Chapter 3: To Catch a Thief
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Tarna


How do you expect us to get into Zanathars gang? Let alone near Xanathar?
The huge Lynx, Taal, sits up now that Tailor speaks. Tailor Rose is a 16-year-old human boy from Waterdeep with tousled brown hair, lively blue eyes, and an energetic, curious spirit. Standing about 159 cm tall, he wears a light brown leather chestpiece under a blue open robe, paired with a simple cap slightly tilted over his forehead to half-hide the faint magical glyph he shares with his eidolon, Taal. A small pouch hangs from his belt, carrying tools and trinkets from his work auditing magic shops with his father.
Though young, Tailor carries himself with a mix of cleverness and mischief, often flashing a crooked smile as he experiments with magic or teases his lynx-like companion. Despite his playful nature, there’s a sharpness to his gaze—trained to spot magical flaws and hidden details—that hints at a precocious understanding of the arcane world.

Darvin, Darv to friends, stands just about five feet two inches tall, wearing a brown cloak over what looks like scale mail sized food a small person, perhaps even a halfling.
Hi, friends. My name’s Darvin. Call me Darv. You seem like the adventuring type. Do you have room for one more?
Something had changed in him, listening to these, kids. He knew he had crossed a line and there was a distinct difference now. He finally understood the lessons on the importance of innocence, too little too late.
Only yesterday Crow had been an orphan boy. Now, he had killed half a dozen people. Evil people to be sure, but people. "What does it make me? Killer of killers. Man or monster?" the dark thoughts had ruined his mood.
He found his thoughts wander to his mother, wondering where she could have gone. If she knew that leaving him to the temple as a boy would lead him to this path. Did she even care?
"Happy birthday, Crow."
Oh, silly gnome! I’m not a grown-up, I’m still just a boy! I have a good way’s to go, to one day become a big strong knight!
I’m not much a sneakster, but I have been mentored by a halfling, and they’re given to such things a lot of times. So maybe I can fit in ok.







He considered the other youths and their cheerful dispositions. The City of Splendor's was so diverse and rich of culture but they seemed so naive to the call they had taken. Moreover it seemed strange again that no adults had taken the call. Had the War really depleted the North so badly?
Crow signed something to the Justice in the subtle secret signs that the faith militant used. Though he hadn't formally been taught, ten years as their ward and he had figured out even the subtlest nuances of their code.

Tailor steps forward We are not kittens Justice Darkhaven. But if you have a better suggestion, let us hear it

"I will take care of them." He left the alternative fate unspoken not wanting to seem too grim.
He signed again to the Justice. "I have been of service. I will serve."
Trig starts to bow to the Justice, then vaguely remembers that that's not right, and tries to attempt a curtsy. Somehow she ends up facing the other way. She shrugs and responds to Tarna. "Yes, let's go!" She tries another curtsy, this time to Airn, and it's little better than the first. "After you, your highness!"


"I think we should go, this place is too nice," he says. Do we get a lunch bag oe something beforw we go? Being out on the streets will give a kid an appetite.
I am ready to help, he says in a calm juvenile voice.

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.
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.
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.
Rolls
Taal: Stealth (Dex) - (1d20+11)
(5) + 11 = 16
Rolls
Stealth (Dex) - (1d20+11)
(10) + 11 = 21
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.
Rolls
Linguistics (Int) - (1d20+8)
(4) + 8 = 12
He works through the words
But it says something about danger ahead
Rolls
Linguistics (Int) DC18 - (1d20+4)
(19) + 4 = 23
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
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)
Rolls
Taal:Perception (Wis) - (1d20+11)
(2) + 11 = 13
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.

Dar moves up carefully, avoiding the plates, and does a neat trick shown him by his halfling mentor. Closing his eyes, in intense concentration.

"'Treachery, tyranny, perfidy. They share two universal charateristics. Evil in power conceals itself. Evil in weakness endures.' I am worse than evil, which is why I am best at goodness."
Hard won confidence was steeling the young man. He had already proven the worth of his sword. Now, he had a mission, and the desire to show his superiors he was not just a capable leader. He was the best and natural choice for it.
"God of Justice. Dark Father. Tyr, thought blind you see everything. Witness me."
Gratitude to his god was easy while holdong the physical proof of his answered prayer. Aristina's rapier had fit his hand perfectly, the weight and balance perfectly balanced to his wrist. The edge, so sharp, any cut no matter how small would doubtless prove fatal. Even now he understood that the blade was cursed, but it was gleefully accepted. For it was meant for his hand, and he was meant to hold it.
The danger had become critical. Crow did not know if it was the blade's magic, his own instinct, or something in the too still air. But he could sense impending violence. The shock of hair at the nape of his neck, rising to the saggital crest, and extending to his forehead stood on end. "Tarna, I got that feeling again. Smells like old blood and hate." Crow whispered from the darkness, not trying to threaten his superior position. He couldn't be sure if it was his hate tricking him. The cold chill running down his spine met the burning hate in his gut and gave Crow the feeling of pin pricks all over his skin.
He continued, steadily, from shadow to shadow. Just as he had been trained.
Rolls
Stealth (Dex) - (1d20+11)
(13) + 11 = 24

Rolls
Perception for Tarna
INTIATIVE
Airn
Darv
Crow
Orc 1
Orc 2
Tailor
Orc 3
Orc 4
Trig
Rolls
Perception for Tarna - (1d20+3)
Secret Roll
Crow init - (1d20+5)
(8) + 5 = 13
Airn init - (1d20+2)
(19) + 2 = 21
Tailor init - (1d20+6)
(3) + 6 = 9
Trig init - (1d20+3)
(1) + 3 = 4
Darv init - (1d20+5)
(15) + 5 = 20
Orc 1 init - (1d20+0)
(13) = 13
Orc 2 init - (1d20+0)
(11) = 11
Orc 3 init - (1d20+0)
(9) = 9
Orc 4 init - (1d20+0)
(5) = 5
Take that, ya meanie!
Rolls
Small Longsword! - (1d20+7, 1d6+2)
1d20+7 : (4) + 7 = 11
1d6+2 : (6) + 2 = 8
Crow exploded into action as soon as the door opened. Whatever sense had keyed him of impending violence had told him of the necessity of action. Maybe it was something he had inherited from Haleen, or the providence of The Maimed God. Whatever it was, it was never wrong.
Each stride was perfectly measured. Suedes and gumsoles left only the barely audible swish of leather on his byrnie. With inhuman swiftness Crow covered the distance like a bolt of black lightning. A flash of flesh and metal.
With a flourish he cast the cloak aside revealing the glowing red, blue black steel of his rapier. Rising on the balls of his feet Crow fell into a lunge driving the rapier center mass of the orc who had reacted slowest. Cutting his mark into the creatures torso, he came around to its flank.
Cowl and mask obscuring his face, only those hard green-gold eyes glowered at the other two orcs as he plunged the tip of the kukri into the orc and twisted it. "Move and yer dead!" Crow growled in perfect orcish, his accent marking he had learned from one of the Many-Arrows tribe. The precocious Crow didn't sound like a boy, there were many fully grown men who were smaller, less robust. None who boasted the alacrity or grace. Stepping on the leg of the chair ready to kick out the legs if any resistance followed. He made no threat, but offered an ultimatum, a promise.
Rolls
Intimidate (Cha) - (1d20+9+5)
(1) + 14 = 15
Rapier +1 - Atk/Dam - (1d20+6, 1d8+6)
1d20+6 : (11) + 6 = 17
1d8+6 : (4) + 6 = 10
Kukri - Atk/Dam - (1d20+6, 1d4+5)
1d20+6 : (4) + 6 = 10
1d4+5 : (4) + 5 = 9
Sneak Attack Dam Rapier, Sneak Attack Dam Kukri - (1d6, 2d6)
1d6 : (3) = 3
2d6 : (66) = 12
Rolls
Attack, to hit - (1d20+3)
(7) + 3 = 10
Damage, if applicable - (1d8+2)
(8) + 2 = 10
Airn
Darv
Crow
Orc 1
Orc 2
Tailor
Orc 3
Tarna
Orc 4
Trig
Rolls
Tarna initiative - (1d20-1)
(7) - 1 = 6
Falchion versus Crow - (1d20+5, 2d4+4)
1d20+5 : (13) + 5 = 18
2d4+4 : (41) + 4 = 9
Taal on the other hand, rush the orc 3, and rake him with his claws.
Rolls
Light Crossbow - Atk/Dam - (1d20+5, 1d6+3)
1d20+5 : (1) + 5 = 6
1d6+3 : (5) + 3 = 8
Taal: (A) Right claw - (1d20+4, 1d4+4)
1d20+4 : (13) + 4 = 17
1d4+4 : (3) + 4 = 7
Taal: (A) Left claw - (1d20+4, 1d4+4)
1d20+4 : (16) + 4 = 20
1d4+4 : (2) + 4 = 6
Airn
Darv
Crow
Orc 1
Orc 2
Tailor
Orc 3
Tarna
Orc 4
Trig
Rolls
Tarna attack and damage - (1d20+8, 1d8+1)
1d20+8 : (16) + 8 = 24
1d8+1 : (7) + 1 = 8
Rolls
Longsword - (1d20+5, 1d6+2)
1d20+5 : (3) + 5 = 8
1d6+2 : (5) + 2 = 7
Rolls
Rapier +1 - Atk/Dam, Sneak Attack - (1d20+6, 1d8+6, 2d6)
1d20+6 : (8) + 6 = 14
1d8+6 : (2) + 6 = 8
2d6 : (36) = 9
Kukri - Atk/Dam, Sneak Attack - (1d20+6, 1d4+5, 2d6)
1d20+6 : (10) + 6 = 16
1d4+5 : (1) + 5 = 6
2d6 : (64) = 10
Rolls
Attack, to hit - (1d20+3)
(14) + 3 = 17
Damage, if applicable - (1d8+2)
(8) + 2 = 10
Rolls
Crossbow attack, damage - (1d20+4, 1d6)
1d20+4 : (8) + 4 = 12
1d6 : (2) = 2
But Tailor cant help but smile as he is reloading his crossbow
Crow cursed in lamentation under his breath, cleaning his kukri and rapier, the rapier out of habit upon the orcs as he began to rifle through them for intelligence and items of value. For someone so skilled in the art of violence he did not seem to like it much.
Rolls
Appraise (Int) - (1d20+8)
(9) + 8 = 17
Tailor spends a moment examining the enchanted equipment. Apart from the obvious detect magic, he is also searching for the sigel, that every magic items has somewhere. The point where the enchantment entered the object - every item has it, if its permanent, and usally its not that clear, but if you know where to look, a trained auditor can find it - and Tailor have been training.
Rolls
Appraise (Int) - (1d20+5)
(7) + 5 = 12
Knowledge (Arcana) (Int) - (1d20+5)
(13) + 5 = 18
He began to take his own chain shirt off, doffing his suede cloak. He pulled apart several s-hooks that bound the byrnie to him and slides out of it. Taking the glowing shirt for himself since no one else seemed to want it. "That warshirt is made to be highly agile, it was meant for an inquisitor. It can be easily adjusted with straps to fit most any human. If you can wear armor, wear the best you can." After a few more seconds he had extracted himself from it. Then moved over to Tarna as he slipped the byrnie overhead. "Give me a hand with this, please."
The mind of the Chondathan youth was filled, almost exclusively with facts of war, legerdemain, and the study of evil in all its forms. His eidetic memory did not serve to make him charming. It was just information, recited word for word. But he was completely honest with his statement. It didn't matter if if struck home to Crow, it was simply the truth, absolute immutable.
What more could one expect from an acolyte of Tyr?
"They were obviously too stupid to realize we had the better of them. Which is why we killed them."
For a moment Crow wondered how the other kids could be so casual with killing. Wondering if his sheltered youth in the temple had so blinded him to the realities of life in Waterdeep. That troubled him almost as much as the act of killing. The Jewel of the North was the Safest place on Abeir-Toril as he had read. Yet the denizens of it had such a casual approach to violence. It struck him as odd that he had been trained to kill, and the justification was that to kill evil was just and prudent.
Rolls
Tailor Rose: Knowledge (Arcana) (Int) - (1d20+5)
(5) + 5 = 10
Rolls
Appraise (Int) - (1d20+-1)
(15) - 1 = 14
Wow, that does look like great armor! My mentor has told me stories of how halfling knights like himself used to wear armor kinda like that. I’ll gladly use it if no one else can use it. It sure looks neat!
Darv looks down at the glowing sword with childlike worry. Do any of you think this sword might be cursed or something? We should get it checked out.
Taal
If there is nothing more we should move on. Let the human dress in the glowing garmet. Its makes him a poor hunter

"You do not have to be like me. You cannot. But you must stop behaving like children. Or we all die. Darv, if you want the magic armor and sword, simply say so. But do it now. It has already been too long in this room."

Rolls
Perception for Tarna - (1d20)
Ok, I think I’m ready to go, he eventually says to his companions. His small frame fidgeting under new weight and bulk!

The drumming can now be heard plainly by everyone in the party; it is slow but steady. Beyond this door is a short corridor going south to a fairly large room. Trepediciously, Tarna enters the corridor, and immediately the drumming stops. Looking south into the room, there are two filthy, human-like creatures squatting together. They have deeply set, staring eyes, long, pointed teeth, and long-nailed, claw-like hands. The two are holding the split remnants of bones - probably human bones. They are beating on what looks like an upside-down shield, over which has been stretched some sort of hide. They see you and break off drumming to rise, hissing.
INITIATIVE
Crow
Tarna
Taal
Trig
Creature 1
Tailor
Darv
Airn
Creature 2
STATUS
Creature 1 - AC 14, unharmed
Creature 2 - AC 14, unharmed
Tarna - AC 19, 35/35 hp
Crow - AC 21, 26/26 hp
Airn - AC 15, 33/33 hp
Tailor - AC 17, 13/13 hp
Taal - AC 18, 17/17 hp
Trig - AC 14, 27/27 hp
Darv - AC 19, 22/22 hp
Rolls
Crow Initiative - (1d20+5)
(15) + 5 = 20
Airn Initiative - (1d20+2)
(3) + 2 = 5
Tailor Initiative - (1d20+4)
(3) + 4 = 7
Trig Initiative - (1d20+3)
(7) + 3 = 10
Darv Initiative - (1d20+5)
(1) + 5 = 6
Tarna Initiative - (1d20-1)
(17) - 1 = 16
Creature 1 Initiative - (1d20+2)
(7) + 2 = 9
Creature 2 Initiative - (1d20+2)
(3) + 2 = 5
Taal Initiative - (1d20+2)
(12) + 2 = 14
Rolls
Burning hands damage - (3d4)
(143) = 8
Rolls
Light Crossbow - Atk/Dam - (1d20+5, 1d6+3)
1d20+5 : (16) + 5 = 21
1d6+3 : (5) + 3 = 8
Taal: (A) Right claw - (1d20+4, 1d4+4)
1d20+4 : (16) + 4 = 20
1d4+4 : (2) + 4 = 6
Taal: (A) Left claw - (1d20+4, 1d4+4)
1d20+4 : (19) + 4 = 23
1d4+4 : (4) + 4 = 8
Once he has proper position, amidst the chaos of combat, Darvin swings at the first creature!
Rolls
Bad Vibe Longsword, 2 handed - (1d20+3, 1d8+3)
1d20+3 : (19) + 3 = 22
1d8+3 : (6) + 3 = 9
Crit Confirm - (1d20+3, 1d8)
1d20+3 : (2) + 3 = 5
1d8 : (1) = 1
Rolls
Attack, to hit - (1d20+3)
(8) + 3 = 11
Damage (if applicable) - (1d8+2)
(4) + 2 = 6
A near silent lunge followed by a slice. Shift to cover himself and harass.
Rolls
Rapier +1 - Atk/Dam - (1d20+6, 1d8+6)
1d20+6 : (7) + 6 = 13
1d8+6 : (6) + 6 = 12
Kukri - Atk/Dam - (1d20+6, 1d4+5)
1d20+6 : (20) + 6 = 26
1d4+5 : (2) + 5 = 7
Sneak attack rapier - (2d6)
(51) = 6
Sneak attack kukri - (2d6)
(42) = 6

Tarna turns her attention to the remaining ghoul, warily circling the hissing creature. When she senses an opening, she strikes, lashing out with her blade. Despite a wound that would be fatal to a mortal, the ghoul still stands. Taal charges forward, striking with both claws, raking the undead across the midsection and spilling its guts to the floor. Again, there is no blood, just a sticky, black ichor. The ghoul falls, face first, into its own intestines.

Rolls
Tarna attack and damage (with smite evil) - (1d20+11, 1d8+9)
1d20+11 : (8) + 11 = 19
1d8+9 : (1) + 9 = 10
The smell is terrible.
He stalks ahead in the direction indicated.
Rolls
Stealth (Dex) - (1d20+11)
(8) + 11 = 19
Looking at Darv who was struggling with the sword he fell back to some old advice he had learned. "There is no issue with the sword. It is near perfectly balanced. But maybe think of a sword less as a sharp piece of metal and more a wall of razors you guide to deny the enemy space. Start from your toes, carry through the hips. Ease into the shoulders. Aim with your elbows. Keep the forearm strong and the wrist supple."
"At least, that is how the Lord of Swords would use it."
Gee thanks, Crow. You’re right, it’s just a big sword that I’m not used to. But I guess I will need to practice with it for a bit, before I’m really able to contribute to the group with it. But hopefully, I’ll grow into it, as I grow into a gallant knight!
After regathering abd securing his gear again, Darvin wanders southeast, to the edge of the room, gazing in the direction Tarna’s arrow points. He closes his eyes and concentrates on any evidence of evil intent!
Rolls
Perception (Wis) - (1d20-2)
(6) - 2 = 4
Taal:Perception (Wis) - (1d20+11)
(20) + 11 = 31