Wednesday, July 29, 2020

Thieves - A Roses & Wyght Story: Chapter 3 - The House of Lost and Found

(Read previous chapter here.)

System: Adventurers!
(The above contains affiliate links.)

[Setup]

Character Stats for the NPC’s in this chapter:

Ilhard Folcey   (Thief)
STR:2  AGI:3  MND:2  END:8  HER:2 
ATK:2 Club (-1 AR)/3 Sling (Rng 15)    DEF: 3 (Thief Armor, AR 5+)   
Skills: Stealth (Adv); Perception (Basic)

Vyncent   (Thief)
STR:2  AGI:3  MND:2  END:8  HER:2 
ATK:3 Dagger (Rng 5)    DEF: 3 (Thief Armor, AR 5+)   
Skills: Stealth (Adv); Mechanics (Basic)
Additionally, I rolled up some background characteristics using the d30 Sandbox Companion to assist in writing Vyncent’s personality and traits.

I know by now you are probably itching for some action and adventure. We definitely get to that in this chapter, however, there is one last conversation that needs to be had. Okay, I guess technically it doesn’t, but I wanted to include it for several reasons. The first is that it begins to reveal some of the backstory that I’ve created from the relationship rolls. Secondly, it fulfills a promise I made to a friend who inspired one of my NPCs. Finally, it introduces and establishes the presence of a particular “tool” that might become useful during this mission.


[Scene 1, Surge count 0]

Main Thread: Leira and Thieves Guild
Minor Threads:  Tristan’s Wedding; Bhart’s Career; Conspiracy against the King

“If I die tonight, my ghost will haunt you every night for the rest of your life!”

“Cool it, Vee,” Ilhard responds to Vyncent’s greeting of Leira who has just arrived outside the Flagon. “The Bar Thief’s just doing the mission she’s been given.”

Turning to his friend, Vyncent retorts, “Who’s to say I wasn’t speaking to you?”

Ilhard waves him away. “Just go and lead the way.”

The taller of the two lingers on his partner a moment longer before turning and walking down the street.

“Don’t you mind him,” Ilhard tells Leira as they follow behind. “He’s just upset that I ruined his evening.”

Leira isn’t so sure of that, considering everyone’s reaction the previous evening. Nevertheless, she is stuck with him and, having little idea what to expect, keeps quiet and goes along.

As they walk through the nearly empty city streets, Ilhard shares with her a little of the guild’s history. Several years ago he was a member of the High Hands, the only thieves guild in Duskcall. It was there that he first met Beada and Elyn. The two thieves, along with Elinzia and Vyncent, joined the guild shortly after arriving in town, having recently fled from another guild in a distant city. Vyncent and he became friends and all seemed to be going well until friction arose between Beada and the Guild Leader. The High Hands mainly worked the west and wealthier side of Duskcall. Beada felt strongly that they should pursue avenues in the merchant quarters located to the east. When it was discovered that Beada and those close to her were doing some east side jobs on their own it was war within the guild. Beada, Elyn, Vyncent and Elinzia managed to escape the Leader’s wrath and escape from the guild, taking Hily with them. Ilhard stuck it out with the High Hands for several more months until Vyncent finally convinced him to leave and join the Order of Two. 

“And they just let you leave?” Leira asks.

“Oh no, Bar Thief,” Ilhard admits. “The High Hands have connections and all of us who left were in danger of being arrested or even killed. But that’s way too much to discuss for now. Once the dust settled the two guilds formed an uneasy truce, agreeing to stay on their respective sides of the city. Even so, each has been known to try and sabotage the other.” 

The three walk in silence for several minutes before Leria begins to question the scruffy thief about the other guild members.

“Driffin doesn’t seem like the stealthy type. How does he fit in?”

“Moneybags? No, he doesn’t do street work. He does our office work.”

“Office work?”

“His sister, Ausan, was recruited first and it was her who mentioned Driffin’s talents to Beada. He is very good with numbers and finances. And when I say good, I mean good at skimming off the top without being caught. Moneybags manages the financial records for several of the larger merchants in the city and by doing so is able to funnel some of their funds into the Order’s pockets.”

Leira nods in understanding. She had never imagined that the guild was as sophisticated as to have their reach actually within a merchant’s employ.

“And what’s up with Elinzia,” Leira moves on to another thief-of-interest. “Is she sweet on you?”

“Huh?” Ilhard asks, confused. “No! What gave you that idea?”

“This cloak,” she says, tugging lightly on the snake-adorned garment draped over the thief’s shoulders. “Looks like she put a lot of work into that embroidery.”

“Oh, that’s just Crafty’s way. She likes showing off her creative side. In fact, she made Vee’s good luck charm.” He points to a small ornament dangling from Vyncent’s belt. To Leira is appears to resemble a yellow mouse, except that it has long, pointed ears and a wide crooked tail.

“What is that?” She asks, having never seen such a creature.

“Vee calls it a Lightning-Mouse. Apparently, they used to have them in the village he grew up in. S’posed to be good luck to catch one.”

Sources: https://i.pinimg.com/originals/ec/42/41/ec424197230289cd4dc927958617ea6d.jpg and http://www.perlentiere.com/index.php?pfad=01_galerie%2F&link=figuren&motiv=pikachu04
Lucky Charm

“Does that mean your cloak is your good luck charm?”

“I don’t need a charm. I’ve got the real thing.” With his thumb, Ilhard pulls open the slit of a pocket in his trousers. Out of the opening appears the reddish head of Alfaf, his pet snake whose image is depicted in the design Elinzia stitched onto his cloak.

“Put that thing back in your pants!” Leira orders. 

“Crafty is the guild’s fence,” Ilhard says, tucking his pet back in its pouch. “She owns the Golden Rose. You familiar with it?”

“I think I’ve been in there once,” Leira admits, remembering the curio shop with its shelves and counters full of small works of art and jewelry. 

“Everything in there was created out of some item the guild stole. Linz will take what we find, strip the valuables from it, work them into a new work of art, and then resell it. She also has connections with art dealers who aren’t too particular about how they build their collections, which is useful when we have larger items we need to move.”

The small party passes in front of a metal worker’s shop when suddenly the buildings end and a wrought iron fence runs along the north side of the road, extending for a couple of hundred feet. On the other side of the street the shops continue. Instantly, Leira knows where they are. 

Right in the middle of the merchant quarter, in a break in the shops, stands an unlikely residence, a majestic gabled multi-storied house set back off the street. The yard surrounding the structure is overgrown with shrubs and trees. Separating the yard from the street is a black wrought iron fence, broken only by a single gate. Leira always found this house curious in the daylight, however, at night the shadowed residence appears downright creepy. This must be the House of Lost and Found.

[Is the House within the Order’s territory? To Knowledge 81+ 0 surge = 81 Yes, and . . .  it is actually within the merchant quarter.]

Suddenly Vyncent holds out his arm and motions the group back into the shadows. A ways off, across the street near the far end of the fence, two King’s Guards walk in their direction. Being the only citizens out in this part of the city tonight, the thief thought it best that they try to keep out of sight and avoid questioning.

[A series of oracle rolls determined that A) there were King’s Guard in the area, B) the members of the guard were unknown to the party, and C) the street was empty of any other citizens. Current surge is 6]

“There’s a section of the fence where the bars are bent,” Vyncent whispers to Ilhard and Leira. “We should be able to squeeze through. Follow me and stay in the shadows.”

The approaching guards appear to have little interest in their surroundings, probably due to the fact that the street was deserted. If they take notice of anything, it is the storefronts on the opposite side of the street that might be targets for vandals or thieves. As for the House of Lost and Found, that’s another story. Avoidance is their main objective, apparent as their path veersd to the edge of the street furthest away from the fence and their reluctance to glance in the house’s direction. The soldiers must feel confident that the abode’s frightening appearance is sufficient to deter any mischief-makers.  

Vyncent hugs the fence, leading Ilhard and Leira along the fence, hidden by the darkness cast from leaf-filled trees. With the guard’s attention averted from their side of the street, the trio easily make their way through the damaged fence bars and into the shrubs on the other side. There they wait until the King’s Guard passes by and are several feet down the road.

[The stealth check is an opposing roll, using the party’s AGI against the Guards MND. The party makes one roll using Vyncent’s skill, as he is leading them. I randomly determined the guard’s “Attention Level” to be poor, meaning they receive no modifier to their roll. Vyncent’s sneak skill gives him advantage on the roll (roll twice, take best). Party Successfully sneaks, 13 AGI vs. 9 MND.]


[Scene 2, Surge count 6]

Main Thread: Leira and Thieves Guild
Minor Threads:  Tristan’s Wedding; Bhart’s Career; Conspiracy against the King

The House of Lost and Found

[The House of Lost and Found is based on the One Page Dungeon by the same name written by Brenton Haerr.  
Using a graphics program, I placed a “fog of war” layer on top of the map. As the characters move from location to location I erase the fog from that section of the map and its description, thereby keeping it as much a secret as possible. For a more detailed explanation of my method, see the first chapter of my Jingles the Clown adventure.

In addition to the original dungeon, I’ve added a few features. The first is a random spooky event. Once in each room, I will roll on Never Engine’s 100 Spooky...Dungeon Encounters table.

Second, I’ve added a fear check. Each time the PC’s encounter something spooky (i.e. each roll on the previously mentioned table), unnerving, dangerous, or otherwise scary they will make a MND roll to avoid fear. If they fail the roll they acquire one fear point. Every two fear points reduce all stat checks by -1 (including future fear checks). If any character reaches 6 fear points, in addition to having a -3 modifier their only desire will be to leave the house as soon as possible.]

“Let’s try the front door first,” Vyncent suggests.

“Is that smart?” Leira asks.

“The road’s deserted and no one gives this house a second look at night,” Ilhard explains. “The front is probably the fastest way in.”

They climb up on the porch and Vyncent goes to work on the lock while Ilhard keeps a lookout back the way they came. Leira, unsure what to do, stands still and quiet. 

With skill and ease Vyncent picks the lock and slowly pushes the door open. [Vee makes a successful AGI check, rolled with advantage for his Mechanics skill.] Grabbing Leira by the arm, Ilhard enters pulling the new recruit in with him.

“I’ll wait till you get the lamp lit,” Vyncent says, staying out on the porch.

With a deftness borne out of many years of practice, Ilhard retrieves the small hooded lantern from his pack and, despite the surrounding blackness, is able to light it with one strike of his flint.

“What’s up with him?” Leira asks, noting the mild quiver in Vyncent’s voice.

“Would you believe he’s probably the only thief who’s afraid of the dark?”

“You don’t say!”

“He hides it well. I know. Hily knows. Beada doesn’t, at least I don’t think so.” He stops as soon as Vyncent enters and closes the door.

[At this point I rolled to determine the truth of Beada’s information, however, I will keep the result secret for now.]

Ilhard shines the lantern around to reveal their surroundings. The thieves stand in the house’s foyer. The room contains a few chairs, a settee and a couple of small end tables. One corner holds a glass case with several shelves displaying a multitude of small items. In another corner stands a grandfather clock. The walls are adorned with portraits of elegantly clothed men and women, family members perhaps or figures of high station. Covering the floor is an intricately patterned rug, which itself is covered in a fine layer of undisturbed dust, as is everything else in the room. 


“It doesn’t look like anybody has been here for some time,” Leira notes.

“If they have, they certainly have no mind for cleanliness,” Vyncent points out, mildly disgusted at the thought.

“Let’s just take the lack of footprints as a sign that Beada was correct and the Blacksters are away,” Ilhard offers.

Leira is crumbling the leaves of a dead rose she found sticking out from a vase when something catches her eye.  “What’s that?” she says, pointing to the top of the tall clock in the corner. 

Several inches above the clock face are two small glowing crimson orbs floating side-by-side. Vyncent is reluctant to approach the phenomenon but Ilhard pulls his dagger from its sheath and walks over to investigate. Leira, curious as well, follows close behind. Try as they may they can’t seem to detect any sign of the creature behind what they believe can only be a pair of demonic eyes. As they near within only a couple of steps the orbs quickly fade and disappear. Ilhard lifts a hand to feel along the top of the cabinet.

“Nothing,” he announces. “It’s not even warm.”

[Fading orbs were the result of the Spooky Table roll. Fear Check: L 12   I 10    V 9   All succeed.]

Vyncent glances toward the windows to check for any light source, of which he sees none. “I think your minds are playing tricks on you.”

“On all of us at the same time?” Leira quickly questions. 

“Perhaps not, but I’d rather not think about the alternatives.” Turning to the glass case Vyncent suggests they examine what’s inside. “I know we’re here for the artifact, but that doesn’t mean we can’t pick up some pocket change for ourselves.”

The case held several ivory figurines of various creatures: exotic cats, intricate spiders, majestic horses, and mystical dragons. Other figures were of people: jesters, knights, a princess, a king, and queen. However, what catches Vyncent’s eye is the shining antinomy crown sitting on the middle shelf.

The case doesn’t appear to be locked [Per oracle roll “No.” +2 surge], however, the thief examines it for any signs of traps [Made a MND roll to see if he checked.]. It’s a good thing since he finds a tiny lever in the frame, indicative of some sort of trigger. [Trapped per oracle roll “yes” +2 surge] Carefully, he is able to manipulate it in a way that allows the door to swing open without releasing any gas, darts or other hidden danger. [Successful disarm roll (AGI with advantage)]  Reaching in, he grabs the crown. Placing it on his head he turns to his friend for approval.

“So what do you think?”

“I think there’s less of a chance that someone will notice a missing statute instead of the centerpiece of the display,” Ilhard replies.

“So what?” Vyncent retorts, removing the crown and placing it in his sack. “They’ll certainly notice the missing artifact. What’s one more item?”

Ilhard shakes his head. “C’mon. Let’s get moving.”

Two doors exit the foyer, one on the wall to the left of the front door and one on the right. Without asking anyone’s opinion, Ihard chooses the door to the left--the one to which the group was closest--opens it, and steps through. Vyncent closes the glass case door and follows. Leira takes one longing look at the princess figurine in the case but resists the urge and quickly moves to catch up with the others.

Moonlight fills this room, casting everything in a bluish light.  Leira questions the source of the light until she realizes the walls mainly consist of large floor to ceiling windows. She also notices that Ilhard has extinguished the lantern to keep anyone passing by on the street from seeing it.

In the dim light, Leira can see a variety of plants and trees lining the walls and sitting on stands and tables. Some of them were local but most were strange and new to her. This must be the Blackster’s conservatory and the artificial jungle, a sampling of foliage the couple has collected on their journeys throughout Arigord and beyond. The only other object in the room was a large gold-leaf harp which stands in the exact center of the space. 


Leira imagines a sweet melody emitting from the strings of the beautiful instrument. She closes her eyes, losing herself in the dream, when suddenly she thinks, I’m not imagining this. This is real. Opening her eyes she looks to both of her companions and sees them staring at the stringed instrument.

“Are you hearing that?” she asks despite it being obvious that they can also hear the tune.

[Fear Roll: L: 16   I: 12  V: 10  All succeed.]

“Creepy,” Vyncent admits.

“I have a feeling this is going to be an interesting night,” Ilhard says as he walks over to the self-playing instrument. He waves his hand all around the harp searching for whoever is playing it. Feeling nothing, he turns to the others and shrugs.

“I always thought this place was haunted,” Vyncent says. “Now it’s been proven.”

“Naw,” Ilhard disagrees. “There are no spirits here. It must be some magic enchantment. A way to entertain guests.”

“Believe what you will, my friend, but I’ve heard stories and I’m telling you, ghosts are not to be taken lightly.”

“Enough! Let’s go,” Leira says, turning to leave through the next door. But as she takes a step, moonlight glints off something in the floor. Bending down to investigate, she spots a ring wedged in a crack in the floor. [Leira is the only character to spot the ring (MND roll at -2)]

[Is the ring magical? To Knowledge 89+10=99 Yes and Unexpectedly  7-Framing (NPC or object becomes critical to main thread) surge resets.  I think this ring is going to be very important.]

Leira uses her dagger to pry the ring from the crack. Holding it up in the moonlight she discovers that the focal point of the piece of silver jewelry is a bat whose outstretched wings wrap around and touch to form the circular shape. Curious, she slips the ring over her finger.

[Random Words for vision: Cobweb Glistening Rat]

Suddenly, Leira is no longer in the conservatory. Instead, she finds herself in a darkened room, cobwebs strung from rafter to rafter. Try as she may, she can’t make out any of the objects in the room as it is dark and everything is covered in shadows. However, moonlight shines through a window and glistens off an object in the center of the room. On a small table stands a statuette of a man. Leira moves closer to get a good look at the piece of art. It is carved out of some type of light-colored stone, salt perhaps, the artifact she was sent to retrieve. The statuette depicts a man carrying a large sphere on his shoulders, either a boulder or the world, Leira isn’t sure. She reaches out a hand to touch it, but as she does she hears a cacophony of squeaks and squeals. Without warning, a slew of rats scamper out of the darkness and surround her. She raises her hands to ward them off as they leap for her, white teeth bared. She falls backward as the mischief of rats swarms over her.

Leira opens her eyes and finds herself staring at the conservatory’s ceiling. Yet, she is aware that she is not lying on the tile of the room’s floor. Instead, she feels arms underneath her.  Tilting her head back, she looks into Ihard’s eyes. 

“Are you okay, Bar Thief,” he asks. “You fainted.”

Leira sits up and removes the ring from her finger. “I’m fine,” she says. “I just . . . I don’t know.” She stammers, not sure how much of what just happened she should reveal. Quickly, she rises to her feet.

“Are either of you afraid of rats?” she asks. “Good,” she says when both shake their heads in the negative. Turning away from them, Leira quickly leaves the room through an unexplored door.

[Fear roll for ring, Leira only at disadvantage because of the intensity of the vision. 4,4,5=8+5=13 pass]

(Read the next chapter here.)

2 comments:

  1. I really like the fear mechanic. And you seem to be getting on with CRGE better than I have ever managed.

    ReplyDelete
    Replies
    1. These were the first solo characters I ever created and I feel like I goofed by assigning stat points as randomly as I did. With a 5 MND, Leira passes any unmodified roll unless she rolls a crit fail. Great for the character, but not so great for excitement, tension, or even realism for a relatively new adventurer. The experienced thieves have a greater chance of fleeing in fear than she does.

      Delete