Saturday, May 13, 2023

Marching From the Fallen Star; As the Raven Flies

 A pair of tengu sneaks from the Shoremen have been using trained unkindnesses of ravens to lift valuables from wealthy citizens in the streets of Alta Città, making out with a bundle of pilfered valuables. A handsome reward is offered to anyone who can recover the stolen property. Characters can easily follow their trail to the top floor of an empty tenement. The Shoremen unleash their two captive unkindnesses of ravens on the party when they enter, attempt to flee to the rooftops and lose the characters in the city. 

As the Raven Flies Severe Chase 

The Shoremen have the stolen jewels on them - if they escape, they disappear into the labyrinthine sewers that stretch under the city.

Obstacles

This triggers a short chase determine six of the following obstacles for this encounter by rolling 2D6.


2D6 Roll

Obstacle

Source

Overcome Check

Level

1

Merchant Pavilion

Gamemastery Guide

20 Athletics to vault over or smash through, DC 22 Intimidation to make the merchant move it

5th

2

Guard Dog

Gamemastery Guide

DC 14 Nature to calm, DC 16 Stealth to sneak past;

1st

3-4

Twisting Alleyways

Gamemastery Guide

DC 17 Perception to find a path, DC 13 Society to recall a map

2nd

5

Crumbling Steep Rooftops

Gamemastery Guide

DC 18 Acrobatics to cross clotheslines, DC 20 Athletics to jump from roof to roof; 

5th

6

Fruit Cart

Gamemastery Guide

13 Athletics to vault over or smash through, DC 15 Intimidation to make the merchant move it

1st

7

Crowd

Gamemastery Guide

DC 15 Acrobatics or Athletics to weave or push through, DC 13 Society to follow the flow

1st

8

Wooden Fence

Gamemastery Guide

DC 13 Athletics to climb over, DC 15 Thievery to unlock a gate;

1st

9

Festival Crowd

Gamemastery Guide

DC 20 Acrobatics or Athletics to weave or push through, DC 18 Society to follow the flow

4th

10-11

Rickety Rooftops

Gamemastery Guide

DC 15 Acrobatics to cross clotheslines, DC 13 Athletics to jump from roof to roof; 

1st

12

Gang of Hooligans

Gamemastery Guide

DC 13 Deception to trick, DC 15 Stealth to sneak past;

2nd

Chase Resolution

Failure

Trailing the sneaks’ darting Shadows. The party arrives at a spillway that opens into the Villum sewers; there is no obvious trace of the thief.


The Party can attempt to Track (DC20) the thieves through the sewers; Success will lead the party to a Shoremen hideout where they can negotiate the return of their stolen item. A Failure will guide them into an encounter with creatures in the sewer.

The Party can attempt to locate their lost inventory (if the stolen item was significant enough) with an investigation (DC15); On Success, the party will discover a  Shoreman Fence where they can negotiate the return of their stolen item. A Failure will guide them instead to a Bleeding South Fence, and the annoyance of the added attention is treated as a minor Disservice to the guild.

Success

You sprint forward and manage to grab the thief's arm, causing them to drop a sack containing the stolen items and 45 GP. If a sneak is captured, they may reveal their boss Jasper owes a cut of 50 GP weekly to the Commodore.


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