337-112 Thing in the Attic
Docklands Thieves Guild - Task 1
While the rest of the party decide to head off toward the guild houses on The March, you choose to do a bit of wandering on your own. The residents of the merchants' warehouse had warned you and your fellow adventurers about the places to go—and the places to avoid—in the City League. But it’s actually the places to avoid that you find most intriguing.
There are three areas that most normal folk steer clear of: the Docklands, the North Slums, and the Ravens. Since the North Slums are outside the city and the Ravens are on the far side of town, it makes the most sense to check out the Docklands. Well, you are just passing by.
So, while the party are preoccupied with the welfare of Elara, you tap the little girl on the shoulder, give her a little wink of farewell (for just now), and slip off into one of the alleys leading into the Docklands district.
The alleys in this area are like rat warrens, a maze of filth and decay. In fact, they are rat warrens, as you notice a number of small creatures scurrying about in the shadows. The dirt and stench is almost overwhelming. The houses are rickety and run-down, with many properties boarded up. Walkways arch over streams of human and feral waste trickling down the middle of the alley. Ladders cling to the sides of houses, leading up to precarious walkways that stretch from roof to roof.
All the while, you can’t shake the feeling that eyes are watching you—from every side.
What's the plan?You turn a corner, and find a dwarf and two woman standing next to some barrels in the alley. The dwarf wears a ragged shirt and leather trousers, and a short sword and several daggers strapped to his waist. His beard and hair are tied into rough ponytails, and he wears a patch over one eye. The two woman, one human and one elven, wear ragged dresses, but both carry visible daggers, in fact several daggers. They all have eyes on you.
How do you react?
Approach them asking where the guild is?"You must have some balls to just walk into the Docklands and ask where the guild is!" the dwarf snorts and laughs out loud. The women barely register any reaction, but stare closely at every twitch you make. "Oh well, since you asked so nicely, it just over there. That boarded up green door. Yep, the one right over there. Knock three times quick, and then three times slow, and then wait to be let in." "Do you really think you can just walk into the Docklands like you've been invited?" the dwarf snorts. The women barely register any reaction, but stare closely at every twitch you make. "Look if you really want to find out, there's a tavern over there. It's private like, so only those who know the right knock are allowed in. That boarded up green door. Yep, the one right over there. Knock three times quick, and then three times slow, and then wait to be let in."
Suzi roll for Persuasion DC20 - success
Realise something is being dropped on youYou catch the faintest hint that someone has just tipped out a bucket from above. Before you can react, the contents of a slops bucket lands on you from above. Thankfully it is just vegetable waste. It could have been a lot worse.
Suzi roll for Perception DC10 - success
Dive out the wayYou jump toward the door just as a bucket of slops splashes onto the ground where you were standing. You try to jump out of the way but are too slow. The contents of a slops bucket lands on you from above. Thankfully it is just vegetable waste. It could have been a lot worse. The dwarf and the two women roar with laughter, but before you can react further, the door swings open, and you’re pulled inside. The door slams shut behind you. "So, you’re interested in our guild, are you?" asks a man from somewhere in front of you. The sunlight streaming through a broken slat blinds you, making it hard to make out who is there—or how many. You can tell there’s someone on either side of you, holding your arms firmly.
Suzi roll for Acrobatics DC15 - success
Suzi gets chance to explain herself"Well, I guess you must be Lady Luck. As it happens, just yesterday the boss asked me to find a new prospect to do a job for us. Looks like I didn’t need to find anyone at all—you found us!" he says, and several others in the room burst into laughter.
Maybe roll a few more persuasion rolls or intimidation
Assess the number in the roomYou hear both male and female laughter, maybe 5 or 6. No in fact, there are seven different tones you make out, and scattered around the shadows. Its hard to tell, but more than 4 people in the shadows. "Let her go lads" he announces, and then he asks you to follow him. A door opens to a lit room at the bottom of a few steps, and the figure that was just speaking to you invites you in. "You can close the door behind you" he states. You quickly scan the room. It's very sparse. A table, two chairs, wine jug goblets and some bread and cheese. And just you and this one other person. "Let's have a drink while I explain." ------
Suzi roll for Perception DC15 - failure
The Job
"I'm Kaelen, the Boss's second in command round these parts. Before I tell you what we need, you tell me a bit about yourself"Explain yourself, and build his confidence"Sounds like you're pretty capable then, so this job might be pretty easy for you." "Sounds like you've had a bit of bad luck and good luck in your life. This job might be a challenge for you. But I'm willing to give you a go." "There’s a rival gang. A few years back, they took up residence in one of the warehouses in the City Docks area. They’ve mostly kept to themselves, but about twleve months ago, we got wind of a mage they’d partnered with. Word is, this mage was storing some kind of special magical artifact in the upper parts of the building. "Now, if we send in anyone from our crew and they get caught, it could spark an all-out turf war—which wouldn’t be good for business. So, we need someone ... unattached, to go in... and steal the artifact. Simple as that!" Kaelen places a ragged piece of folded parchment on the table in front of you. he holds his hand on top of it for a moment while he studies your face. "Take this with you, and when the job's done, come back here. Don't delay, as there may be others out there who've heard about this too. .....Oh, and don't involve anyone else!" Pocketing it swiftly and stealthily, you leave the building and find a quiet corner of the alleyway, where no one is watching of course, in which to read it.
Suzi roll for Persuasion DC15
Do you read it here?Crumpled Parchment from Kaelen You have no choice. The moment you read the second last line, your teleportation activation has started. Unless using your abilities you may move 6 squares per move; Note that half squares count as complete squares for movement. It will take 2 movement squares to open an unlocked door (ie you move 2 squares less for each door you open). In order to close a door behind you, you must expend a further 2 squares worth of movement, and thus cannot shut a door to prevent any pursuit unless you are 3 or more squares ahead. To attempt to unlock a door or remove a trap you must start your move in the relevant square and spend all the move in the attempt. You must move around squares containing large items of furniture (tables, work surfaces, beds, etc), but may move through squares containing small items (chairs, chests, etc each such square counts as 2 for movement purposes. The fireplaces, shelves and bookcases do not hinder movement in their square. You may freely jump over balconies or windows, or clamber in through windows to which you have climbed. You will not fit throngh the arrow slits or the chimneys. Each square of stairs counts as 2 squares of movement (whether going up or down). Where a square or half square butts onto 2 others you may move onto either square (and vice-versa). The roofs slope at a shallow angle (1 in 2) and may thus be easily traversed. Each square of roof counts as 2 squares for movement purposes. Alternatively you can try to run across the roofs - in which case each square counts as only 1 square, but you must roll skill check. Success or failure will be detailed at each point. Your special abilities are briefly described below.
- Open Locks: Some doors are locked and cannot be passed through until this ability has been successfully used.
- Find Traps: You move at 2- squares while using this ability but find any traps moved through on a successful roll. You must You may also use this ability to check items (eg doors) for traps.
- Remove Traps: : You can only attempt this on traps already located using the above ability. Success indicates that the trap is removed and you can freely pass through this location in future. Failure indicates that you have fallen victim to its effects as if you had crossed or triggered an undetected trap!
- Move Silently: May be attempted at any time, but halves the number of squares you can move (after other abilities). If a success roll is made you will be inaudible
- Climb Walls: You may use this at anytime to climb up or down exterior walls, move from window to window and so on. Movement rate is two squares horizontally or one level vertically and it may not be combined with other abilities. If a fail roll is indicated you will have fallen (this may be fatal!).
- Hide in Shadows: : This ability can b e used at any time that you are in an area containing shadows (ie the grey floored areas). In other areas (the lightbrown coloured floors, wooden balconies, windows and on roofs or battlements) the ability always fails. Success indicates that you will remain effectively invisible until you move. Note that this ability always fails if you are actually in sight of someone (or something) when you attempt it.
- Hear Noise: This may be attempted at any time, deducting 2 squares of movement for each attempt, but nothing will be heard unless a successful roll is made.
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