No One's Safe (LN, Merchant Quarter, Event)
No One's Safe (LN, Merchant Quarter, Event)
A thief will tell you that nothing is better than a greedy man. Not only because they hoard wealth for you to acquire but because they often refuse to pay the price of truly qualified guards.
Combine substandard guardians with the distractions, and imbibing, of a festival and now was the perfect time to plan a score.
Combine substandard guardians with the distractions, and imbibing, of a festival and now was the perfect time to plan a score.
GM • City of Stories
Re: No One's Safe (LN, Merchant Quarter, Event)
Characters may either attempt this event individually or may join with others as a crew.
Find a Mark:
Roll Lore: Underworld/Intelligence TN15 to find an appropriate target.
For crews one character rolls but may add the ranks of Lore: Underworld of their fellow thieves as a bonus to the roll.
For each successful raise gain one free raise that may be applied to any other roll in the event (and may be used by other characters within your crew not just the individual who rolled).
On a failure you either do not continue in the event or you choose a target at random adding +10 to the TN of all future rolls in this event due to not selecting an easy mark.
Next choose one of the following two approaches to gain entry:
Sneak:
Roll Stealth (Sneaking)/Agility TN15 to try and get past the guards unseen.
For crews each character rolls separately. Choose whether this is a cooperative roll in which case every other character gains a bonus to their roll equal to the Stealth ranks of the most skilled character but all suffer the consequences of failure. Otherwise there is no bonus but only those who fail the roll suffer the consequence.
Any character who fails this roll cannot continue in the event. For crews who did not roll cooperatively the characters who succeed may still continue on without their compatriots.
Deception:
Roll Sincerity (Deceit)/Awareness TN20 to try and quick talk the guards into thinking you've been invited.
For crews only one character rolls and adds the ranks of Sincerity of their fellow thieves as a bonus to the roll however the TN increases by 3 for each additional character in the crew.
On a failure you may not continue in the event.
Inside
Once inside it's time to try and find the best valuables to abscond with.
Roll Investigation/Perception TN10.
For crews you may either search cooperatively with one character rolling and applying a bonus equal to the ranks of Investigation of the other thieves - you will encounter one Complication and any of the crew may be the one to roll to overcome it. Alternatively each can search individually making their own Investigation roll but each also encountering their own Complication which they must roll for.
Success means you have found something each successful raise will give a free raise to either to the Lore: Underworld or Commerce rolls when it comes time to fence them.
Failure means you find nothing of value and move on to Escape.
Failure with raises means you are discovered in your search and chased out of the home by attacking guards - take 3k2 damage with an additional +1k0 for each failed raise. If a crew chose to search individually only the ones who failed suffer this consequence but the remaining crew members add +5 to the TN of the Escape roll for each member who failed with raises.
Complication: No heist goes off without a hitch roll 1d10 and deal with the resulting challenge
1 Trapped: A fiendish trap protects the merchant's valuables.
Roll Investigation/Perception TN20 to notice the trap and, if successful, Sleight of Hand/Agility TN10 to work around it.
Wary applies to the Investigation roll.
If you succeed at both rolls you gain the treasure without issue.
If either roll fails the character rolling takes 4k2 damage from the trap but you still gain the valuables.
2-5 Locked: Locked doors and chests lie between you and your treasure.
Roll Sleight of Hand/Agility TN15 or Athletics/Strength TN15
Large reduces the TN of the Athletics check by 5.
Choosing to roll Athletics/Strength increases the TN of the Escape roll by 10 as the noise alerts the guards.
If you succeed you gain the valuables.
If you fail you may try one more time but the TN of the Escape roll increases by 5.
If you fail a second time you fail to retrieve anything of value.
6-9 Decoy: The real goods are more well hidden than you might expect and worthless decoys abound.
Compare your initial Investigation/Perception roll to a TN of 20 (raises originally called still add to this TN).
If it still succeeds you bypass the decoys to find real treasure.
If it now fails you abscond with costume jewelry and other knick knacks of minimal value. Final payout is in pool instead of copper.
10 Jinn: Much to your surprise and chagrin the merchant has a Jinn guarding their wealth. Though the being is quite affable as long as you don't touch anything....
Roll Spellcraft/Intelligence TN20 or Games: Riddles/Intelligence TN15 to find a loophole in the wording of the Jinn's commands.
Dahabi Bargainers add +1k1 to this roll. Characters with Servant of the Smokeless Flame or Summon the Smokeless Fire reduce the TN by 5.
A casting of Banish the Immortal is also considered a success (subtle casting may apply if you have crew members with you)
Success lets you gain the treasure without any negative repercussions.
If you fail, or choose not to roll, you may grab the treasure and run but are considered to have automatically failed the Escape roll and increase the damage rolled by +1k1.
Escape
Treasure, hopefully, in hand it's time to make your exit. Even if you lied to gain entry the guards are not going to simply let you walk out with their master's treasures. Stealth will be required.
Roll Stealth/Agility TN20 to escape unnoticed.
For crews each character rolls separately. Choose whether this is a cooperative roll in which case every other character gains a bonus to their roll equal to the Stealth ranks of the most skilled character but all suffer the consequences of failure. Otherwise there is no bonus but only those who fail the roll suffer the consequence.
Those successful escape without notice.
Those who fail suffer 3k2 damage from the attacking guards before they manage to get away.
Fence the Loot
It's time to unload those hot items for coin... hopefully lots of it.
Find a Fence:
Roll Lore: Underworld/Intelligence TN10.
For crews who found valuables cooperatively one individual makes the roll with a bonus equal to the ranks of Lore: Underworld of the other thieves.
For crews who found valuables individually each rolls their own check.
Each successful raise grants a free raise on the Commerce roll for the sale.
Failure adds +5 to the TN of the Commerce roll plus an additional +5 for each failed raise.
Make the Sale:
Roll Commerce/Intelligence TN15.
For crews who found valuables cooperatively one individual makes the roll with a bonus equal to the ranks of Commerce of the other thieves.
For crews who found valuables individually each rolls their own check.
On success receive 10 Copper plus an additional 10 Copper for each successful raise. For crews that rolled cooperatively this is divided evenly between them.
Failure earns 1 Copper (individual) or 1 Copper for each member of the crew (cooperative).
Each individual earns 1 Night Point per 5 Copper they gained in this event to a maximum of 5 Night Points and a minimum of 1 Night Point if they absconded with and sold items.
Find a Mark:
Roll Lore: Underworld/Intelligence TN15 to find an appropriate target.
For crews one character rolls but may add the ranks of Lore: Underworld of their fellow thieves as a bonus to the roll.
For each successful raise gain one free raise that may be applied to any other roll in the event (and may be used by other characters within your crew not just the individual who rolled).
On a failure you either do not continue in the event or you choose a target at random adding +10 to the TN of all future rolls in this event due to not selecting an easy mark.
Next choose one of the following two approaches to gain entry:
Sneak:
Roll Stealth (Sneaking)/Agility TN15 to try and get past the guards unseen.
For crews each character rolls separately. Choose whether this is a cooperative roll in which case every other character gains a bonus to their roll equal to the Stealth ranks of the most skilled character but all suffer the consequences of failure. Otherwise there is no bonus but only those who fail the roll suffer the consequence.
Any character who fails this roll cannot continue in the event. For crews who did not roll cooperatively the characters who succeed may still continue on without their compatriots.
Deception:
Roll Sincerity (Deceit)/Awareness TN20 to try and quick talk the guards into thinking you've been invited.
For crews only one character rolls and adds the ranks of Sincerity of their fellow thieves as a bonus to the roll however the TN increases by 3 for each additional character in the crew.
On a failure you may not continue in the event.
Inside
Once inside it's time to try and find the best valuables to abscond with.
Roll Investigation/Perception TN10.
For crews you may either search cooperatively with one character rolling and applying a bonus equal to the ranks of Investigation of the other thieves - you will encounter one Complication and any of the crew may be the one to roll to overcome it. Alternatively each can search individually making their own Investigation roll but each also encountering their own Complication which they must roll for.
Success means you have found something each successful raise will give a free raise to either to the Lore: Underworld or Commerce rolls when it comes time to fence them.
Failure means you find nothing of value and move on to Escape.
Failure with raises means you are discovered in your search and chased out of the home by attacking guards - take 3k2 damage with an additional +1k0 for each failed raise. If a crew chose to search individually only the ones who failed suffer this consequence but the remaining crew members add +5 to the TN of the Escape roll for each member who failed with raises.
Complication: No heist goes off without a hitch roll 1d10 and deal with the resulting challenge
1 Trapped: A fiendish trap protects the merchant's valuables.
Roll Investigation/Perception TN20 to notice the trap and, if successful, Sleight of Hand/Agility TN10 to work around it.
Wary applies to the Investigation roll.
If you succeed at both rolls you gain the treasure without issue.
If either roll fails the character rolling takes 4k2 damage from the trap but you still gain the valuables.
2-5 Locked: Locked doors and chests lie between you and your treasure.
Roll Sleight of Hand/Agility TN15 or Athletics/Strength TN15
Large reduces the TN of the Athletics check by 5.
Choosing to roll Athletics/Strength increases the TN of the Escape roll by 10 as the noise alerts the guards.
If you succeed you gain the valuables.
If you fail you may try one more time but the TN of the Escape roll increases by 5.
If you fail a second time you fail to retrieve anything of value.
6-9 Decoy: The real goods are more well hidden than you might expect and worthless decoys abound.
Compare your initial Investigation/Perception roll to a TN of 20 (raises originally called still add to this TN).
If it still succeeds you bypass the decoys to find real treasure.
If it now fails you abscond with costume jewelry and other knick knacks of minimal value. Final payout is in pool instead of copper.
10 Jinn: Much to your surprise and chagrin the merchant has a Jinn guarding their wealth. Though the being is quite affable as long as you don't touch anything....
Roll Spellcraft/Intelligence TN20 or Games: Riddles/Intelligence TN15 to find a loophole in the wording of the Jinn's commands.
Dahabi Bargainers add +1k1 to this roll. Characters with Servant of the Smokeless Flame or Summon the Smokeless Fire reduce the TN by 5.
A casting of Banish the Immortal is also considered a success (subtle casting may apply if you have crew members with you)
Success lets you gain the treasure without any negative repercussions.
If you fail, or choose not to roll, you may grab the treasure and run but are considered to have automatically failed the Escape roll and increase the damage rolled by +1k1.
Escape
Treasure, hopefully, in hand it's time to make your exit. Even if you lied to gain entry the guards are not going to simply let you walk out with their master's treasures. Stealth will be required.
Roll Stealth/Agility TN20 to escape unnoticed.
For crews each character rolls separately. Choose whether this is a cooperative roll in which case every other character gains a bonus to their roll equal to the Stealth ranks of the most skilled character but all suffer the consequences of failure. Otherwise there is no bonus but only those who fail the roll suffer the consequence.
Those successful escape without notice.
Those who fail suffer 3k2 damage from the attacking guards before they manage to get away.
Fence the Loot
It's time to unload those hot items for coin... hopefully lots of it.
Find a Fence:
Roll Lore: Underworld/Intelligence TN10.
For crews who found valuables cooperatively one individual makes the roll with a bonus equal to the ranks of Lore: Underworld of the other thieves.
For crews who found valuables individually each rolls their own check.
Each successful raise grants a free raise on the Commerce roll for the sale.
Failure adds +5 to the TN of the Commerce roll plus an additional +5 for each failed raise.
Make the Sale:
Roll Commerce/Intelligence TN15.
For crews who found valuables cooperatively one individual makes the roll with a bonus equal to the ranks of Commerce of the other thieves.
For crews who found valuables individually each rolls their own check.
On success receive 10 Copper plus an additional 10 Copper for each successful raise. For crews that rolled cooperatively this is divided evenly between them.
Failure earns 1 Copper (individual) or 1 Copper for each member of the crew (cooperative).
Each individual earns 1 Night Point per 5 Copper they gained in this event to a maximum of 5 Night Points and a minimum of 1 Night Point if they absconded with and sold items.
GM • City of Stories
Re: No One's Safe (LN, Merchant Quarter, Event)
Spellcasting may be usable though with subtle casting if trying to hide it from your fellow thieves (or casting on/around the fence)
GM • City of Stories
Re: No One's Safe (LN, Merchant Quarter, Event)
This had been the kind of jobs his brother had been doing. The risky ones, the ones that bring in the good money that support the family in times of need, as opposed to the daily work that just made ends meet, without anything to spare for when disease struck or tools broke.
But his brother wasn't there anymore, so someone else had to step in. And, as the closest to an apprentice in thievery al-Kuz ever had, this person had to be al-Haddar.
Not bringing anyone else?
"Well, as of now, the number of living people that, one, have the skills needed to get in without stepping on a guard's foot and, two, that I trust to not get away with the loot on their own, is zero. Hard to find a honest scoundrel these days."
That's why you were the one giving me a hand.
"Can always count on family eh? Well, I hope you still have memories of your previous heists in that ghost brain of yours, as I do so very much count on them to help me navigate the place as soon as we'll be inside."
Got you back.
And here they went. The two siblings working together again to make some trickle-down happen in this world.
Al-Haddar was surprised by how smoothly the burglary went. He got in easily, sneaking between the guards as an accomplice cloud hid the moon. Likewise, thanks to his brother's advice, he found the cache of the actual jewelry without much hassle.
All he had to do now was to reach for an isolated window, and rappel down to the streets. The last time a job had gone that well, it was... Ah yes, it was the night his brother died. They had almost reached for the exit when sorcery struck and their existence was never the same either again.
Both siblings were oh so much aware of the fact, al-Haddar unconsciously slowing down as he approached the window, his heart freezing over, expecting a bolt of dark magic to come out at any point. His brother was likely devoured by fear, constantly pointing at corners of the room in which bad things could be hiding.
The issue when you're on the lookout for imaginary monsters is that you tend to drop your guard for the real ones. Al-Haddar was so busy looking for threats into shadows he just bumped into a guard.
Luckily, the guard was more surprised than him and al-Haddar was already running for his life before they had drawn their weapon. The escape through the window was more acrobatic than planned, and ropeless, but the thief landed as well as he could in that context, bruised but not hurt enough than he couldn't keep on running with all his might. There was a meager attempt at a pursuit, but it died as soon as al-Haddar slip into his home Maze.
Ironically, after all these efforts, he almost got swindled by Sa'Luk the "import-export businessman". But he must have had stolen something of really great value, as the unsympathetic man, after a few seconds of deep thinking, dropped in al-Haddar's lap more coppers than he had ever seen in his life, telling him to come back to him and no one else if he ever "found" a similar pendant ever again.
---
D3LN | No One's Safe | Find a Mark
Lore: Underworld/Intelligence | TN15 | 4k3 ⇒ 23 (TN: 15)
Pass
D3LN | No One's Safe | Sneak
Stealth (Sneaking)/Agility | TN15 | 5k3 ⇒ 23 (TN: 15)
Pass
(rolled Sincerity too, but actually unneeded, so ignore)
D3LN | No One's Safe | Inside
Investigation/Perception | TN10 | 3k2 ⇒ 23 (TN: 10)
Pass
D3LN | No One's Safe | Complication | 1k1 ⇒ 7
Decoy, but 23 >= 20, so no issue
D3LN | No One's Safe | Escape
Stealth/Agility | TN20
Reroll due to missed Haunted trigger | 4k2 ⇒ 13 (TN: 20)
Fail
D3LN | No One's Safe | Escape | Damages | 3k2 ⇒ 10
10 Wounds, still Healthy, so no change
D3LN | No One's Safe | Find a Fence
Lore: Underworld/Intelligence | Base TN10, Called Raise, final TN15
+1k0 from Street Rat: The Maze (as this is very much where the receivers al-Haddar knows are) | 5k3 ⇒ 22 (TN: 15)
Pass, +1 Free Raise for next roll
D3LN | No One's Safe | Make the Sale
Commerce/Intelligence TN15 | 1 Free Raise from previous roll, 2 Called Raises | Final TN25
Void for +1k1
Luck reroll | 7k4 ⇒ 25 (TN: 25)
Pass, +40 coppers, +5 Night points
But his brother wasn't there anymore, so someone else had to step in. And, as the closest to an apprentice in thievery al-Kuz ever had, this person had to be al-Haddar.
Not bringing anyone else?
"Well, as of now, the number of living people that, one, have the skills needed to get in without stepping on a guard's foot and, two, that I trust to not get away with the loot on their own, is zero. Hard to find a honest scoundrel these days."
That's why you were the one giving me a hand.
"Can always count on family eh? Well, I hope you still have memories of your previous heists in that ghost brain of yours, as I do so very much count on them to help me navigate the place as soon as we'll be inside."
Got you back.
And here they went. The two siblings working together again to make some trickle-down happen in this world.
Al-Haddar was surprised by how smoothly the burglary went. He got in easily, sneaking between the guards as an accomplice cloud hid the moon. Likewise, thanks to his brother's advice, he found the cache of the actual jewelry without much hassle.
All he had to do now was to reach for an isolated window, and rappel down to the streets. The last time a job had gone that well, it was... Ah yes, it was the night his brother died. They had almost reached for the exit when sorcery struck and their existence was never the same either again.
Both siblings were oh so much aware of the fact, al-Haddar unconsciously slowing down as he approached the window, his heart freezing over, expecting a bolt of dark magic to come out at any point. His brother was likely devoured by fear, constantly pointing at corners of the room in which bad things could be hiding.
The issue when you're on the lookout for imaginary monsters is that you tend to drop your guard for the real ones. Al-Haddar was so busy looking for threats into shadows he just bumped into a guard.
Luckily, the guard was more surprised than him and al-Haddar was already running for his life before they had drawn their weapon. The escape through the window was more acrobatic than planned, and ropeless, but the thief landed as well as he could in that context, bruised but not hurt enough than he couldn't keep on running with all his might. There was a meager attempt at a pursuit, but it died as soon as al-Haddar slip into his home Maze.
Ironically, after all these efforts, he almost got swindled by Sa'Luk the "import-export businessman". But he must have had stolen something of really great value, as the unsympathetic man, after a few seconds of deep thinking, dropped in al-Haddar's lap more coppers than he had ever seen in his life, telling him to come back to him and no one else if he ever "found" a similar pendant ever again.
---
D3LN | No One's Safe | Find a Mark
Lore: Underworld/Intelligence | TN15 | 4k3 ⇒ 23 (TN: 15)
Pass
D3LN | No One's Safe | Sneak
Stealth (Sneaking)/Agility | TN15 | 5k3 ⇒ 23 (TN: 15)
Pass
(rolled Sincerity too, but actually unneeded, so ignore)
D3LN | No One's Safe | Inside
Investigation/Perception | TN10 | 3k2 ⇒ 23 (TN: 10)
Pass
D3LN | No One's Safe | Complication | 1k1 ⇒ 7
Decoy, but 23 >= 20, so no issue
D3LN | No One's Safe | Escape
Stealth/Agility | TN20
Reroll due to missed Haunted trigger | 4k2 ⇒ 13 (TN: 20)
Fail
D3LN | No One's Safe | Escape | Damages | 3k2 ⇒ 10
10 Wounds, still Healthy, so no change
D3LN | No One's Safe | Find a Fence
Lore: Underworld/Intelligence | Base TN10, Called Raise, final TN15
+1k0 from Street Rat: The Maze (as this is very much where the receivers al-Haddar knows are) | 5k3 ⇒ 22 (TN: 15)
Pass, +1 Free Raise for next roll
D3LN | No One's Safe | Make the Sale
Commerce/Intelligence TN15 | 1 Free Raise from previous roll, 2 Called Raises | Final TN25
Void for +1k1
Luck reroll | 7k4 ⇒ 25 (TN: 25)
Pass, +40 coppers, +5 Night points
Mekham • "Diplomat" • Peddler • Chatterbox • Bland
Influence: Simple citizen (1) | Reputation: None to speak of (1) | Integrity: What? (1.5)
Languages: Mekham, Senpet / Carries: Anything you might want to buy / Profile
Influence: Simple citizen (1) | Reputation: None to speak of (1) | Integrity: What? (1.5)
Languages: Mekham, Senpet / Carries: Anything you might want to buy / Profile
Re: No One's Safe (LN, Merchant Quarter, Event)
The longest night of the year was a perfect one for a bit of burglary. Cassim waited for big scores, and had an eye on a place that seemed like a juicy target. Cassim sticks to the shadows, delicately perching himself and moving silently but surely past the guards, who seem caught up in the revelry of the night.
As a veteran thief, Cassim's eyes quickly adjust to the darkness of the interior, moving by the pale glow of moonlight and ambient city lighting from the windows. It take a while to find where the jewlery is stored, something that he can pocket easily without slowing himself down and be easy to fence. Cassim comes across a locked case which looks promising.
"For rich people, they always seem to purchase from Hakim's locks." Cassim whispers to himself. "And they all have the same flaw." A bit of sideways stress on containers would cause the latch to pop open. "Jackpot" Cassim pockets the loot and closes the lid back to slow the discovery of his theft. He begins to sneak his way back out, exiting as silently as he had arrived.
Unfortunately, the fence Cassim in mind has second thoughts. All the brilliant thieving means that he gets a single copper for his troubles.
__________
Entry
D3LN-No One's Safe-Find a Mark-Lore: Underworld/Intelligence-+1k0 for master of the streets (merchant quarter)-VP spent-TN 15 | 5k3 ⇒ 16 (TN: 15) Pass
D3LN-No One's Safe-Sneak-Stealth/Agility-+1k0 for master of the streets (merchant quarter)--TN 15 | 6k3 ⇒ 30 (TN: 15)Pass
Inside
D3LN-No One's Safe-Find the loot-Investigation/Perception-1 called raise-VP spent | 5k4 ⇒ 31 (TN: 20) Pass with one raise to carry over for later.
Complication: D3LN-No One's Safe-Complication | 1k1 ⇒ 2 (TN: ?) = Locked
D3LN-No One's Safe-Complication: Locked-Sleight of Hand/Agility-+1k0 from Master of the Streets | 9k3 ⇒ 29 (TN: 15)
D3LN-No One's Safe-Escape-Stealth/Agility-+1k0 from Master of the Streets | 6k3 ⇒ 30 (TN: 20)
Fencing
D3LN-No One's Safe-Find a Fence-Lore/Underworld-+1k0 from Master of the Streets-2 called raises | 5k3 ⇒ 19 (TN: 20) Fail, increase TN by 15 (VP called on roll)
D3LN-No One's Safe-Sale-FR used to decrease difficulty-+15 TN from failed fence roll-Commerce/Intelligence-VP for phantom rank | 3k2 ⇒ 15 (TN: 25)
1 copper gained
As a veteran thief, Cassim's eyes quickly adjust to the darkness of the interior, moving by the pale glow of moonlight and ambient city lighting from the windows. It take a while to find where the jewlery is stored, something that he can pocket easily without slowing himself down and be easy to fence. Cassim comes across a locked case which looks promising.
"For rich people, they always seem to purchase from Hakim's locks." Cassim whispers to himself. "And they all have the same flaw." A bit of sideways stress on containers would cause the latch to pop open. "Jackpot" Cassim pockets the loot and closes the lid back to slow the discovery of his theft. He begins to sneak his way back out, exiting as silently as he had arrived.
Unfortunately, the fence Cassim in mind has second thoughts. All the brilliant thieving means that he gets a single copper for his troubles.
__________
Entry
D3LN-No One's Safe-Find a Mark-Lore: Underworld/Intelligence-+1k0 for master of the streets (merchant quarter)-VP spent-TN 15 | 5k3 ⇒ 16 (TN: 15) Pass
D3LN-No One's Safe-Sneak-Stealth/Agility-+1k0 for master of the streets (merchant quarter)--TN 15 | 6k3 ⇒ 30 (TN: 15)Pass
Inside
D3LN-No One's Safe-Find the loot-Investigation/Perception-1 called raise-VP spent | 5k4 ⇒ 31 (TN: 20) Pass with one raise to carry over for later.
Complication: D3LN-No One's Safe-Complication | 1k1 ⇒ 2 (TN: ?) = Locked
D3LN-No One's Safe-Complication: Locked-Sleight of Hand/Agility-+1k0 from Master of the Streets | 9k3 ⇒ 29 (TN: 15)
D3LN-No One's Safe-Escape-Stealth/Agility-+1k0 from Master of the Streets | 6k3 ⇒ 30 (TN: 20)
Fencing
D3LN-No One's Safe-Find a Fence-Lore/Underworld-+1k0 from Master of the Streets-2 called raises | 5k3 ⇒ 19 (TN: 20) Fail, increase TN by 15 (VP called on roll)
D3LN-No One's Safe-Sale-FR used to decrease difficulty-+15 TN from failed fence roll-Commerce/Intelligence-VP for phantom rank | 3k2 ⇒ 15 (TN: 25)
1 copper gained
Mekhem | Diplomat of a sort | Wealthy (how?) | The (in)Famous Desert Fox (winks at the lady) | Soft Touch
Influence: City 1 / Origin 1 / Faction 1 Reputation: Glorious 0 / Infamous 1.0 Integrity: *laughs*
Languages: Mekhem, Rokugani
Carries: Sling (disguised), knife, odd belt (rope and grappling hook), currently dressed in tattered clothes
Influence: City 1 / Origin 1 / Faction 1 Reputation: Glorious 0 / Infamous 1.0 Integrity: *laughs*
Languages: Mekhem, Rokugani
Carries: Sling (disguised), knife, odd belt (rope and grappling hook), currently dressed in tattered clothes
Re: No One's Safe (LN, Merchant Quarter, Event)
D3No1-LN- Underworld - Find a mark, 1 raise | 5k4+5 ⇒ 35 (TN: 15)
(Actually higher forgot to explode)
D3No1-LN- Stealth, Sneak in | 6k3 ⇒ 24 (TN: 15)
For each successful raise gain one free raise that may be applied to any other roll in the event (and may be used by other characters within your crew not just the individual who rolled).
Sneak:
Roll Stealth (Sneaking)/Agility TN15 to try and get past the guards unseen.
(Actually Higher forgot to explode)
D3No1-LN- find it Invest/per | 3k2 ⇒ 11 (TN: 10)
Inside
Once inside it's time to try and find the best valuables to abscond with.
Roll Investigation/Perception TN10.
Complication | 1k1 ⇒ 3 (TN: ?)
Success means you have found something each successful raise will give a free raise to either to the Lore: Underworld or Commerce rolls when it comes time to fence them.
Complication: No heist goes off without a hitch roll 1d10 and deal with the resulting challenge
Locksmith/Agility | 4k3 ⇒ 29 (TN: 15)
2-5 Locked: Locked doors and chests lie between you and your treasure.
Roll Sleight of Hand/Agility TN15 or Athletics/Strength TN15
Stealth/Escape | 6k3 ⇒ 46 (TN: 20)
Choosing to roll Athletics/Strength increases the TN of the Escape roll by 10 as the noise alerts the guards.
If you succeed you gain the valuables.
Escape
Treasure, hopefully, in hand it's time to make your exit. Even if you lied to gain entry the guards are not going to simply let you walk out with their master's treasures. Stealth will be required.
Roll Stealth/Agility TN20 to escape unnoticed.
Fencing /Underworld - 3 raises | 5k4+5 ⇒ 61 (TN: 25)
Those successful escape without notice.
Fence the Loot
It's time to unload those hot items for coin... hopefully lots of it.
Find a Fence:
Roll Lore: Underworld/Intelligence TN10.
Fencing Commerce, 4 Free Raises | 8k4+20 ⇒ 46 (TN: 35)
Each successful raise grants a free raise on the Commerce roll for the sale.
Make the Sale:
Roll Commerce/Intelligence TN15.
(i should have gone for the extra two, it was tempting
50 Coppers, +10 (reduced to 5) Night Points, No split needed.
Asher slips in and out without problem, really robbing the living isn't that much harder then robbing the dead, he makes a tidy little profit and noone is the wiser.
On success receive 10 Copper plus an additional 10 Copper for each successful raise. For crews that rolled cooperatively this is divided evenly between them.
Each individual earns 1 Night Point per 5 Copper they gained in this event to a maximum of 5 Night Points and a minimum of 1 Night Point if they absconded with and sold items.
Mekham * Dahabi * House Basiri * Diplomat * Archeologist * Merchant * Curious * Linguist * Local
Influence: City 1 / Dahabi 2/ Faction 1 * Reputation: Glory 3.3/Infamy 0 * Integrity: What is Expected
Speaks: Mekhet, Senpet, Ra'Shari, Yodatai, Rokugani, Invidi
Street Equipment: Nice Clothes, Canteen, Locksmith tools, Calligraphy Kit, Flint & Tinder, Knife
Field Equipment: Sturdy Clothes, Pack, Torches, Rope & Grapple, Blanket, Rations
Companion: Jadzia (Gorilla) - Equipment: Canteen & Medical Kit
Influence: City 1 / Dahabi 2/ Faction 1 * Reputation: Glory 3.3/Infamy 0 * Integrity: What is Expected
Speaks: Mekhet, Senpet, Ra'Shari, Yodatai, Rokugani, Invidi
Street Equipment: Nice Clothes, Canteen, Locksmith tools, Calligraphy Kit, Flint & Tinder, Knife
Field Equipment: Sturdy Clothes, Pack, Torches, Rope & Grapple, Blanket, Rations
Companion: Jadzia (Gorilla) - Equipment: Canteen & Medical Kit
Re: No One's Safe (LN, Merchant Quarter, Event)
- - -
No One's Safe (LN, Merchant Quarter, Event), Find a Mark, Lore: Underworld/Intelligence TN15, Master of the Streets (Merchant Quarter) | 5k3 ⇒ 16 (TN: 15)
No One's Safe (LN, Merchant Quarter, Event), Sneak, Roll Stealth/Agility TN 15, Master of the Streets (Merchant Quarter), Silent | 7k3 ⇒ 32 (TN: 15)
No One's Safe (LN, Merchant Quarter, Event), Inside, Investigation/Perception TN 10, 1 CR | 4k3 ⇒ 11 (TN: 15)
No One's Safe (LN, Merchant Quarter, Event), Inside, Damage from Guards, Failed Raise | 4k2 ⇒ 27 (TN: ?)
VP spent to reduce wounds to 17
Hurt: +10 penalty
Nothing found, nothing gained except for significant wounds.
No One's Safe (LN, Merchant Quarter, Event), Find a Mark, Lore: Underworld/Intelligence TN15, Master of the Streets (Merchant Quarter) | 5k3 ⇒ 16 (TN: 15)
No One's Safe (LN, Merchant Quarter, Event), Sneak, Roll Stealth/Agility TN 15, Master of the Streets (Merchant Quarter), Silent | 7k3 ⇒ 32 (TN: 15)
No One's Safe (LN, Merchant Quarter, Event), Inside, Investigation/Perception TN 10, 1 CR | 4k3 ⇒ 11 (TN: 15)
No One's Safe (LN, Merchant Quarter, Event), Inside, Damage from Guards, Failed Raise | 4k2 ⇒ 27 (TN: ?)
VP spent to reduce wounds to 17
Hurt: +10 penalty
Nothing found, nothing gained except for significant wounds.
Mekham ◇ Diplomat ◇ Merchant ◇ Wealthy ◇ Beautiful ◇ Daring ◇ Quiet ◇ Mischievous
Influence: 1/2/1 □ Reputation: Glorious 1/Infamous 0 □ Integrity: Very Little
Languages: Mekham, Ivindi
Generally Finely Dressed and Carrying: Silver Ring,, Coin Purse, Water, Knife
Influence: 1/2/1 □ Reputation: Glorious 1/Infamous 0 □ Integrity: Very Little
Languages: Mekham, Ivindi
Generally Finely Dressed and Carrying: Silver Ring,, Coin Purse, Water, Knife
Re: No One's Safe (LN, Merchant Quarter, Event)
When it came to capers, Nihira was in. That included both the capers that involved an escapade and the ones on her salad. And since they'd probably blame a Ra'Shari if found out she might as well be that Ra'Shari. So when she got to talking to the devilishly handsome rake known as Qasim and the conversation moved to a possible heist, well she was an enthusiastic member of the team of rascals that would be known as Qahira. First things first, find the mark. Both Nihira and Qasim were able to use the power of four peepers to find just who they needed.
Find a Mark Lore: Underworld/Intelligence TN15 void for +1k1 w/ +1 bonus from partner in crime Qasim rolled 29 - success
Aha! Now the true caper would begin. Nihira's part consisted of her sticking to the shadows and slipping past the guards without a trace while Qasim waited perfected his wink and smile. They would need that wink and smile when she emerged victorious with the goods.
Sneak - Stealth/Agility TN15 rolled 19 - success
Time to get said goods. As quietly as possible Nihira rifled through the poor mark's stuff like they were hiding something from her. Her eyes and hands picked out a few valuable items and they'd go for what she was hoping would be a pretty penny.
Inside - Investigation/Perception TN10 1 raise to TN15 rolled 30 - success - free raise to the Lore: Underworld or Commerce rolls when it comes time to fence
Of course capers like this don't usually just work out nicely. Nihira couldn't help but smile as she noticed the trap, it was pretty clever and at first glance she missed it. But once she gave the area another look over it stood out to her. Disarming it wouldn't be a problem but the fact that she didn't notice it right away did cause her to scold herself. It was luck and not skill that tipped her off. Perhaps she'd tell Qasim how she nearly lost her hand to a trap to garner a bit of sympathy.
Complication rolled 1 - Trapped
Complication - Investigation/Perception to notice TN20 rolled 15 - fail
Complication - Investigation/Perception to notice TN20 Luck rolled 31 - success
Complication - Sleight of Hand/Agility TN10 rolled 26 - success
Success! Just as quietly as Nihira got in she was out and meeting up with Qasim again. She could tell her had perfected his wink and smile while she was gone because she nearly stopped in her tracks to fan herself. No Nihira, focus on the mission. Team Qahira was so close to the victory.
Escape - Stealth/Agility TN20 rolled 23 - success
Now it was time to fence this loot.
Find a Mark Lore: Underworld/Intelligence TN15 void for +1k1 w/ +1 bonus from partner in crime Qasim rolled 29 - success
Aha! Now the true caper would begin. Nihira's part consisted of her sticking to the shadows and slipping past the guards without a trace while Qasim waited perfected his wink and smile. They would need that wink and smile when she emerged victorious with the goods.
Sneak - Stealth/Agility TN15 rolled 19 - success
Time to get said goods. As quietly as possible Nihira rifled through the poor mark's stuff like they were hiding something from her. Her eyes and hands picked out a few valuable items and they'd go for what she was hoping would be a pretty penny.
Inside - Investigation/Perception TN10 1 raise to TN15 rolled 30 - success - free raise to the Lore: Underworld or Commerce rolls when it comes time to fence
Of course capers like this don't usually just work out nicely. Nihira couldn't help but smile as she noticed the trap, it was pretty clever and at first glance she missed it. But once she gave the area another look over it stood out to her. Disarming it wouldn't be a problem but the fact that she didn't notice it right away did cause her to scold herself. It was luck and not skill that tipped her off. Perhaps she'd tell Qasim how she nearly lost her hand to a trap to garner a bit of sympathy.
Complication rolled 1 - Trapped
Complication - Investigation/Perception to notice TN20 rolled 15 - fail
Complication - Investigation/Perception to notice TN20 Luck rolled 31 - success
Complication - Sleight of Hand/Agility TN10 rolled 26 - success
Success! Just as quietly as Nihira got in she was out and meeting up with Qasim again. She could tell her had perfected his wink and smile while she was gone because she nearly stopped in her tracks to fan herself. No Nihira, focus on the mission. Team Qahira was so close to the victory.
Escape - Stealth/Agility TN20 rolled 23 - success
Now it was time to fence this loot.
Last edited by Nihira on Fri May 27, 2022 3:00 am, edited 1 time in total.
Ra'Shari * Diplomat * Entertainer * Daredevil * Very honest * Stargazer * Asks questions * Why did it have to be snakes *
Influence: 1 | Reputation: 1 | Integrity: Honorless
Typically carries: Knife, well used robe, sling wrapped around her arm, stuff to juggle
Languages: Ra'Shari, Mekhem
Influence: 1 | Reputation: 1 | Integrity: Honorless
Typically carries: Knife, well used robe, sling wrapped around her arm, stuff to juggle
Languages: Ra'Shari, Mekhem
- Qasim al-Basiri
- Posts: 441
- Joined: Mon Apr 26, 2021 1:11 am
Re: No One's Safe (LN, Merchant Quarter, Event)
Qasim wasn't sure how he had gotten roped into this all. Well that wasn't exactly true, one too many nights drinking at the Ra'Shari caravan and a charming woman whom he had shared a few drinks with. Women and money, two of Qasim's biggest weaknesses.
Qasim had smiled widely when he saw the Ra'Shari beauty return with an equally beautiful haul, he could have kissed her. He refrained on that for now, this was a business trip.
He took the goods from her with a wink though, telling her that she could recieve her share at the shop in a few days and promised her a slightly higher share since she took most of the danger.
With that he went about using his contacts to off load the goods, it had been quality stuff and the profit was substantial.
----------------
D3 LN event fencing lore: underworld/int +2 from partner vp +1k1 1 cr tn 15 | 5k4+2 ⇒ 34 (TN: 15) pass fr on commerce roll
D3 LN event selling the goods commerce/int blessing, dahabi tech, vp 2 cr 2 fr tn 25 | 10k5 ⇒ 58 (TN: 25)
50 copper profit
30N/20Q split
Qasim had smiled widely when he saw the Ra'Shari beauty return with an equally beautiful haul, he could have kissed her. He refrained on that for now, this was a business trip.
He took the goods from her with a wink though, telling her that she could recieve her share at the shop in a few days and promised her a slightly higher share since she took most of the danger.
With that he went about using his contacts to off load the goods, it had been quality stuff and the profit was substantial.
----------------
D3 LN event fencing lore: underworld/int +2 from partner vp +1k1 1 cr tn 15 | 5k4+2 ⇒ 34 (TN: 15) pass fr on commerce roll
D3 LN event selling the goods commerce/int blessing, dahabi tech, vp 2 cr 2 fr tn 25 | 10k5 ⇒ 58 (TN: 25)
50 copper profit
30N/20Q split
Dahabi | Merchant | Luxurious | Proprietor of Light and Shadow Luxuries | Greedy | Dangerously Handsome |Man of Many Blessings
Integrity: To be expected Reputation: 1 Influence: 1
On Person: Fine Clothing, jewelry, expensive perfume
Integrity: To be expected Reputation: 1 Influence: 1
On Person: Fine Clothing, jewelry, expensive perfume
- Faruq Al-Farhan
- Posts: 565
- Joined: Sat Apr 24, 2021 8:53 pm
Re: No One's Safe (LN, Merchant Quarter, Event)
"The Grandiose Akbar" and Faruq's heist is here!
http://tales.fallenash.com/viewtopic.ph ... 5385#p5385
http://tales.fallenash.com/viewtopic.ph ... 5385#p5385
Mekham * Sahir * Serious but kind * Healer for the poor
Influence: City 1 Origin 1 Faction 1 Reputation: Glorious 2 Infamous 0 Integrity: Above question
Typically Carries: 2 knives, robe and sandals, small ring, incense brazier, medicine kit, sling, coin purse.
Influence: City 1 Origin 1 Faction 1 Reputation: Glorious 2 Infamous 0 Integrity: Above question
Typically Carries: 2 knives, robe and sandals, small ring, incense brazier, medicine kit, sling, coin purse.