny likes Auro and wants to be Auro's friend but bosses no let Shiny have friends not in the family..." and he sniffles a little after the last remark.
  16.  
  17. Shiny then lowers his gaze a little, his tail twitching and his hands clasped together with fidgeting fingers, "Shiny wishes Auro good luck and tells Auro that Twice-Dead says Auro can't tell anyone about his jobs or the bosses will punish the family. Does Auro need anything else from Shiny before he go?"
  18.  
  19. You can tell it's roughly an hour until nightfall, the fake delivery crate is lying before you, and you've been relieved of your duty for the goblin job. You are to kill Malim, the irritated innkeeper at The Inn of the Final Stop. She was the woman that wasn't very tolerant of you and your friends when you arrived, and refused to give you rooms except to allow you to sleep in the common room. You were previously told that she is expecting a delivery from an Aarakocra through the backdoor to the kitchen which can be reached through an alley; Twice-Dead was originally going to make the delivery, which is a ruse to assassinate Malim, but since you are an Aarakocra as well that makes you perfectly fit for the job
  20.  
  21.  
  22.  
  23. You dismiss Shiny, and he quickly scrambles down into the sewer and with a clank it locks shut. You grab up the create then make your way through the streets, keeping an eye out for your party members to avoid their prying, knowing they were very suspicious of you leaving earlier without a word.
  24.  
  25. ** You roll an 18 on perception and a 26 on stealth to keep an eye out for, and avoid, your party.
  26.  
  27. You move slowly trying to both keep an eye out and burn time until nightfall so you aren't stuck waiting around. You take in the life of the town as you walk the still muddied cobblestone streets from the rain which stopped the previous night. The smell of bakeries, the clangs of hammering anvils, the raucous noise of taverns filled with merriment and bards, the street performers and con men, children playing as their parents usher them in doors before night, shops closing for the day, and regular patrols of militia that are dressed more akin to bandits than official guards.
  28.  
  29. Night has fallen by the time you reach the Inn of the Final Stop, and the streets are now mostly empty as the nightlife of the city takes over. Drunks stumbling home, nightowls and unsavory folk going about their shady business, ladies of the night beckoning forth customers, and over zealous men being tossed onto the street from taverns and brothels. Still there is the occasional patrolling militia, and their presence seems to create an air of uneasiness rather than safety for much of the citizens, and most seem to steer clear of them whether day or night.
  30.  
  31. You stop near the alley next to the inn and look around for anyone who might notice you.
  32.  
  33. ** You roll a 15 on perception to see if anyone is watching
  34.  
  35. A patrol walks by followed by a drunk stumbling in the streets, and the coast seems clear as you dart into the alley.
  36.  
  37. ** You roll a nat 1 on stealth to go unnoticed.
  38.  
  39. Darting around the corner of the building into the alley, you don't quite notice a bucket lying just in the entry and step right into it.
  40.  
  41. ** You roll an 11 on acrobatics to avoid falling
  42.  
  43. As your foot is caught in the bucket there is a clatter and the bucket slips in the muck, nearly taking your legs out from under you but you manage to just barely keep your footing. You pull your foot out of the bucket and quickly look to see if anyone noticed.
  44.  
  45. ** You roll a nat 20 on perception to see if anyone noticed you
  46.  
  47. You spot two drunks: a man and a woman. They are singing quite loudly across the street from you as they walk on each others' arms, but seem too preoccupied and seem to not have heard you. You continue into the alley quickly, though quietly, and slink around the backside of the inn where you find the back access door you were told about. Approaching the door, crate in tow, you knock on the door, your talons rasping on the wood loudly enough that it causes the feathers on your back to prick up with the tension of the moment.
  48.  
  49. The door creaks open a crack and you see a woman through it. Her eyes go to the crate and she opens the door the whole way, "Ah, the delivery."
  50.  
  51. The woman pauses, her eyes alight with recognition, "Wait, aren't you that aarakocra that came in here with that blasted adventuring band?!"
  52.  
  53. What do you do? Do you still want to attack her immediately as you said, or do you speak to her or what?
  54.  
  55.  
  56.  
  57. Okay so I want to make small talk saying "yeah someone asked me to do this real quick because they were busy" all the while I'm getting close to her and when I'm next to her I put the crate down and when I get up i attack her
  58.  
  59.  
  60.  
  61. ** You roll a 6 on deception as you say this, trying to ease her so there is a sense of trust.
  62. ** You roll a 22 on sleight of hand to quickly draw a blade and take her by surprise
  63. ** You roll a 9 on your shortsword attack
  64.  
  65. Stepping forward to place the crate down just inside the door, she takes a step back to give you space, "Alright, they did say it would be an Arak I suppose... This is the full thing right? All thirty pou-"
  66.  
  67. Cutting her off mid-sentence, you rise from placing the crate with a shortsword whisked from your belt and you slash at her, taking her by surprise but she manages to just barely lean back as your blade barely nicks the strings of her blouse.
  68.  
  69. ** You had surprise on her, though failed your attack (she has 10 AC, haha. So close). That was the surprise round, and you are now entering combat.
  70.  
  71. ** You roll a 14 on initiative, followed by a nat 20 thanks to your advantage on initiative as a ranger.
  72. ** She rolls a 7 on initiative. You go first.
  73.  
  74. As she stands before you with her blouse nearly cut loose from her chest, surprised and taken aback with wide eyes and panic, she grabs a hold of the door to slam it shut as you draw your other blade and attack her.
  75.  
  76. ** You roll a 20 for your first attack with a shortsword, and roll 8 for damage.
  77.  
  78. You thrust forward and strike her through the heart, a swift merciful end as she looks to you with eyes filled with horror, "No ple-!" then you watch as life dies in her eyes and a tear streams down her cheek. The one strike is all you needed.
  79.  
  80. Placing your second blade back into your belt, you use your hand to brace her as you pull the blade free from her chest after which she falls backwards to the ground with a thud on the wooden floor. Thinking fast, and knowing you need to be gone before anyone notices, you wipe your blade free of blood on her blouse and you slink into the shadows to make your escape.
  81.  
  82. ** You cast pass without trace and roll a nat 1 on stealth.
  83.  
  84. As you stumble back from your kill, perhaps a little shaken and filled with tension, you miss one of the steps and with a crash you fall to the ground, your weapons clanging on the stones surely drawing attention to the alley, but you can't be certain. You get up off the ground to make your escape...
  85.  
  86. How do you escape? Are you sneaking out of the alley, trying to be casual and avoid drawing attention? Do you run out, trying to get away before someone might notice? Do you fly away, and try to avoid being spotted? Do you go through the kitchen into the inn?
  87.  
  88. You know that the streets are mostly empty, save for the small nighttime population and the occasional patrols. The watchtowers in this town are heavily guarded but the night sky isn't particularly bright. The inn was closed for the night, though you know that people do sleep in the common room - mostly passed out drunks though, as well as your party. If you have any questions, do ask. Hopefully I've provided what info you need.
  89.  
  90.  
  91. * You roll a 12 on stealth, with +10 from pass without trace for a total of 22 as you fly off into the night sky.
  92.  
  93. Recovering from your fall, you spread your wings and take off into the sky being careful to keep your distance from any lit windows, torches, and watch towers. Luckily it would seem you go unnoticed by anyone in the streets or any watchmen in the towers as you seek out a place to lay low until morning.
  94.  
  95. ** You roll a 17 on perception to spot a good place to hideout.
  96.  
  97. Flying over the town you distance yourself from the crime scene and you spot a stable on the western end of town, just a couple buildings down from the gate. Not ideal, though it will give you some cover from the chill of the night and means you don't have to sleep in a dirty alley. There is another inn you know of, the second of the only two here, but it's far to the eastern edge of town.
  98.  
  99. Where would you like to stay? An alley? The other inn in town? Though it is across town from the western gate - you would have to get up early to get there in time to meet Twice-Dead. Or perhaps the stable? If none of the above, you could go hide outside town or something.
  100.  
  101.  
  102. Yes sir, meeting in the morning.
  103.  
  104. ** You roll a 13 on perception to try spotting an abandoned/empty building.
  105.  
  106. Looking around to find an alternative to the stable, you are unable to determine whether any other nearby buildings are abandoned or simply uninhabited. There are some shops, which are closed for the night, though they are locked up and some shops act as a home. The safest, and least troublesome option appears to be the stable.
  107.  
  108. Lowering to the street you approach the stable doors, which are unlocked and swing open with ease.
  109. Show original message
  110.  
  111. You slip through the doors and close them behind you as quietly and quickly as you can before anyone notices. Its a bit tough to see in here, but some moonlight streams in from small windows near the roof. There are 12 stalls here; most filled with horses, donkeys, and even a couple cows and a few sheep. There are a handful of open stalls and you find one near a dark corner with a large pile of hay within it. Making yourself comfortable, you cover yourself in the hay to a degree and rest there for the night.
  112.  
  113. ** You roll a 12 on your Intelligence check to disguise yourself in the hay.
  114.  
  115. After sleeping for several hours you are kicked with a boot to your side for a rude awakening. Standing over you is a man in brown breeches and a red shirt. He has a thick brown beard and long brown hair. His face is weathered, and he is casually holding a crossbow. The man speaks gruffly, "What chu doin in ere? Aint no one said yous can sleep ere! I telled you bums be-fer to stay out, this ere a place fer the animals not street rats!", he looks quite irritated. "Git! Go! On out of ere be-fer I get the guards!" and he bumps you with his boot.
  116.  
  117. You get up from the hay, shaking off bits stuck in your feathers, and you walk out of the stable with the man following closely behind. Once you're out he pulls the doors shut with a final, "Good riddance an stay out!"
  118.  
  119. Out on the streets the town is alive and bustling again. You can see the western gate from here, and make your way to it where you find Twice-Dead who seems excited to see you, "Auro! I helped the goblins with their ritual and I heard from my little whisperers this morning that Margnarent was found dead. I'm so very proud of you and so very excited!"
  120.  
  121. Twice-Dead wraps her arms around you, giving you a hearty hug, "Now we can go see the bosses and you can join the family. We just have to go out of town to the family's home. We must leave today though, it is a three day trip and the bosses want to meet you right away and invite you into the family with a big party. Everyone will be there!"
  122.  
  123. She steps back, "If you're ready to then I am!"
  124.  
  125. What do you want to do? Do you want to speak with her? Do you go with her? Do you decline? Do you have anything you want to do before leaving if you are? If going, do you let your party know? Something entirely else?
  126.  
  127.  
  128.  
  129. Twice-Dead billows out her wings and leaps off the ground in excitement, flapping her wings slightly. "Excellent, excellent!"
  130.  
  131. She takes your talon in hers and leads you past the gate, where the guards simply let her by with a nod. The two of you set off, quickly leaving the trail to travel south across the river in the direction of the Southern Downs.
  132.  
  133. That is where we will leave it for the time being as you have a three day journey ahead of you, and I'd like to see what the group does next. We can pick up again after the Thursday session. The group left off last session sleeping in the inn for the night, and you've just set off that next morning so I don't want to get to far ahead in case they do anything. You are now caught up to be on the same timeline as them.
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