Chapter 3: To Catch a Thief
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May 30, 2025 3:28 pm
runekyndig says:
Just for reference, Taal, the lynx like cat eidolon is medium sized. Taal and Tailor is, just as in the image, of the same hightOOC:
Understood. Trig was referencing previous-PC Fen's companion Oshgal, the other medium-sized lynx we had in the party. Oshgal navigated us through the sewers so we didn't get lost.May 30, 2025 8:57 pm
OOC:
I had a long-winded post that had you walking the streets of Waterdeep, arriving at the Yawning Portal, and a conversation between Durnam (the barkeep) and Tarna indicating that they knew each other. It was mostly fluff, but I thought it would make for an interesting read. Unfortunately, I closed the wrong window and lost it all. :( Essentially, Durnam fusses at Tarna for being willing to take you into Undermountain, but she assures him it is on a mission for the temple. In the end, he relents, begrudgedly. The Yawning Portal has a huge pit with a platform and winch above it in the central taproom. After you load onto the platform, he lowers it (by himself) into the 140-foot deep pit. As you go, Tarna produces an everburning torch from her pack, providing light to see...May 30, 2025 9:24 pm
OOC:
I hate when that happensMay 31, 2025 3:59 am

Tarna
May 31, 2025 6:37 am
That is handy... He looked around to see if anyone got the pun.
With orange light, Tailor draws a shirt and shield -figure that just hangs in the air until he walks into them. When he does, the light surrounds him, and a golden, orange armour quickly turns invisible.
With orange light, Tailor draws a shirt and shield -figure that just hangs in the air until he walks into them. When he does, the light surrounds him, and a golden, orange armour quickly turns invisible.
[ +- ] 1: Mage Armor
Source PRPG Core Rulebook pg. 306
School conjuration (creation) [force]; Level arcanist 1, bloodrager 1, occultist 1, psychic 1, sorcerer 1, spiritualist 1, summoner 1, summoner (unchained) 1, witch 1, wizard 1
Casting
Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
Effect
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no
Description
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
School conjuration (creation) [force]; Level arcanist 1, bloodrager 1, occultist 1, psychic 1, sorcerer 1, spiritualist 1, summoner 1, summoner (unchained) 1, witch 1, wizard 1
Casting
Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
Effect
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no
Description
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
May 31, 2025 2:25 pm
"I guess after me, unless one of you is good and sneaky," Airn says to the group. "I know I can take a punch. Is anyone else kind of useful? I'll bet the kitty can help find lunch, right?
May 31, 2025 2:36 pm
Taal, will you take point?
Yes little one
Thank you
Taal crouch down and scouts ahead. Tailor has one eye on the group and the ground before him, and the other eye sees what Taals sees.
Yes little one
Thank you
Taal crouch down and scouts ahead. Tailor has one eye on the group and the ground before him, and the other eye sees what Taals sees.
[ +- ] L2: Bond Senses (Su)
At 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no maximum range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.
Rolls
Taal: Stealth (Dex) - (1d20+11)
(5) + 11 = 16
May 31, 2025 9:30 pm
Crow silently stalked along after the eidolon. Slightly behind it staggered. With the measured steps of a practiced hunter. Now more confident than ever in his skills. The soft red glow of Aristina's enchanted rapier further obscuring him in shadow as he moved. He likewise armed himself in his off-hand with a masterfully crafted kukri. The youthful inquisitor ready, willing, and able to dispense his deadly craft should anything seek to waylay the group.
Last edited May 31, 2025 9:34 pm
Rolls
Stealth (Dex) - (1d20+11)
(10) + 11 = 21
Jun 3, 2025 2:55 am
Airn falls in with the others. He's amused by the idea that they're following a cat. "Is Taal going to leave us or the trail in favour of a mouse?" he asks.
Jun 3, 2025 9:25 am
No - Taal doesn't eat mise. Chubby kids with an attitude problem on the other hand...
Jun 4, 2025 12:49 am
Tarna leads the group to the southwest exit and out into the corridor beyond. The corridor twists and turns a couple of times, then opens into a 20' wide hallway going west. Proceeding carefully down the corridor, Tarna leads you to a short flight of two broad steps that lead down into a widening room crowded with a forest of stone pillars. Archways can be seen in its northern, western, and southern walls. Something metallic glints on the floor, among the many stone pillars. Four exits leave the room in the four cardinal directions, each going up a short flight of stairs.
Tarna looks about the room briefly. As she enters, a small black rat is startled and scurries to the north, watching curiously from a safe distance. The glint of metal comes from a single gold piece laid at the base of the central pillar. On the diagonal southeast wall, someone used a torch to scrawl on the wall in the Thorass alphabet. Underneath the words is an arrow pointing toward the southern exit from the room.
The northernmost pillar is adorned with the entwined skeleton of a long-dead snake of some sort, which spirals around the pillar near its smooth junction with the ceiling. Its fangs are open as if to bite its prey.
Tarna looks about the room briefly. As she enters, a small black rat is startled and scurries to the north, watching curiously from a safe distance. The glint of metal comes from a single gold piece laid at the base of the central pillar. On the diagonal southeast wall, someone used a torch to scrawl on the wall in the Thorass alphabet. Underneath the words is an arrow pointing toward the southern exit from the room.
The northernmost pillar is adorned with the entwined skeleton of a long-dead snake of some sort, which spirals around the pillar near its smooth junction with the ceiling. Its fangs are open as if to bite its prey.
OOC:
Thorass is also known as Auld Common. It is not the Common tongue, but an older version of such. If you specifically read Thorass, you may read the spoiler. Alternately, you might use a comprehend languages spell (if you have one), or you can attempt a Linguistics check against a DC 18.[ +- ] Thorass (or Linguistics DC 18)
"Certain death this way"
Jun 4, 2025 1:00 am
Crow looked at the letters and puzzled them out.
Rolls
Linguistics (Int) - (1d20+8)
(4) + 8 = 12
Jun 4, 2025 3:37 am
Trig casts Comprehend Languages to read the Thorassian text. She winces. "That's an old warning - 'certain death that way' - do you think that still applies? It was probably written a long time ago..."
OOC:
Which direction does Tarna's arrow point now?Last edited June 4, 2025 3:38 am
Jun 4, 2025 6:02 am
I wonder how those words sound spoken out loud
He works through the words
But it says something about danger ahead
He works through the words
But it says something about danger ahead
Last edited June 4, 2025 6:03 am
Rolls
Linguistics (Int) DC18 - (1d20+4)
(19) + 4 = 23
Jun 4, 2025 6:52 am
"Danger is everywhere all the time. The most hazardous thing is doing nothing. Does it indicate what kind of danger?"
Crow doesn't advance. Instead he lays prone and looks very carefully at the route ahead. He hadn't ever seen a deadly trap before - but he had read a great deal about dungeoneering. "Hold on a minute. Everyone look for raised plates on the floor, or tight wires running across it."
Crow doesn't advance. Instead he lays prone and looks very carefully at the route ahead. He hadn't ever seen a deadly trap before - but he had read a great deal about dungeoneering. "Hold on a minute. Everyone look for raised plates on the floor, or tight wires running across it."
Rolls
Perception (Wis) - (1d20+5)
(18) + 5 = 23
Jun 4, 2025 8:52 am
Tailor uses his link to his eidolon to detect magic both at his own and Taals location, covering a larger area. It does however mess a bit with Taals senses.
[ +- ] 0: Detect Magic
Source PRPG Core Rulebook pg. 267
School divination; Level adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0
Casting
Casting Time 1 standard action
Components V, S
Effect
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
Description
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 x 10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
School divination; Level adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0
Casting
Casting Time 1 standard action
Components V, S
Effect
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
Description
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 x 10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
Last edited June 4, 2025 8:53 am
Rolls
Taal:Perception (Wis) - (1d20+11)
(2) + 11 = 13
Jun 4, 2025 4:22 pm
No traps or tripwires are apparent, but Crow does notice something out of place. Careful examination of the southern-most pillar uncovers a loose stone. If pushed, it pivots open to reveal a long, narrow storage cavity within the pillar, about the size of a large man's forearm. In the cavity are three foot-long, tapering sticks of plain wood. There is also a small brass key lying in the dust at the bottom of this alcove.
Alarmingly, neither the detect magic nor the comprehend languages spell work. The spells are not considered used, so you retain them, but the words do nothing. Likewise, Tarna's ring is on the fritz.
Alarmingly, neither the detect magic nor the comprehend languages spell work. The spells are not considered used, so you retain them, but the words do nothing. Likewise, Tarna's ring is on the fritz.
Jun 4, 2025 5:17 pm
Airn kicks at stones, impatiently waiting for the others. "Can't we just keep going? I thought this was supposed to be OK for us to be in?" he whines to the rest of the group.
Jun 4, 2025 6:43 pm
WhtKnt says:
Alarmingly, neither the detect magic nor the comprehend languages spell work. The spells are not considered used, so you retain them, but the words do nothing. Likewise, Tarna's ring is on the fritz.OOC:
OK, consider that the order of runekyndig's and my posts are reversed, then: Tailor reads it, then Trig responds to what Tailor said.load next