The Heist - OOC

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Dusk9
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The Heist - OOC

Post by Dusk9 » Wed Apr 04, 2018 7:03 am

The City

Farawlen, a sprawling harbour city on the edge of the Ankaran Sea that is well known for being a key trade hub. This also makes it an attractive home to a large number of wealthy noble families, enterprising merchants, and criminal gangs. It has a bureaucratic government, however rumours say that pretty much every major official is either a powerless figurehead, in the pocket of someone else, or both.

The Carmichael Family are the most powerful and successful nobles within it's walls, with a history in the city reaching back almost 300 years. They have a very close relationship with the Guardsmen who patrol the more prosperous parts of the city, particularly Chief Guard Roberts. The only real check to their power is the combined influence of various other families, and the Merchant's Guild, which controls the flow of goods and money through the city. An uneasy truce exists between all the groups, with none of them overtly extending outside of their area of influence. Most disagreements are solved either politically or in the shadows. Even the various criminal gangs in the Slums keep to themselves...for the most part.

The Map

Image

The Harbour [Blue]
- Divided in half by the river, the northern side generally deals with trade, while the south handles construction (plus the occasional smuggler or two).
Market Quarter [Orange]
- The trade centre of Farawlen, location of a range of markets and specialist stores. Generally, the more expensive and premium goods can be found to the north of the Quarter, while the south end (over the river) handles cheap food and less "legitimate" goods.
Upper Quarter [Purple]
- Also known as the "Up Top". Home to the richer citizens of the city, along with various banks, courthouses, and city offices. Sits atop the hill that the rest of the city is built around the base of. Surrounded by 40ft tall stone walls, the only way in or out is via one of three gatehouses at the borders with the Harbour, Market, and Middle Quarters.
Middle Quarter [Red]
- Houses most of the city's middle-class, as well as various taverns and hostels for travellers to put their feet up. Also home to the main Guard Barracks.
Lower Quarter [Brown]
- Aka "Stinkstain Slums". Named as such due to the faint stench of decay that comes downstream from the marshes to the south. Most criminal gangs work out of these streets, as the Guardsmen rarely venture this far from the safety of the other Quarters. Separated from the Middle Quarter by a 25ft tall wall that stretches from the river around to the Upper Quarter.
The River Len
- Cuts through the Slums, Market Quarter, and Harbour. At the southern marsh it splits into two rivers for a mile or two before reconnecting. Colloquially, these smaller rivers are known as "Big Len" and "Little Len".

The Heist

You have been recruited by an intermediary of the Stable Boys, a minor merchant group. While mainly comprised of legitimate businessmen, they are known to act as middle men for fencing off stolen art and jewellery. However, they have recently become aware that Arandale Bank, located in the Upper Quarter, is holding a collection of highly valuable magical items, as well as a significant amount of gold coins and bars within one of their vaults.

The Carmichael Vault, to be exact.

Their sources say that the Carmichael's plan to sell the magical artifacts within the next few weeks, likely to some of their Elvish allies over the sea. The shadowy leader of the Stable Boys, "Davy", has decided that he would like a cut of those profits instead. As such, he's asked you and a handful of others to help him "procure" the loot, before it can leave the city limits and be lost forever.

The Contact

You've been told to convene at a small shoe shop in the Market Quarter, where you'll meet your Contact within the Stable Boys and the rest of your group.

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Dusk9
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Re: The Heist - OOC

Post by Dusk9 » Wed Apr 04, 2018 7:04 am

Player Characters

Thinks - Jax Starthorn, Half-Elf Charlatan, Bard 4/Rogue 1
Spider - Kytiel, Human Bounty Hunter, Warlock 5
Mort - Uragh, Half-Orc Ex-Pirate, Rogue 4/Barbarian 1
Theis - Vatro, Wood Elf Criminal, Monk 5
Vader - Veska, Kobold Criminal, Ranger 5

-----------------------------------

Google Docs Sheet: https://docs.google.com/spreadsheets/d/ ... edit#gid=0

-----------------------------------

Notable Events
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Notable People
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M0rtimer
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Re: The Heist - OOC

Post by M0rtimer » Wed Apr 04, 2018 7:43 am

I think in the longer run, making a google sheet would probably be better. But for now at least, I'll just copy my sheet here:

---------------------------------

Name: Uragh "Lucky Scar"
Race: Half Orc (+2 STR, +1 CON)
Class: Lv4 Rogue (swashbuckler) / Lv1 Barbarian

Description
Age: 24
Height: 5'10"
Weight: 490 lbs
Alignment: Chaotic Evil

Background: Sailor(pirate)
Feature: bad reputation No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Backstory: Uragh was once a member of an infamous pirate crew, before it ended up dissolved by the captain's death. Arriving in the city and taking the role of a common sailor, there were only rumors about his past... Earning him some renown himself, although mostly labeled a nuisance- Known to, mostly, only commit minor crimes... And generally, given how he can keep himself in a fight, not worth it to try and apprehend.

Physical Description: A dull greenish color, with a scar running diagonally over his face, over his nose and ending above and below his eyes on either side. He gives a bit off a lanky appearance at first, but closer inspection would reveal this to be "stringy" muscle.

STR: 18 Save: +4 Athletics +7
DEX: 16 Save: +6 Stealth/ Acrobatics +6, Sleight of Hand +3
CON: 16 Save +3
INT: 11 Save 0 Investigation +6, Arcana/History / Nature /Religion 0
WIS: 9 Save -1Perception +2, Insight / Animal Handling/Medicine/Survival -1
CHA: 11 Save 0 Intimidation +6 Deception +3, Persuasion / Performance 0

HP: 47/47
AC: 16 (10 + 3 DEX + 3 CON)
Speed: 30ft

Languages: Common, Thieves' Cant, Orcish
Armour Proficiencies: Light, Shields
Weapon Proficiencies: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Martial weapons
Tool Proficiencies: Thieves tools, navigator tools, vehicles (water)
Carrying Capacity: 255lbs

Racial Abilities/Skills:
- Darkvision 60ft
- Menacing (proficiency with intimidate)
- Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You canÔÇÖt use this feature again until you finish a Long Rest.
- Savage Attacks: When you score a critical hit with a melee weapon Attack, you can roll one of the weaponÔÇÖs damage dice one additional time and add it to the extra damage of the critical hit.

Rogue Stuff
Expertise: Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiencies. (Investigation, intimidation)
Sneak Attack: You know how to strike subtly and exploit a foeÔÇÖs distraction. Once per turn, you can deal an extra 2d6 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 donÔÇÖt need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isnÔÇÖt incapacitated, and you donÔÇÖt have disadvantage on the attack roll.
Thieves Cant: Understand a secret language
Swashbuckler (archetype): Fancy footwork
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.
Rakish Audacity: 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 the attack roll to use your 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.

Barbarian stuff
Rage: For one minute, advantage to strength checks/saving throws, +2 damage to attacks using strength, resistance to bludgeoning/piercing/slashing, can't cast spells.
Unarmored defense: Use con+dex when not wearing any armor

Orcish fury
-When you hit with an attack made with a simple or martial weapon, you can roll one of the weaponÔÇÖs damage dice an additional time and add it as extra damage of the weaponÔÇÖs damage type. Once you use this ability, you canÔÇÖt use it again until you finish a short or long rest.
-Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.

Equipment:
191 gold 9 silver 0 copper
80 bolts
backpack
ball bearings
10 feet of string
bell
5 candles
crowbar
hammer
pitons
hooded lantern
2 flasks of oil
5 days ration
tinderbox
waterskin
50 feet hemp rope
2 daggers
3 scimitars
Heavy crossbow

Tools:
Thieves tools

Attuned:
Weapon of warning

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spiderwrangler
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Re: The Heist - OOC

Post by spiderwrangler » Wed Apr 04, 2018 7:57 am

What is our background with each other... do those of us approaching the shop top-side know each other? I'm assuming we are approaching separately?

---------------------------------------

Name: Kytiel
Race: Human
Class: Lv5 Warlock

Description:
Age: 27
Height: 5'10"
Weight: 180 lbs
Alignment: Chaotic Neutral

Background: Urban Bounty Hunter
Feature: Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Personality: "I always have a plan for when things go wrong." "The best way to get me to do something is to tell me I can't do it."
Ideal: "If I take a job, I see it through, by whatever means I must."
Bond:-------------------------
Flaw: ---------------------------

Backstory: Kytiel works primarily as a bounty hunter, tracking down those that others will pay to have tracked. Sometimes this means apprehending and turning in to authorities, sometimes it means making sure no one else will be able to find them either. Other times he's hired as a bit more of a monster hunter. He came to town pursuing a bounty, only to find conclusive evidence that his quarry had already met an untimely end. Since the contract specified the remainder of payment was to be provided on delivery of them alive, he notified his employer. In the meantime, he's been taking odd jobs until his contact gives him word on someone else who needs someone ferreted out.

The slippers were a gift from a client, after capturing a particularly troublesome quarry, who used them to evade him for the longest time. Upon bringing him in and noting that had the presence of the slippers been mentioned in the contract, that it could have been completed sooner, and with less difficulty. The grateful client gifted him the slippers to compensate him for his trouble after removing them from the previous owner. They certainly come in handy in his line of work.



Physical Description: Just the right amount of stubble covers Kytiel's angular cheeks, dark stubble matching the tousled black hair. His ready smile doesn't quite reach his grey blue eyes. His physique is not imposing, 'wiry' would be a generous description.

STR: 10 ¦ Save: 0 ¦ Athletics 0
DEX: 12 ¦ Save: +1 ¦ Acrobatics + 1, Sleight of Hand +1, Stealth +4
CON: 14 ¦ Save +2
INT: 11 ¦ Save +0 ¦ Arcana/History/Nature /Religion +0, Investigation +3
WIS: 12 ¦ Save +4 ¦ Animal Handling/Insight/Medicine/Perception/Survival +1
CHA: 18 ¦ Save +7 ¦ Deception/Intimidation +7; Performance/Persuasion +4

HP:[/b] 38/38Hp
AC: 14 or 16 with shield
Speed: 30ft

Languages: Common, Celestial
Armour Proficiencies: Light, Medium, Shields
Weapon Proficiencies: Simple Weapons, Martial
Tool Proficiencies: Thieves' Tools, Horn
Carrying Capacity: 120lbs

Hexblade Warlock Stuff
Expanded Spell list: The spells shield and wrathful smite; blur and branding smite; and blink and elemental weapon are added to the warlock spell list for you
Hexblade Curse: 1/rest as a bonus action you can curse a creature for 1 minute, healing level + CHA when it dies, critting on a 19, and dealing it prof bonus in extra damage.
Pact Weapon: You can use Charisma for attack and damage rolls with your pact weapons and one one-handed weapon you choose at the start of each day.
Improved Pact Weapon: You can conjur a bows and crossbows, your conjured weapons are +1, and you can use them as a focus.

Invocations:
Mask of Many Faces: Can cast disguise self without using a spell slot.
Thirsting Blade: You can make two attacks with your pact weapon as an action.

Equipment:
Chain Shirt
Shield
-dagger
Case of bolts (40)
-scholar's pack
-set of clothes
Thieves' Tools
Horn
Healer's Kit
-pouch
Ball Bearings (3,000)
Caltrops (40)

251gp

Slippers of Spider Climbing
---------------------------------

Spells

Cantrips
Friends
Infestation
Sword Burst

Level 1
Armor of Agathys
Hex

Level 2
Hold Person
Suggestion

Level 3
Fly
Thunderstep
-------------------------------------------------------------
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Dusk9
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Re: The Heist - OOC

Post by Dusk9 » Wed Apr 04, 2018 8:19 am

Yep, you're all approaching separately. This will be the first time any of you have met.

(I just wrote your perspectives all together because I'm lazy.)

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SuperVaderMan
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Re: The Heist - OOC

Post by SuperVaderMan » Wed Apr 04, 2018 11:42 am

Name: Veska
Race: Kobold (+2 DEX, -2 STR)
Class: Lv5 Ranger (Gloom Stalker)

Description
Age: 25
Height: 2'10"
Weight: 33 lbs.
Alignment: Chaotic Good

Background: Criminal
Feature - Criminal Contact: You have a trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to them, even over long distances, via messengers, caravan masters, sailors, etc.

Backstory: WIP (see questions at bottom of sheet)

Physical Description: Veska has faded green scales, ranging from darker on her back to light on her front, amber eyes with slit-shaped pupils, and has ridges sweeping along her brow to the back of her head, where two short horns protrude from the spiny scales there.

STR: 8 | Save: +2 | Athletics +2
DEX: 18 | Save: +7 | Acrobatics / Sleight of Hand +4, Stealth +7
CON: 15 | Save +2
INT: 9 | Save -1 | Arcana / History / Investigation / Nature / Religion -1
WIS: 11 | Save +0 | Perception / Survival +3; Animal Handling / Insight / Medicine +0
CHA: 8 | Save -1 | Deception +2; Intimidation / Performance / Persuasion -1

HP: 42/44Hp
AC: 16 (12 studded leather + 4 DEX)
Speed: 30ft

Languages: Common, Draconic, Halfling
Armour Proficiencies: Light, Medium, Shields
Weapon Proficiencies: Simple Weapons, Martial Weapons
Tool Proficiencies: One type of gaming set(?), Thieves' Tools
Carrying Capacity: 120 lbs.

Racial Abilities/Skills:
- Darkvision up to 90 feet (base 60, +30 from Umbral Sight)
- Grovel, Cower, and Beg: As an action, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you, until the end of your next turn. Once used, you can't use this until after a short/long rest.
-- The fluff on this ability sucks a lot.
- Pack Tactics: You gain ADV on attack rolls if at least one non-incapacitated ally is within 5 feet of the target creature.
- Sunlight Sensitivity: You have DISADV on attack rolls and WIS(Perception) checks that rely on sight whenever you, the target, or whatever you're trying to perceive is in direct sunlight.

Ranger Stuff (Gloom Stalker)
Favored Enemy - Humans and Halflings: You have ADV on WIS(Survival) checks to track favored enemies and on INT checks to recall info about them. You learn one language known by your favored enemies.
Natural Explorer - Underdark (underground, etc.): When you make an INT or WIS check, double your proficiency bonus if you're proficient at that skill. When traveling for an hour or more in this terrain, gain a bunch of benefits (look in PHB)
Fighting Style - Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
Primeval Awareness: You can use an action to expend a Ranger spell slot to determine whether there are aberrations, celestials, dragons, elementals, fey, fiends, or undead within 1 mile of you (6 miles in your favored terrain). This doesn't reveal their location or number.
Dread Ambusher: Gain a bonus to initiative rolls equal to WIS mod. On the first turn of combat you have +10 walking speed and can make an additional attack if you take an Attack action. If this attack hits, it does an extra 1d8 damage.
Umbral Sight: Gain 60 feet of darkvision if you don't have it already, +30 feet of darkvision if you do. While in darkness you are invisible to creatures that rely on darkvision to see you in that darkness.
Extra Attack: You can attack twice whenever you take the Attack action on your turn (bonus action attacks don't count).

Level 4: FEAT - War Caster: You have ADV on concentration checks. You can cast somatic spells even when both hands are holding weapons or shields. When an enemy triggers an opportunity attack, you can target them (and only them) with a spell that takes 1 action to cast.

Equipment:
- Shortsword (2)
- Explorer's pack: backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50 feet hempen rope
- Shortbow and quiver w/ 20 arrows

- a Crowbar
- a Set of dark clothes + hood
- a Belt pouch with 13 gp, 9 sp
- Thieves' Tools
- 10 sacks

- Studded Leather
- 150gp
- Gloves of Swimming and Climbing: While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.

In Vatro's Bag of Holding:
- 10 sheets of paper (some used)
- 2 inkpots (1 used)
- 1 (fancy) inkpen
- 110(?) gp worth of coin and gems
- Magnifying glass

---------------------------------

Spells

Level 1
Absorb Elements
Hunter's Mark
Fog Cloud
Disguise Self (free with Gloom Stalker)

Level 2
Healing Spirit
Rope Trick (free with Gloom Stalker)
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Last edited by SuperVaderMan on Fri Aug 17, 2018 7:58 pm, edited 5 times in total.

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thinkslogically
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Re: The Heist - OOC

Post by thinkslogically » Wed Apr 04, 2018 12:07 pm

Name: Jax Starthorn
Race: Half Elf (+1 DEX, +1 WIS, +2 CHA)
Class: Lv4 Bard (Lore) / Lv1 Rogue

Description
Age: 38
Height: 6'0"
Weight: 160 lbs
Alignment: Chaotic Neutral

Background: Charlatan
Feature: You have created a second identity that includes documentation. established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Favorite Schemes: "I insinuate myself into people lives' to prey on their weakness and secure their fortune"

False Identity: Jax typically passes himself off as a minor noble, and keeps a fake signet ring to play the part. Usually pretending to be a distant cousin of a more well-known family is sufficient to avoid too many questions.

Personality: "Flattery is my preferred trick for getting what I want."
Ideal: "I never target people who can't afford to lose a few coins."
Bond: "Somewhere out there, I have a child who doesn't know me. I'm making the world better for her."
Flaw: "I can't resist swindling people who are more powerful than me."

Backstory: Jax is a philanderer and a liar. He is charming, manipulative and deceptive and uses his personality to get what he wants. ...Backed up with just a little magical nudge when he needs a little extra luck. When he can't charm someone to pay for his lifestyle, he uses his other skills to get money out of people who he thinks can afford it, or who deserve to lose a few coins. If worst comes to the worst, he simply pretends to be whoever he's marked, and has a remarkable talent for getting rid of people and assets with few well-placed forgeries. He's a very charming, urban bandit.

Physical Description:Tall, attractive and well-dressed. White-blonde hair, emerald-green eyes and a dashing smile.

((The luck stone gives +1 to all ability and save rolls. I have not added it to the numbers listed below))

STR: 8 ¦ Save: -1 ¦ Athletics -1
DEX: 15 ¦ Save: +5 ¦ Acrobatics + 3, Sleight of Hand +5, Stealth +5
CON: 12 ¦ Save +1
INT: 10 ¦ Save +0 ¦ Arcana/History/Investigation +3 ; Nature /Religion +1
WIS: 14 ¦ Save +2 ¦ Insight +8 ; Perception + 5, Animal Handling/Medicine/Survival +3
CHA: 18 ¦ Save +7 ¦ Deception / Persuasion / Intimidation +10; Performance +5

HP: 40/40
AC: 13 (11 + 2 DEX)
Speed: 30ft

Languages: Common, Elvish, Thieves' Cant, Dwarven
Armour Proficiencies: Light
Weapon Proficiencies: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tool Proficiencies: Disguise Kit +3, Thieves' Tools + 5 ((Assuming DEX + Proficiency))
Carrying Capacity: 120lbs

Racial Abilities/Skills:
- Darkvision
- Immune to magical sleep, ADV on saves vs. charmed.
- Two extra skill proficiencies

Rogue Stuff
Expertise: Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiencies. (Insight, Persuasion)
Sneak Attack: You know how to strike subtly and exploit a foeÔÇÖs 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 donÔÇÖt need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isnÔÇÖt incapacitated, and you donÔÇÖt have disadvantage on the attack roll.
Thieves Cant: Understand a secret language

Bard Stuff
Jack of All Trades: Gain half your ability bonus on skills you aren't proficient in.
Bardic Inspiration (1d6): You can perform during a short rest to cause any ally or yourself to gain an additional 1d6 HP (once) if healed during the rest. (CHA mod times per day; resets on a long rest).
MOAR expertise: Double proficiency on chosen skills (Intimidation, Deception)
College of Lore: Proficient in three more skills.
College of Lore: You can spend a use of Bardic Inspiration to give a creature within 60 feet a penalty on an attack roll, damage roll or ability check

Level 4: FEAT - Actor: You gain ADV on deception and performance checks to impersonate someone else. You can imitate the sounds or speech of another creature and gain +1 CHA.

Equipment:
- Rapier
- Dagger (1)
- Diplomat's Pouch: 1 chest, 2 cases for maps and scrolls, a set of Fine clothes, a bottle of ink,an Ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of Perfume, Sealing wax, soap.

- Thieves' tools
- Musical Instrument (flute)
- Signet ring of a minor Duke

- Leather Armor
- Luckstone (+1 to ability checks & saves)

A disguise kit
A forgery kit

Trinket: An empty silver snuffbox with the word "dreams" inscribed on top (#86 in the phb list).

260 GP (didn't need to buy thieves tools apparently).
---------------------------------

Spellbook (May add an offensive spell or two; depends on what the others do):

Cantrips
Friends
Mage Hand
Minor Illusion

Level 1
Disguise Self
Charm Person
Sleep
Feather Fall

Level 2
Calm Emotions
Enthrall
Suggestion

-------------------------------------------------------------

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SuperVaderMan
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Re: The Heist - OOC

Post by SuperVaderMan » Thu Apr 05, 2018 11:27 am

Dusk9 wrote:
► Show Spoiler
Technically the description of Disguise Self says that you can only tell that the person is disguised if you make a successful Investigation roll, not what they actually look like :shifty:
Disguise Self wrote:To discern that you are disguised, a creature can use
its action to inspect your appearance and must succeed
on an Intelligence (Investigation) check against your
spell save DC.
(If you wanna say that you can see what the disguised person looks like tho, that's ok)

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Dusk9
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Re: The Heist - OOC

Post by Dusk9 » Thu Apr 05, 2018 11:37 am

Good point! I was assuming it would work like Minor/Major Illusion, but you're right that they shouldn't actually be able to see through it.

I'll edit Kytiel's bit now.

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Theis2
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Re: The Heist - OOC

Post by Theis2 » Thu Apr 05, 2018 12:47 pm

Sorry about the delay and still haven't had the chamce to post before now

Here's my sheet https://www.myth-weavers.com/sheet.html#id=1532756
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M0rtimer
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Re: The Heist - OOC

Post by M0rtimer » Thu Apr 05, 2018 3:22 pm

So this might be a bit too late, but, is there proficiency in explosions? :shifty:

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spiderwrangler
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Re: The Heist - OOC

Post by spiderwrangler » Thu Apr 05, 2018 3:51 pm

Proficiency in alchemist's supplies is probably your closest.
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Dusk9
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Re: The Heist - OOC

Post by Dusk9 » Fri Apr 06, 2018 1:32 am

...so i may have just realised I've been calling Jax a human, even though he's done nothing to hide his obviously half-elf ears. Whoops! :lol:

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Theis2
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Re: The Heist - OOC

Post by Theis2 » Fri Apr 06, 2018 1:34 am

As a true elf myself, he might as well be human for what I care! :lol:
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thinkslogically
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Re: The Heist - OOC

Post by thinkslogically » Fri Apr 06, 2018 5:51 am

Actually forgot he was a half elf too! Maybe he just looks more like an attractive human than elf :lol:

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spiderwrangler
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Re: The Heist - OOC

Post by spiderwrangler » Fri Apr 06, 2018 7:23 am

I assumed that was part of the disguise, and that all I knew in character was that Jax was a human.
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Dusk9
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Re: The Heist - OOC

Post by Dusk9 » Fri Apr 06, 2018 1:44 pm

We'll just retcon it to pretend that I've been saying half-elf this entire time. Only reason it came up was because Jerry was referring to Kytiel when he said "the human" :P

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thinkslogically
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Re: The Heist - OOC

Post by thinkslogically » Sun Apr 08, 2018 7:20 pm

So, quick question (again) on the forge documents feature I have. Since it comes from the Charlatan background, it doesn't seem to have a forgery kit requirement - it's just something Jax can do, PROVIDING he's seen a copy of the document to be forged (and invented documents would require the usual kit checks). Is that about right?

Basically, I figure the forgery angle could be really cool, but just want an idea of how it works mechanically so I can figure out how risky different attempts are likely to be.

I can't find much online about this side of the game except for a random reddit discussion, but it seems pretty open to interpretation.

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spiderwrangler
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Re: The Heist - OOC

Post by spiderwrangler » Sun Apr 08, 2018 7:49 pm

Yeah, I think it's one that comes down to DM/player interpretation. I see it as an extension of your ability with the forgery kit... you're really good at forging documents and mimicking style and handwriting.

From the PHB Kit Description: "Forgery Kit. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document."

This implies that you can make a check to create a physical forgery without proficiency, you're just not as good, and likely could even without the kit, but limited by the supplies you have available?

From the PHB Charlatan's Background: "Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy."

What that means mechanically isn't all that clear. Read a certain way, it sounds like without the background, you are NOT able to forge official papers and handwriting, but now can try. Or it could be taken that now you can do it without it being an issue at all.



From Xanathar's Guide:
"Forgery Kit
A forgery kit is designed to duplicate documents and to make it easier to copy a person's seal or signature.
Components. A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tolls to sculpt melted wax to mimic a seal.
Arcana. A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake.
Deception. A well-crafted forger, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.
History. A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.
Investigation. When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine.
Other Tools. Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer's tools to make a fake map.
Quick Fake. As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else's Intelligence (Investigation) check to spot the fake.

Activity | DC
Mimic handwriting | 15
Duplicate a wax seal | 20"

This of course came after the PHB, but adds a bit more mechanical stuff, giving you times it takes to make quick fakes, as well as DCs to mimic handwriting or seals. Handwriting and seals seem like they'd be involved in the official documents and personal letters that Charlatan mentions, but here they are given a DC that anyone proficient can shoot for.

Even if someone is really good at doing fakes, perfect fakes that can't be detected would kind of be against using dice to determine stuff... It'd probably be reasonable to either adjust the DC or give advantage to a charlatan looking to make those sorts of checks, though I'd think they'd still need to use the kit to do so... making an official invitation with the equivalent of a napkin and lipstick probably isn't going to work.
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thinkslogically
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Re: The Heist - OOC

Post by thinkslogically » Sun Apr 08, 2018 8:03 pm

Right, which is why I picked up the forgery kit. I don't like the auto-succeed ruling either really since it's not very "D&D". Maybe something like, if there's time to make a copy of a document, the Charlatan background can be used to auto succeed in no-pressure situations (like the old "take 20" rulings).

Anything that's hurried or whatever would require a roll, maybe with advantage if it's a straight copy; standard kit rules if its something I've only seen at a glance.

Up to dusk really I guess, but I just think it's cool (and really why I picked charlatan over criminal) and I'd like to be able to use it if possible.

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Dusk9
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Re: The Heist - OOC

Post by Dusk9 » Mon Apr 09, 2018 4:11 am

I think the way I'll interpret it is as follows;

- Without the Charlatan background, you can copy/forge papers, but you need an example with you to copy/base your forgery on.
- With the Charlatan background, you can copy/forge from memory instead. If you have an example with you, then you get Advantage.

So Charlatan makes you better than an ordinary forger, and gives you options if you can't get hold of a official document for long periods. But it's not an auto-success or anything like that.

(Also forgery is either an INT check for official documents, or DEX for copying handwriting, depending on what you're trying to do.)

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thinkslogically
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Re: The Heist - OOC

Post by thinkslogically » Mon Apr 09, 2018 5:16 am

That works for me, thanks :)

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M0rtimer
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Re: The Heist - OOC

Post by M0rtimer » Mon Apr 09, 2018 6:41 am

Uragh will infiltrate the ball. Don't worry, nothing can go wrong. :lol:

But yeah, I like how we've already seem to got a whole bunch of "options" to start exploring means to get in... Maybe we'd ought to start making a list in here? Of all the "to do" things so we can see about distributing them? I might be able to make a start of that later today.

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thinkslogically
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Re: The Heist - OOC

Post by thinkslogically » Mon Apr 09, 2018 7:06 am

Sounds good to me. A google doc for notes might be an option as well since I can see this getting pretty complicated pretty quickly.

IC, I think the important thing will be coordination and finding some way to keep in touch with each others.

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Dusk9
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Re: The Heist - OOC

Post by Dusk9 » Mon Apr 09, 2018 7:13 am

Yeah, I was hoping to give you guys a few different paths to follow at the start, depending on your skills. I wasn't sure what team composition you'd all decide on, so tried to vary things up a bit with your options. Didn't want to plan out a bunch of stealth missions, then leave the strength characters with nothing to do :lol:

That said, you're all welcome to follow your own ideas too. There might be other ways to do things that I haven't planned for thought of, after all :P

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