Callie was getting tired of following drunk idiots at night. It was a bad plan in this area even when there wasn't a serial killer targeting your exact type. She was almost beginning to sympathize with the killer a bit; clearly someone was on a path to cull the herd of morons.
Still, a job was a job (and...murder was still wrong...she guessed...). So when Contestant #11 began stumbling toward an alley leading to Shipwright's Square, Callie dashed through the shadows on Ship Street to slip between two buildings nearby. She had her shortbow out, with an arrow loosely knocked, but was mainly remaining alert. It was difficult to remain on high response after nearly a dozen false alarms.
Still, she was a nosy little thing, and was nearly as anxious to spy on the elf peeing on his own shoes as catch a crime in progress, so she watched dilligently.
Left Hand:+5 to hit, 1d6 dmgShort sword || Right Hand:+5 to hit, 1d6+3 dmgShort sword || Back: Pack, +5 to hit, 1d6+3 dmgShortbow || Belt:2 Short swords sheathes, quiver, pouch
Skills: Acrobatics +5 || Insight +4 || Perception +6 || Persuasion +4 || Slight of Hand +5 || Stealth +7
Special Abilities: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.Lucky You have advantage on saving throws against being frightened.Brave You can move through the space of any creature that is of a size larger than yours.Halfling Nimbleness You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.Naturally Stealthy You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.City Secrets At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.Expertise Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.Sneak Attack During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.Thieves' Cant Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.Cunning Action When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.Fancy Footwork Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.Rakish Audacity
__________________
Oh, after all the folderol and hauling over coals stops, what did I learn?
It was the third night and so far you'd followed 6 drunken and alone elves or half-elves the first night, 7 the second, and this the third night you were following number four.
Barakas didn't think the plan was the greatest, but he didn't have a better one, so he followed along diligently. He left the sneaking to Callie and just keep as
Dice Perception Check:
1d20-1
(2)-1
Total = 1
observent as possible. He continued to follow close but not too close (20ft) to the drunk elf as he headed into the alleyway.
He was ready to use his magic when needed. It was better than his blade.
Left Hand: Nothing || Right Hand: Dagger|| Back: Pack, Quiver || Belt: Daggers, Pouch
Spell Attack: +5
Skills: Acrobats +3 || Arcana +1 || Deception +5 || History +1 || Intimidation +3 || Performance +3 ||Persuasion +7 || Sleight of Hand +3 || Stealth +3
Special Abilities:
Darkvision-60ft
Favored of the Gods-If you fail a saving throw or miss with an attack roll, you can roll 2d4 to the total 1/day per short or long rest.
Hellish Resistance-Resist fire damage
Font of Magic—2pts/1st Spell
Equipment: Masque Charm 1/day Cast Disguise Self 1 hour or 6 hrs and useless
Spells:
Cantrip: Firebolt, Mage Hand, Mind Sliver, Minor Illusion and Toll the dead
1st Level: Guiding Bolt, Shield, Magic Missile
Spell save DC: 13 | Spell Attack Bonus: +5
Last edited by Clawsome; Feb 7th, 2025 at 04:20 PM.
Despite their lack of progress Ben was remaining relatively optimistic; while they hadn’t found their quarry yet, there had likewise been no new murders either. So they have that at least…for now.
At any rate...
Stealth wasn’t exactly Ben’s strongest area of expertise. …Indeed given his armor and many clinking metal implements he tended to keep on his person he was probably the least suitable to the task.
So, like Barakas he’d keep a weather eye out on their surroundings for any signs of their quarry, ready to jump to the defense of either a possible murder victim or one of his own siblings.
"Who'd have thought finding a serial killer in the worst part of town would be so difficult?" Growler muttered quietly, taking care not to alert their bait protectee. He thought this would be easy money - easy and quick. He wants to get back to their property and keep cleaning it up, but he can't work all day and night, and despite his humble beginnings, he can't turn it into a respectable tavern for free.
Snout to the grindstone, Growler, he reminds himself. This is a long-term goal. Waterdeep wasn't built in a day. He takes a deep breath and looks northward, picking out the silhouettes of the (unmoving) Walking Statues of Waterdeep against the stars. Refocused, he looks back at the inebriated elf and follows through the shadows.
Move: Action: Bitch Bonus action: Moan Reaction: Conditions: Concentrating on: Following this elf without getting bored Out-of-character info:
AC: 16 || HP: 27 / 27 || Saves: Str +3, Dex +3, Con +4, Int -1, Wis +1, Cha +2
Left hand: Claws || Right hand: Claws || Mouth: Nothing || Back: Dungeoneer's pack, Net || Belt: Cook's utensils (incl. knives, frying pan), pouch with money || Pockets: Letter of introduction from employer, pipe that blows bubbles Claws: +3 to hit, 1d4+1 slashing || Knife: +5 to hit, 1d4+3 piercing || Frying pan: +3 to hit, 1d6+1 bludgeoning || Net: +5 to hit
NOTE: - At the end of every tenday, roll a d100 + 10 and consult the Running a Business table in chapter 6 of the Dungeon Master's Guide to determine whether the tavern lost money or earned profit. If anyone spent coin on promoting the business during that tenday, add 1 to the roll for each 1 gp they spent. If anyone has unpaid expenses, subtract 1 from the roll for each 1 gp they owe.
It was the third night and so far you'd followed 6 drunken and alone elves or half-elves the first night, 7 the second, and this the third night you were following number four.
Barakas didn't think the plan was the greatest, but he didn't have a better one, so he followed along diligently. He left the sneaking to Callie and just keep as
Dice *
Perception Check:
1d20-1
(2)-1
Total = 1
observent as possible. He continued to follow close but not too close (20ft) to the drunk half-elf as he headed into the alleyway.
He was ready to use his magic when needed. It was better than his blade.
Left Hand: Nothing || Right Hand: Dagger|| Back: Pack, Quiver || Belt: Daggers, Pouch
Spell Attack: +5
Skills: Acrobats +3 || Arcana +1 || Deception +5 || History +1 || Intimidation +3 || Performance +3 ||Persuasion +7 || Sleight of Hand +3 || Stealth +3
Special Abilities:
Darkvision-60ft
Favored of the Gods-If you fail a saving throw or miss with an attack roll, you can roll 2d4 to the total 1/day per short or long rest.
Hellish Resistance-Resist fire damage
Font of Magic—2pts/1st Spell
Equipment: Masque Charm 1/day Cast Disguise Self 1 hour or 6 hrs and useless
Spells:
Cantrip: Firebolt, Mage Hand, Mind Sliver, Minor Illusion and Toll the dead
1st Level: Guiding Bolt, Shield, Magic Missile
Spell save DC: 13 | Spell Attack Bonus: +5
Last edited by Clawsome; Feb 7th, 2025 at 04:22 PM.
Callie was watching the half-elf sailor with a mixture of amusement and disdain when something caught her eye. Glancing sharply at the corner of the building she was moving along, she slid closer to the wall and blended in with the shadows, drawing her short swords as she creeped to the end of the building and peeked around.
If whoever was skulking around (besides her) went after the sailor, they'd have to pass by her, and that's when it would be Stabbity Time!
Left Hand:+5 to hit, 1d6 dmgShort sword || Right Hand:+5 to hit, 1d6+3 dmgShort sword || Back: Pack, +5 to hit, 1d6+3 dmgShortbow || Belt:2 Short swords sheathes, quiver, pouch
Skills: Acrobatics +5 || Insight +4 || Perception +6 || Persuasion +4 || Slight of Hand +5 || Stealth +7
Special Abilities: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.Lucky You have advantage on saving throws against being frightened.Brave You can move through the space of any creature that is of a size larger than yours.Halfling Nimbleness You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.Naturally Stealthy You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.City Secrets At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.Expertise Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.Sneak Attack During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.Thieves' Cant Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.Cunning Action When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.Fancy Footwork Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.Rakish Audacity
__________________
Oh, after all the folderol and hauling over coals stops, what did I learn?
Last edited by The Rat Queen; Feb 7th, 2025 at 08:29 PM.