
Rynjin |

Jo:
The guard nods his head in time with her words.
"Alrighty then, if that's what you need to get 'im out of your system, go for it. You be careful now though, don't go gettin' drunk and doin' somethin' you'll regret in the mornin', ya hear?"
He finishes off the last of his sandwich and ale.
"It's been nice talkin' with ya miss, but I've gotta be goin' now. My name is Hank, by the way. Hank Charwhyte. Look me up if you need anything else, I usually eat lunch around here, and guard my friend's house during the day," he points out the window "right over there. If you ever need somethin', knock on that door and I'd be happy to help."
He gets up, puts his chair in, nods respectfully to Jo, and departs through the door, walking down the street with his employer's lunch in hand.
Jorriko and Korak:
I think the best way to speed this up is to make it a sort of blanket "Theft DC". Failing it doesn't necessarily mean you fail to steal it, but it means you either take a long time, or there's some sort of mishap. What I want from you is a Perception, Stealth, and Disable Device check. One of you may assist the other on each. I'll take the average of those, and if it meets or exceeds the "Theft DC" you will have completed the mission just fine, at least up to the point where taking the actual item comes in (finding the room, finding the location, etc.), where it'll slow down into a more round by round thing again depending on what kind of protection the thing has. In the future I'll throw in more puzzle-y bits as well, I just can't think of any right now. I'm not a big puzzle guy. =/

Korak Fists of Fury |

Sorry. I wasn't able to post last couple hours
Stealth: 1d20 + 8 ⇒ (11) + 8 = 19
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
I'll leave the device disabling to Jorriko. I simple use aid another on his skill checks for that skill.

Rynjin |

Gotcher. With that, his total is pushed up to 22, 22, and 32, for an average of 25 (instead of the 24 you got before). Congrats, nothing bad happens, yet. =)
Jorriko and Korak quickly search the house, heading upstairs, and bypassing a few other minor traps and obstacles along the way, make it to the top floor, where the eye is located in a glass case.
While seemingly undefended to the naked eye, Jorriko's magical senses detect a number of magical trip wires set across the room, and a haze around the glass case, though whether the case itself is protected or the Eye is magical you are unable to discern. It is unclear what the wires trigger (Spellcraft if you've got it.) but it is unlikely to be helpful to your cause.
Acrobatics to avoid the tripwires, Disable Device if you have Trapfinding, Dispel Magic if you somehow have it. Anything else you can think of, run it by me.

Korak Fists of Fury |

Just of of curiosity... Let's see what would have been my DD roll: Disable Device: 1d20 ⇒ 1
O.O
...Well, ain't I glad I just used aid another instead of rolling? I don't think I've ever been this happy for not having skill ranks! lol.

Korak Fists of Fury |

Disable Device is trained only anyway, ain't it?
Indeed it is, which is why I said I'm happy I don't have the skill ranks in it. Otherwise I'd probably have triggered something nasty! :D
"Let's see..."
Korak takes a look on the suspicious box, trying to detect anything unusual or worrisome.
Perception: 1d20 + 8 ⇒ (4) + 8 = 12
¬¬'
"I don't see anything suspicious. Let's hope we didn't miss anything"

Rynjin |

Korak and Jorriko, neither noticing anything suspicious, lift the glass case.
Almost immediately, a click is heard and then a small Pffft sound issues from the case. A small cloud of gray dust pops out of the case's bottom, and shoots into Jorriko's face.
Fort save Jorriko.

Rynjin |

Ooh hoo, lucky lucky...but you ain't outta the woods yet. =p
Jorriko breathes in a bit of the dust, but immediately coughs it back out, suffering no ill effects.
He snatches the Ifrit's Eye off the pedestal and heads for the exit.
About halfway to the exit (Note you still have to get back through the tripwires to get anywhere, but we'll assume you make it based on your last roll, just going carefully), he hears a few things.
First, two more small Pffts issue from the sealing behind him, hazing the air in an almost solid line across the room.
Second, a soft hissing or whirring sound, as if a light breeze or wind has started blowing in the room. The dust starts to move slowly across the room, its length covering the room from wall to wall, though its width covers only about 3 or 4 feet.
Third, the sound of the front door opening, and a man's happy whistling.
Fate smiles upon the duo slightly, as the encroaching poisonous dust (along with some regular, mundane dust kicked up by the breeze) reveals the tripwires to naked sight, allowing Korak full view of them.
Map. Dust is over you, but you don't need to make another save unless you stay in the same square as it at the end of your turn. Dust will move forward at a speed of 5 ft. per round, towards the door. Cyan are windows.

Jorriko Krail |

acrobatics: 1d20 + 7 ⇒ (11) + 7 = 18 bonus for them being more visible?
reflex: 1d20 + 4 ⇒ (1) + 4 = 5
Krail nods at Korak and attempts to maneuver through the trip wires and heads to the window at his left. He jumps through it and lands outside and takes off at a dead run.

Rynjin |

You got it (+2 bonus for visibility sounds fair, since their main difficulty was that you couldn't see them before after you stopped concentrating). Using your other move action to open the window I presume? It's Korak's turn now. You're probably going to have to make one more save before this is done (since the dust will move forward at the end of this round by 5 feet), though Korak won't if he dives out the window or something.

Korak Fists of Fury |

Can't sleep, so here I am, despite being 6am already.
"That's as good an exit as any, I suppose."
The barbarian rushes through the window before the poisonous cloud can reach him. As soon as he falls on the exterior of the building, he tries to conceal his presence while keeping an eye open for trouble.
Possibly necessary skill checks:
Acrobatics: 1d20 + 8 ⇒ (19) + 8 = 27
Stealth: 1d20 + 8 ⇒ (7) + 8 = 15
Perception: 1d20 + 8 ⇒ (17) + 8 = 25
(Mostly) Good rolls! Finally! :D

Korak Fists of Fury |

Wait... Can I pull Jorriko with me so he doesn't need to make another save?

Rynjin |

Ohhh, THAT'S what the Ref save was for. Well, ya failed, obviously (Nat 1). Jumping through a window is what, 1d6 piercing damage, we'll say? I can't sleep either, due to the fact that my intestines are apparently having an argument at the moment, so I'm on for a little while longer too.
1d6 ⇒ 4
Jorriko leaps through the 3rd story window in desperation, hoping to get away from the poisonous dust before his luck ran out, with Korak not far behind.
"The HELL was that?" the duo faintly hears, and the sound of stomping feet on stairs reaches their ears almost immediately afterward.
I need a few things from both of you. 1.) Ref save from Korak to avoid 1d6 piercing damage from the glass shards, and Acrobatics from both of you to grab the ledge OR soften your fall (I like the diving rules, figured I'd modify them slightly for here. Successful DC 15 Acrobatics converts the first 1d6 to non-lethal damage.) If you both try to grab the ledge Korak's will be at a -2, since the only way it'd work is if he snagged Jorriko's legs on the way down.
Sorry if this got a bit complicated, I didn't anticipate you actually diving through this window, so I need to make up some stuff.

Korak Fists of Fury |

Can I use my previous Acrobatics roll? C'mon, I rolled a 19!
Oh... And Korak's Reflex Save Reflex: 1d20 + 5 ⇒ (4) + 5 = 9
¬¬'
Does Korak's DR apply? EDIT: Nope. Just noticed DR only reduces damage caused by physical attacks.

Rynjin |

Eh? *Checks* Actually, it looks like the Invulnerable Rager's DR doesn't have the same "Natural attacks or weapons" clause as the regular Barbarian DR, so it should work. Wouldn't make much sense otherwise. And remember, the last Acrobatics roll was to get through the tripwires without setting them off. Unfortunately, Jorriko made that bit a moot point. Sorry. Sleepy time now.
1d6 ⇒ 3

Korak Fists of Fury |

Actually, only applying to physical attacks is a universal property of DR, not just Barbarian DR. I don't mind if you decide to allow it to apply against fall damage, though... Heh
Acrobatics: 1d20 + 8 ⇒ (13) + 8 = 21
I''m also going to try to sleep a bit. With some luck I'll get enough sleep to not look like a zombie for the rest of day.

Jo. |

"right over there. If you ever need somethin', knock on that door and I'd be happy to help."
He gets up, puts his chair in, nods respectfully to Jo, and departs through the door, walking down the street with his employer's lunch in hand.
Thank you very much, that is very kind of you - Damn, what man do not what to take advantage of a scorned woman?. pfff.
I know where he is going so I follow him from affar, lets say 180 ft
Stealth: 1d20 + 20 ⇒ (4) + 20 = 24 (modified with the penalty penalty to perception he have)
I also change my hair color to black and my dress to something else and very difernet than before.

Rynjin |

@Jo:
Jo follows Hank without being seen, to a large shop just on the border between the Plaza and Upper City. A sign out front reads, in bold letters Gaurten's Jewelery. Hank walks in, stays a minute or two, and then walks out, now empty handed, and walks back to the house.
At no point during this does he recognize you, though once he walks within 5 feet of you on his way back.
@Jorriko and Korak: Ah, I didn't know that. Gah, hrm. I'm on the fence about the DR thing. It doesn't make much sense to me that you can tank a hit from a Greatsword and yet be sliced open by glass shards. I think we'll run it on a case by case basis. Against most "weapon-like things" like sharp glass and the like, I think it works. Fall damage, I don't think so. You're basically hurting YOURSELF by slamming into the ground (which is also a bit tougher than you anyway...). Also, what are the odds of you both ending up with 21?
Korak and Jorriko dive through the window in perfect coordination, tucking and rolling to soften their fall.
Non-lethal: 1d6 ⇒ 6
Lethal: 2d6 ⇒ (6, 2) = 8
Total, Jorriko should've taken 12 lethal, 6 non-lethal, Korak takes 10 lethal, 6 non-lethal.
Hurt, but not injured, they continue on their way, as alarms start ringing in the house. You don't know it, but Hank ran up there with his protection (a little wand of Breeze) and triggered the alarms on the way to the window. He doesn't get a good look at you, just 2 figures running along the back roads (or wherever you run off to anyway).
Within minutes, the guards arrive on the scene, standing out front with Hank as he explains what happened. Jo I'm assuming you're here for this, though you won't be noticed in the crowd of curious onlookers.
Worryingly, they also bring in a forensic wizard, who walks out of the top floor room with two bloody shards of glass in vials, and a smug look on his face.

Jo. |

Ok, I followed him to the house. - I change my cloting to looks like a beggar and from afar I keep watchin the place. Is there any sing of joriko and Korak?

Jorriko Krail |

forensic wizards at lvl 3? We're boned!
after moving along a bit. I suggest we split up. Stash the Eye at the beggars house where Jo can retrieve and complete the mission as previously discussed. From there Krail will go to that gang hideout and law low for 2 days checking in at the guild hall at midnight to compare notes and further strategize. Maybe stop by Hanks sandwich spot and poison him on the first day.

Korak Fists of Fury |

Also, what are the odds of you both ending up with 21?
Exactly 0.25%, if I'm not mistaken.

Rynjin |

Okay then. Since you're laying low I'll assume you won't be helping out with whatever Jo and maybe Korak decide to do about the kidnapping.
So: What kind of poison (it'll have to be one you can afford, meaning it may or may not be deadly, but could lay him up for a few days)?
Also, I need a Will save from 1d2 ⇒ 2 Korak for the evening of the robbery/morning of the day after (whichever).

Jo. |

So, do you have the gem? I have a bad feeling there was a forensic wizard We may have to buysome protection from scrying for you guys

Korak Fists of Fury |

I'm a bit lost about what's happening now... Did Jorriko and Korak simply escape and we're skipping to the next scene? What exactly do I have to roll? Stealth? Will Save?
Stealth: 1d20 + 8 ⇒ (1) + 8 = 9
Will save: 1d20 + 5 ⇒ (13) + 5 = 18
Laying low seems like a good idea. Although Korak's idea of "laying low" is getting involved in no more than 4 tavern brawls.

Rynjin |

@Lemmy: I assume you just run off, unless you think there's a reason to stick around. There were no real witnesses (yard was fenced in, lunch hour so most were inside), and Hank only reached the window a few rounds after you'd dove through it.
@Byrd: Alrighty then. May need to actually stat up Hank right quick (not too much work, he's basically a town guard with a bit of extra combat experience, and I have common mooks like that statted up already). Tell me when, where, and how.

Jorriko Krail |

I will forge a note from Charles thanking him for his cooperation in the heist, sneak back in after the guards leave the very same day, slay him and plant the note. If he is low enough lvl, my dmg would be 1d10+ 7, with 2d6 negative. For a min of 10, avg of 18-19, and a max of 29. If that helps
forgery: 1d20 + 7 ⇒ (19) + 7 = 26
@ Lemmy: here is the horrible truth to the dark side (black ops, if you will) of "Bro Byrd"

Rynjin |

I assume you do this while he's asleep? That way you could coup de grace *Checks your Stealth skill vs his Perception skill* Yeah you shouldn't need to make a check. If not, roll Stealth vs Perception (he wouldn't have a penalty for being asleep, so his Perception is a lot closer to your Stealth), and you'll actually have to roll damage, since you won't be CdG'ing.