Board 8 > Dungeons and Dragons A.I assisted CYOA -- A tiny Pint.

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azuarc
07/12/25 9:13:25 PM
#101:


E. From the closest point to the exit possible, cast Minor Illusion to emit a high-pitched shrieking noise that will shatter all the glass in the chandelier.

Technically, Pint would have to find the resonant frequency and place the sound emission in a very precise location, but in pop culture, this should be good enough...and Pint certainly doesn't know anything about acoustics.

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ShakeShakeShake
07/15/25 1:32:24 AM
#102:


I will bump it once, if it falls down without resolution I will let it.
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Lopen
07/15/25 1:39:30 AM
#103:


C

Dupe with Operation C now that's funny

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ShakeShakeShake
07/15/25 6:15:25 AM
#104:


You've chosen C. The Staircase Tumble. An excellent choice for maximum noise and theatricality. It's a plan with style.

Your eyes lock onto the target at the top of the grand staircase. It's a magnificent suit of full plate armor, polished to a mirror shine, with an ostentatious plume of purple feathers sprouting from its helm. It stands at attention, one gauntlet resting on the pommel of a massive greatsword. It's not just armor; it's a statement of wealth and power. A statement you are about to turn into a percussive symphony.

The challenge is getting to it. The staircase is a wide, open space. If Elias Vance happens to glance down from the second-floor landing, he might see you. You will need to ascend with the silence of a whisper.

You drop into a low crouch and begin to move, sticking to the edge of the stairs where the structure is strongest, avoiding the center of each step where a dreaded creak is most likely to occur. This will require your utmost skill in silent movement. A Stealth (Dexterity) check is in order.

(1d20 + 5 = 17 + 5 = 22)

You are a ghost on the stairs. You flow upwards, your feet finding purchase on the thick velvet runner, your weight distributed so perfectly that not a single board groans in protest. Your movements are economical and fluid, a dance of pure silence. You reach the top of the landing and glide behind the suit of armor without making a sound. You are now in position, hidden from the hallway that leads to the balcony room.

Up close, the suit of armor is even more imposing. It's mounted on a heavy wooden stand, making the entire structure top-heavy and stable... for now. Your plan is simple: give it a good, hard shove and let gravity do the rest.

This will take all your strength. You brace yourself, finding your footing on the plush carpet. You're going to make an Athletics (Strength) check to topple the armored behemoth.

(1d20 + 1 = 15 + 1 = 16)

You place your hands on the cold, smooth steel of the backplate, bend your knees, and push with every ounce of strength in your small gnomish body. For a heart-stopping moment, it doesn't budge. The thing is heavier than it looks. You grunt, putting your back into it, channeling your monk's focus into a single, explosive effort.

With a deep groan of stressed metal and wood, the stand tilts past its center of gravity. It teeters on the edge of the top step for a fraction of a second, its plumed helmet seeming to look down the long flight of stairs in surprise. And then, it falls.

The sound is glorious. It is an avalanche of steel and thunder. The helmeted head hits first with a loud CLANG! that echoes through the entire tower. Then the torso and limbs begin to tumble, a cacophonous, rolling catastrophe of CRASH-BAM-CLATTER-SKRAAANG! as it bounces off the stairs, shedding pieces of pauldrons and vambraces on its way down. It finally comes to rest in a mangled, clattering heap at the bottom of the staircase, a modern art sculpture of violent noise.

The silence that follows is profound and absolute. Then you hear it. From down the second-floor hallway, a door is thrown open with such force that it bangs against a wall.

What in the nine hells was that?! a mans voice screams, high-pitched with panic and rage. My armor! That was a 1,200 gold piece original! You hear heavy, frantic footsteps. Vance has taken the bait.

This is Vaela's cue. Your job is done. Now, you must escape. The footsteps are coming from the second floor. You are at the top of the stairs, hidden just around the corner. The path down is currently blocked by a furious, and presumably dangerous, homeowner.

What is your escape plan?

  • A. The Window Exit: You are on the second floor. There may be a window in this hallway or a nearby room that you can use to get back to the rooftops, bypassing the stairs completely.
  • B. The Hiding Spot: There might be a closet, a side room, or a large piece of furniture on this landing that you can hide in or behind. You can wait for Vance to go downstairs, then sneak out after him.
  • C. The Bold Descent: As soon as Vance runs past you and down the stairs to inspect the damage, you can make a break for it, running down the stairs right behind him and out the way you came through the kitchen.
  • D. Backtrack and Wait: You can quietly retreat back down the hallway, away from the stairs, and wait for things to calm down before planning your next move.
  • E. Anything else.


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White_Wing
07/15/25 3:18:22 PM
#105:


A
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azuarc
07/15/25 3:48:52 PM
#106:


Unfortunate that nobody liked my shatter the glass approach. Now we're stuck behind Vance. The tumbling suit of armor is a classic, though.

D -- I'm thinking he'll very quickly realize he's been duped and run back to check on the MacGuffin. In fact, there's a funny question to ask if it's worth our effort to try to go after it ourselves assuming he blows past us to inspect the armor.

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Lopen
07/15/25 4:10:57 PM
#107:


C

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MysteriousStan
07/15/25 4:36:04 PM
#108:


D
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ShakeShakeShake
07/15/25 11:00:45 PM
#109:


You've chosen D, to put distance between yourself and the approaching storm. A tactical retreat is not cowardice; it's intelligence.

The sound of Vances furious footsteps is your cue. He is a bull charging towards the red flag of his ruined armor, and you have no desire to be in his path. As the footsteps grow louder, you don't hesitate. You turn away from the staircase and melt back into the shadows of the second-floor hallway, putting as much distance as possible between yourself and the landing.

You need to be silent. The man is enraged, but his ears might still be sharp. You'll need to make another Stealth (Dexterity) check to ensure your retreat is unnoticed.

(1d20 + 5 = 18 + 5 = 23)

You are a puff of smoke in the gloom. You glide down the richly carpeted hallway, your feet making absolutely no purchase on the thick pile. Just as you slip behind a large, ornate porcelain vase in an alcove, a figure bursts out of a doorway near the landing. Its Elias Vance.

You catch a glimpse of him: a portly, middle-aged human with a slick of black hair plastered to his sweating scalp. He's wearing a ridiculously opulent silk dressing gown of vibrant purple, the same color as the plume on his now-dented helmet. His face is crimson with rage, his eyes wide with disbelief.

No, no, no! he wails, not even glancing in your direction. He rushes to the top of the stairs, his silk slippers flapping, and stares down in horror at the metallic carnage below. My beautiful Gunter! What happened to you?! He thunders down the staircase, completely consumed by the fate of his beloved suit of armor.

You are now alone in the upstairs hallway, about thirty feet from the landing. The way down the stairs is temporarily clear, though you can hear Vance's histrionic sobs from the ground floor. The hallway itself is long and opulent, with several closed doors of dark, polished wood. At the far end, opposite the stairs, is a large, arched window overlooking the back garden.

Most notably, one door near the landing stands wide openthe one Vance just stormed out of. You can't see inside from your position, but you know it leads to the room with the balcony. Vaela's target.

You are safe for the moment. Vance is downstairs, Vaela is presumably making her move, and you are hidden on the second floor. What is your next move?

  • A. Peek into the Balcony Room: Your curiosity and your pact demand it. You can sneak to the open doorway and take a quick look inside to see if Vaela was successful and to get a glimpse of the Whisper-box.
  • B. Make Your Escape Now: This is the perfect opportunity. While Vance is grieving his armor, you can sneak to the stairs, descend, and retreat through the kitchen and out the back, fulfilling your part of the bargain.
  • C. The Back Window Exit: The large window at the end of the hall is a promising escape route. You can go to it and see if it opens and if it provides a safe jump or climb down into the garden.
  • D. Hide and Wait: Find an empty room, close the door, and wait. Let Vance finish his tantrum and let Vaela get clear. It's the most patient and safest option.
  • E. Anything else.


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Bitto
07/15/25 11:33:12 PM
#110:


A

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azuarc
07/16/25 12:10:15 AM
#111:


What would I do? GTFO.

What would Pint do? A.

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ShakeShakeShake
07/16/25 12:50:37 AM
#112:


You've chosen A. Your sense of obligation to your strange pactand a healthy dose of gnomish curiosityoverrides your instinct to flee. You need to see this through.

The sound of Vances theatrical sobbing from the bottom of the stairs provides the perfect auditory cover. He is completely distracted. This is your chance. You push yourself away from the wall and, staying low, creep down the hallway toward the open door of the balcony room.

Another Stealth (Dexterity) check is needed to approach the doorway without being heard by anyone who might still be inside.

(1d20 + 5 = 11 + 5 = 16)

You move with a practiced quietness, your feet silent on the thick carpet. You reach the ornate doorframe and press your back against the wall beside it. From here, you can't be seen from within the room, but you can hear the faint sound of movementa soft rustling, a quiet metallic click.

Someone is in there.

You slowly, carefully, peek your head around the edge of the doorframe, just enough for one eye to see into the room. The room is a lavish study. Bookshelves crammed with leather-bound tomes line the walls, a large fireplace stands cold, and a massive desk made of dark wood sits near the center. The window to the balcony is open, the magical ward now dispelled, and the velvet curtains billow gently in the breeze.

You see her. Vaela is there. She is crouched beside the desk, her back to you. She has a set of fine tools in her hands, and she is working on a small, hidden drawer on the side of the desk. The lock has already been expertly picked; she is now disarming what you presume is a trap.

She is so focused on her work that she hasn't noticed you. On the floor beside her rests her hand crossbow and a small, dark object. It must be the Whisper-box.

It is smaller than you imagined, no bigger than your two fists put together. It is carved from a wood so black it seems to drink the light, with strange, swirling patterns that seem to move if you stare at them too long. It gives off no sound, no aura of magic that you can feel, but there is a palpable wrongness about it. A void. A patch of nothingness in the world.

Suddenly, Vaela freezes. Her head snaps up. She must have finished her work. She reaches down, her hand closing around the Whisper-box.

This is your moment. You have fulfilled your bargain. You have seen the box. The smartest thing to do would be to pull your head back and vanish. But the box its silent pull is strangely compelling.

What do you do?

  • A. Disappear. You've seen enough. You pull your head back, retreat down the hall, and make your escape through the back window or down the stairs.
  • B. Announce Yourself. You step into the doorway. "Our deal is done," you whisper, reminding her of her promise for a closer look.
  • C. Wait and Watch. You stay hidden, watching to see what she does next. Perhaps she will examine the box herself, revealing more about its nature.
  • D. Intervene. You don't trust her. You can rush into the room and try to grab the box for yourself, believing it's too dangerous for anyone to possess.
  • E. Anything else.


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azuarc
07/16/25 1:25:08 AM
#113:


I was going to say to discreetly announce yourself and escape with her, but she probably doesn't see you as any kind of ally whatsoever. If she hasn't noticed you, she should still be beholden to show you the box, but there's a decent chance she'll try to vanish.

And as much as I'd like to beat a quick retreat, I have a feeling if we lose sight of her, it will be very hard to find her again. Not impossible for Pint, but likely for anyone else it would be. So while this might be ill-advised, I'm going to go with C.

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White_Wing
07/16/25 4:20:21 AM
#114:


B
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MysteriousStan
07/16/25 7:45:38 AM
#115:


C
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ShakeShakeShake
07/16/25 11:16:26 AM
#116:


You have chosen C, to remain a silent observer. A wise choice. In a transaction between thieves, the one who moves last often has the most information.

You pull your head back just a fraction, melting deeper into the shadows of the doorframe. Your curiosity is a powerful, burning thing, but it is tempered by a lifetime of caution. You quiet your breathing, becoming just another patch of darkness in the opulent hallway.

From your hidden vantage point, you continue to watch Vaela. She remains crouched beside the desk, the dark, unsettling Whisper-box now clutched in one hand. She doesn't immediately flee.

Instead, she holds the box, turning it over in her gauntleted hands. Her head is bowed, and you get the distinct impression she is studying it, much as you were moments ago.

She runs a finger over the strange, swirling carvings on its surface. You see her knuckles tense. A low, barely audible sound escapes her lips. It is not a word, but a frustrated hiss, like the sound of escaping steam.

Then, she does something unexpected. She brings the box closer to her face, tilting her head as if to listen to it. But that can't be right; its entire nature is the absence of sound. After a moment, she sets it down on the plush carpet with a look of intense concentration. She then reaches into one of the pouches at her belt and removes a small, intricately folded piece of parchment. She carefully unfolds it. From your angle, you can see that it's covered in complex diagrams and lines of text in a language you don't recognize.

She glances from the parchment to the box, then back to the parchment. Her brow is furrowed in thought. It's clear this is not a simple smash-and-grab. She's not just a thief; she's an operative following a specific set of instructions, and something is not going according to plan.

Downstairs, Vance's wailing has subsided into angry, choked muttering. "Unacceptable... security breach... they'll pay, oh yes, they'll all pay..." He sounds like he's now pacing at the bottom of the stairs.

Vaela seems to hear it too. Her head snaps up, her moment of study interrupted. With a final, frustrated glance at the parchment, she quickly refolds it and tucks it away. She snatches the Whisper-box from the floor, shoves it into a specially designed, padded pouch at her belt, and grabs her crossbow.

She rises, her movements once again swift and silent. She is preparing to leave. She glances not towards the door where you are hiding, but towards the open balcony window. That is her escape route.

In two quick strides, she is at the balcony. She throws one leg over the wrought-iron railing, ready to rappel down the side of the tower. But just before she disappears, she hesitates. She looks back, her gaze sweeping the room one last time. And then, her cold, grey eyes lock directly onto the shadowed doorframe where you are hiding.

She saw you. Or she knew you'd be there all along.

She gives a single, sharp, almost imperceptible nod. It is an acknowledgment.

You are left alone in the hallway. The study is empty, save for the disarmed drawer hanging open on the desk. Vance is still muttering below. You have seen the box, and you have seen that it is more than a simple prize to your new, temporary ally. The mystery has only deepened.

Now what do you do?

  • A. Escape. Now. The mission is over. Go to the window at the end of the hall and get out, or risk the stairs while Vance is still distracted.
  • B. Investigate the Desk. Vaela was focused on that specific drawer for a reason. Before you leave, you could rush in and see if she missed anythinga false bottom, a stray piece of paper, any clue as to what's really going on.
  • C. Confront Vance. Go down the stairs and face the furious homeowner. You could try to blame the "other intruder" (Vaela), or even try to get more information out of him about the box.
  • D. Search the Rest of the Room. The box was in the desk, but perhaps there's more to find in the study itself. You could quickly scan the bookshelves or papers on the desk.


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azuarc
07/16/25 12:16:08 PM
#117:


As interesting as it might be to team up with Vance now, I don't think he'll listen. I am concerned with what's happening with the box, but if we can't follow Vaela out, it's probably time to leave.

Or maybe observe Vance's reaction? That might be interesting, too.

E: Find a hiding place and observe Vance's response to the missing box.


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ShakeShakeShake
07/16/25 12:26:15 PM
#118:


E: Anything else is of course an option with that last post, I simply forgot to include it.
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Lopen
07/16/25 1:25:26 PM
#119:


D

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White_Wing
07/16/25 1:27:15 PM
#120:


My first thought was to get to safety but, when you mention it, it is interesting what Vance's going to do now.

E: Use the balcony to get out on the roof, then hunker down and listen for what's going on in the study.
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Bitto
07/16/25 2:45:51 PM
#121:




White_Wing posted...


E: Use the balcony to get out on the roof, then hunker down and listen for what's going on in the study.


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ShakeShakeShake
07/16/25 3:24:07 PM
#122:


You've chosen E, a plan that brilliantly combines escape with intelligence gathering. You're not just leaving the scene of the crime; you're staking it out.

An idea clicks into place, a perfect synthesis of caution and curiosity. The open balcony is not just an exit; it's a doorway to a better vantage point. You must move quickly, before Vance's grief turns to suspicion and he returns to his sanctuary.

You dart from the cover of the hallway into the lavish study. The room feels immense now that you're fully inside it. You race past the great desk, your feet silent on the expensive rug. The breeze from the balcony is cool on your face, a promise of freedom. You don't hesitate. You hop onto the wrought-iron railing, balance for a split second like a tightrope walker, and then pull yourself up and over onto the roof outside.

You are now a creature of the eaves and gables once more. You quickly scramble up the slanted terracotta tiles, finding cover behind the ornate peak of the roof directly above the balcony room. From here, you are invisible from the street and from the room itself, but you are perfectly positioned to listen. You press your ear to the cold tiles, your gnomish hearing straining to pick up any sound from the room below.

For a moment, there is only the wind and the distant, muffled sound of Vance's pacing on the ground floor. Then, the rhythm changes. The pacing stops. You hear a heavy, determined tread on the stairs. He's coming back up.

This is it. You focus, listening with every fiber of your being. This will require a Perception (Wisdom) check.

(1d20 + 2 = 18 + 2 = 20)

Your hearing sharpens, filtering out the wind. The tiles of the roof seem to become a conductor, channeling the sound directly to your ear. You hear Elias Vance enter the study. You hear his sharp, panicked intake of breath.

"The ward," he whispers, his voice trembling. "It's down."

You hear his heavy, quick footsteps cross the room. A frantic rustling. The sound of a drawer being pulled open and slammed shut. More frantic searching.

"No. No, no, no. He took it. He took it!" Vance seems to be hyperventilating, his mind jumping to the wrong conclusion about the thief's identity.

Then, his voice drops to a terrified, conspiratorial whisper, as if he's afraid someone might be listeningwhich, of course, you are.

"The Shadowed Hand will kill me. They don't tolerate failure. They paid for a secure transaction... if they find out it was stolen..."

He trails off, and you hear the clink of a glass bottle and the glug-glug-glug of a drink being poured hastily. He's panicking.

*"And her..." he spits, the name a curse. "The Magpie's agent. It had to be her. She's the only one who could."

A moment of silence, then a new sound. The smashing of a glass against the fireplace. Vance lets out a raw, guttural scream of pure terror and frustration.

The scream is your cue. He's completely lost control. Soon, guards will be called, or he'll flee, or both. The window of opportunity for a clean escape is closing rapidly. You've learned more than you bargained for: the buyer is a group called 'The Shadowed Hand', Vaela works for someone called 'The Magpie', and the Whisper-box is clearly a very, very valuable commodity.

You pull back from the roof's peak, the new information buzzing in your head. You are on the roof, safe and unseen, with a wealth of dangerous knowledge.

What is your next move?

  • A. Follow Vaela. She's 'The Magpie's agent'. She has the box. She is the most direct link to this whole affair. You can try to pick up her trail again from the rooftops.
  • B. Find a Safe Place and Drink. You've had enough adventure for one day. You have a mysterious bottle in your pack and a lot to think about. It's time to find a quiet corner of the city, analyze what you've learned, and sample your prize from the tavern.
  • C. Investigate 'The Shadowed Hand'. That name sounds ominous. You could head to a place where information is bought and solda seedy tavern, a library, the docksand start asking quiet questions about this group.
  • D. Get Out of the City. This is big. Much bigger than a simple theft. 'The Shadowed Hand', 'The Magpie', a magical box of silence... this is the kind of trouble that gets small gnomes killed. It's time to leave Oakhaven entirely.
  • E. Anything else.


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MysteriousStan
07/16/25 3:28:38 PM
#123:


A
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Lopen
07/16/25 7:54:48 PM
#124:


A

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azuarc
07/16/25 9:39:47 PM
#125:


I love how half the offered options are to nope out of the adventure.

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ShakeShakeShake
07/17/25 1:39:50 AM
#126:


You've chosen A. The bottle can wait. The city can wait. The only thing that matters now is the woman with the cold grey eyes and the box of silent doom. She is the thread, and you will follow it to see what tapestry it weaves.

Vance's scream from below is your starting gun. You don't waste a second. While he's lost in his terror, you push away from the roof's peak and begin to move.

Your first stop is the balcony. You leap down onto it, your soft boots making no sound, and peer over the edge. In the deepening twilight of the alley below, you see it: faint scuff marks on the stone wall where a rope must have been anchored and pulled free. She went down, then headed north, deeper into the city. That's all you need.

You don't bother with ropes. You re-enter the study, sprint silently across the room and down the hall, away from the stairs. You reach the large window at the end, find it unlatched, and slip out into the back garden. You scale the spiked wall with the ease of a squirrel and drop into the alley on the other side. Now the hunt is truly on.

The sun is sinking below the rooftops, painting the sky in shades of orange and bruised purple. The shadows stretch long and deep, turning the alleys into dark, mysterious corridors. This is your element. You move quickly, your Outlander's senses on high alert, scanning the urban terrain for signs of her passage.

This will be a difficult track. Vaela is a professional, and she will be actively trying to cover her trail. But you are a master of this craft. This will be a contested check. Her Stealth vs. your Survival.

Vaela's Stealth: (1d20 + proficiency + DEX =17)
Pint's Survival: (1d20 + 4 = 16 + 4 = 20)

She is good. Very good. She sticks to cobblestones where her boots leave no prints, she avoids kicking up loose gravel, and she varies her path. But you are better. Your gnomish eyes, piercing the deepening gloom, see what others would miss. You notice a damp patch on a dry stone step where she landed after leaping a puddle. You spot a single, fresh scratch on the moss of a low wall where her boot scraped it. You even catch her scent on the wind for a momentthe cold smell of iron and distant rain, just as the squirrel described.

The trail leads you away from the opulent Amulet District and into a quieter, more modest part of the city called the Quill District, known for its scribes, cartographers, and bookbinders. The streets here are narrow and hushed. The chase slows. You sense you are getting close to her destination.

The trail ends at a three-story building on a quiet corner. The sign above the door, carved in the shape of an open book, reads "Gideon's Tomes & Bindery." The shop is dark, its windows shuttered for the night. It seems to be a simple, respectable business. But you saw the final scuff mark on the cobblestone right before a narrow, shadowed side door. This is the place.

You find a perch across the small square, concealing yourself in the deep shadows of a large, stone archway. You watch. Minutes stretch by. The street remains empty. She did not re-emerge. She is inside.

You have tracked the hunter to her lair. A quiet bookbindery in a silent part of the city. A perfect cover. From the outside, there is no sign of life.

What do you do now?

  • A. Watch and Wait. You can remain in your hiding spot and stake out the building. Patience is a virtue, and she will have to come out eventually.
  • B. Find Another Way In. She used the side door. You can circle the building, looking for an unlocked window, a climbable roof, or a cellar grateanother point of entry so you can see what she's doing.
  • C. Approach the Side Door. You could sneak up to the door she used and listen, or even test the lock to see if it's open.
  • D. Announce Your Presence. Walk up to the main door of the shop and knock loudly. It's a bold, unpredictable move that would surely get a reaction.
  • E. Anything else.


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azuarc
07/17/25 1:15:52 PM
#127:


Funny how the ideal path to track her involves running back into the spire.

With another character, I would totally pick D. With Pint, we're doing this covert style. Any of A, B, or C are good. I'm going to favor B.

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White_Wing
07/17/25 3:38:13 PM
#128:


E. Look around for a cat or some other street animal and ask it about the people who visit the building.
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Bitto
07/17/25 4:29:22 PM
#129:


White_Wing posted...
E. Look around for a cat or some other street animal and ask it about the people who visit the building.


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azuarc
07/17/25 7:21:19 PM
#130:


Oh, that's a neat call.

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ShakeShakeShake
07/17/25 10:15:42 PM
#131:


You've chosen E, to consult the city's true watchmen: its animals.

You pull back into the deepest part of the stone archway, your eyes scanning the quiet, lamplit square not for guards or spies, but for a flicker of fur, a twitch of whiskers. The world of people is full of lies and masks, but the world of beasts is one of simple, honest truths: food, danger, shelter. It is a language you trust.

Your patience is rewarded. A sleek black cat, its coat the color of polished jet, detaches itself from the shadow of a rain barrel. It moves with a liquid grace, its tail held high like a question mark as it trots into the center of the square. It stops and begins to meticulously groom a paw, the very picture of nonchalant ownership of its domain.

This is your informant. You slip from your hiding spot and move into the square, not directly at the cat, but at an angle, making yourself small and non-threatening. When you are about ten feet away, you crouch down and begin the conversation.

*You let out a soft, questioning "mrrrow?" followed by a series of low clicks from the back of your throat. You gesture with your hand, palm up, towards the bookbindery. You project the image of Vaela: Tall. Quiet. Smell of iron-and-rain. Did-you-see? *

The cat pauses its grooming. Its yellow eyes fix on you. It recognizes the sounds as a form of communication, not the usual loud nonsense of big folk. Let's make a quick Animal Handling (Wisdom) check to see how receptive it is to a full conversation.

(1d20 + 2 = 12 + 2 = 14)

The cat is intrigued. It lets out a soft answering chirp and takes a few steps closer. It conveys a clear series of images and feelings.

Yes, it saw the rain-and-iron-woman. She went in the side-door. She is often here. And the paper-and-dust-man (Gideon, the owner) is in there too. They are usual. Quiet.

But then the cat's demeanor changes. Its fur prickles slightly, and its tail gives a low, nervous twitch. It conveys a new sensation.

New-smell. Not-right. Came-just-now.

*You press for details, clicking and whistling softly. What-smell? How-many? *

*The cat's fear is a scent you can almost taste. Three of them. Smell-of-wet-cave-and-grave-dust. No-sound-feet. They-are-wrong. Bad-wrong. They-are-here. *

As the final sensationherehits your mind, the cat suddenly bolts, its black form a streak of shadow as it vanishes back into the alley it came from. You are left crouching alone in the center of the square.

And you see why.

From three separate alleyways, three figures emerge simultaneously, their movements perfectly synchronized and utterly silent. They are robed in dark grey, their faces completely hidden by smooth, pale, featureless masks that gleam faintly in the lamplight. There are no eye-holes, no mouth-slit, just a blank, terrifying smoothness. They move with an unnatural grace, their feet making no sound on the cobblestones as they converge on the front door of "Gideon's Tomes & Bindery."

These must be agents of the Shadowed Hand.

They don't knock. The lead figure raises a hand, and you see a sickly purple energy crackle around its pale, gloved fingers. It thrusts its palm forward.

FWOOM!

The front door of the bookbindery explodes inward in a shower of splintered wood and purple light. The sound is a deafening crack that shatters the silence of the night. A moment later, a man's scream of terror erupts from within the shop, quickly followed by the sharp, determined cry of a womanVaela.

You are crouched in the middle of the square, forty feet from the now-open, smoking doorway. The three masked figures have just stormed inside. The sounds of a violent, magical battle are echoing from within.

What do you do?
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azuarc
07/17/25 11:55:49 PM
#132:


No multiple choice this time, eh?

Anyone with a good reason not to charge in? Or with a precise plan for how to go about it?

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ShakeShakeShake
07/18/25 12:03:44 AM
#133:


My apologies.

  • A. Charge In! You are part of this now. You draw your walking stick and rush the front door, ready to join the fray and honor your pact with Vaela.
  • B. Tactical Entry. The front door is a bottleneck. You can sprint to the side of the building and use the door Vaela used, or try to climb to a window, to enter the fight from a different, more strategic angle.
  • C. Ranged Support. You can stay in the square, using the cover of the archway, and wait for a target to appear in the doorway. You have darts, and you can throw them with deadly accuracy.
  • D. Run. This is far above your pay grade. These are powerful mages or assassins. You can use the chaos of the explosion to slip away into the night and leave Oakhaven behind forever.
  • E. Anything else.


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Bitto
07/18/25 10:55:11 AM
#134:


Ill say B. My idea for how we join in the fight is to enter undetected and take out at least 1 Hand agent through a sneak attack.

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MysteriousStan
07/18/25 1:13:26 PM
#135:


B

We are a Monk, not a ranged fighter so C is automatically out for me.
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Lopen
07/18/25 1:29:58 PM
#136:


Darts are monk weapons!

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azuarc
07/18/25 4:48:02 PM
#137:


Darts are barfly weapons.

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ShakeShakeShake
07/18/25 6:56:19 PM
#138:


You've chosen B, the path of the thinking warrior. The front door is a death trap; the flank is the path to victory.

The explosion's shockwave washes over you, and in its wake, the sounds of battle are a clarion call. You don't hesitate. Springing from your crouch, you ignore the smoking, shattered maw of the front entrance and sprint for the side of the building.

Your small form is a blur in the dim twilight. You hug the walls, your feet pounding silently on the cobblestones. You reach the narrow alley where Vaela entered. The side door is closed, but your eyes dart upwards. About ten feet up, a shuttered window offers a more direct, if more difficult, point of entry. It's a risk, but it's a fast one.

You'll need to be quick and agile to get up there before you're spotted. This will be an Acrobatics (Dexterity) check.

(1d20 + 5 = 18 + 5 = 23)

Your ascent is a thing of beauty. You run three steps up the sheer brick wall, pushing off like a sprinter from a starting block. Your hand snags the corner of a drainpipe, and you swing your body upwards, landing with a soft thump on the narrow windowsill. You grab the old wooden shutters and pull. They swing open with a groan of protest, revealing the window behind them is already slightly ajar. You've found your way in.

You slip through the window into what appears to be a small storeroom, filled with rolls of parchment and jugs of ink. The sounds of combat are much louder here. You creep to the door and peer into the main shop.

The scene is one of pure chaos. The bookshop is a wreck. Shelves have been overturned, sending a blizzard of paper and books across the floor. In the center of the room, Vaela is a whirlwind of deadly motion. She has a shortsword in one hand and a dagger in the other, and she's engaged with two of the featureless masked assassins. Her movements are fluid and efficient, a dance of parries and slashes.

The third assassin has cornered a terrified-looking older man with a bald head and a fringe of white hairthis must be Gideon, the bookbinder. He's holding a heavy leather-bound book like a shield, his eyes wide with terror. The assassin has a ghostly, skeletal hand made of black energy coalescing around its own, ready to strike.

The enemy is focused. The battle is joined. This is your moment to strike. It's time to roll for initiative!

Pint's Initiative: (1d20 + 3 = 19 + 3 = 22)
Vaela's Initiative: (1d20 + 3 = 15 + 3 = 18)
Shadow Initiate 1 (vs Vaela): (1d20 + 2 = 17 + 2 = 19)
Shadow Initiate 2 (vs Vaela): (1d20 + 2 = 9 + 2 = 11)
Shadow Initiate 3 (vs Gideon): (1d20 + 2 = 4 + 2 = 6)
Gideon's Initiative: (1d20 + 0 = 7 + 0 = 7)

The order of battle is set:
1. Pint (You)
2. Shadow Initiate 1 (S1)
3. Vaela
4. Shadow Initiate 2 (S2)
5. Gideon
6. Shadow Initiate 3 (S3)

The battlefield is before you. Vaela is dueling two assassins (S1 & S2) in the middle of the room, about 20 feet from your position. The third assassin (S3) is 30 feet away, menacing the terrified Gideon. The room is filled with difficult terrain in the form of scattered books and overturned furniture.

It is your turn, Pint. What do you do?

  • A. Attack the Closest Threat: You can move out from the storeroom and launch yourself at Shadow Initiate 2, who seems to be the less competent of the two fighting Vaela. A stunning flurry of blows could turn the tide of that duel.
  • B. Save the Civilian: Gideon is in imminent danger. You can race across the room, navigating the difficult terrain, and attack the assassin (S3) that has him cornered, drawing its attention away from the helpless bookbinder.
  • C. Ranged Assault: From the cover of the doorway, you can hurl a dart at any of the three assassins. It's a safe option that lets you contribute immediately.
  • D. Acrobatic Intervention: Use the chaotic environment to your advantage. You could try to run along the top of a bookshelf to leap down onto an assassin from above, gaining an advantage on your attack.
  • E. Anything else.


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azuarc
07/18/25 7:08:45 PM
#139:


C, attacking S3

I feel like this is the kind of scenario where the tropes would suggest the NPC dies, the bad guys escape with the box, and Vaela explains the circumstances and how the two of you are going to go get it back. Regardless, I think Vaela can hold her own for a second, but there's no way Pint is closing the gap to accost S3 even if it were a good idea. If Gideon weren't probably about to get OHKO'ed, it might make sense to perform an assault on S1 & S2 if only to distract them for Vaela's benefit.

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Lopen
07/18/25 7:14:48 PM
#140:


A

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White_Wing
07/19/25 2:34:24 PM
#141:


C, aiming for S3.
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ShakeShakeShake
07/19/25 3:12:38 PM
#142:


You've chosen C, a prudent but effective opening move. Strike from the shadows to save the innocent.

Your mind processes the chaotic scene in an instant. Vaela is a skilled combatant, holding her own. Gideon, however, is a lamb for the slaughter. Your duty is clear.

From the relative safety of the storeroom doorway, you don't expose yourself. Instead, you dip into a low stance, your hand flashing to your belt and producing a single, perfectly balanced dart. You fix your eyes on the assassin menacing Gideon, the one whose attention is entirely focused on its terrified victim. It presents a clear, exposed back to you.

With a sharp flick of your wrist, you send the dart spinning through the book-filled air.

Attack Roll (Dart vs S3): (1d20 + 5 = 18 + 5 = 23)
Damage Roll (Piercing): (1d4 + 3 = 4 + 3 = 7)

The dart flies true, a silent silver streak across the chaotic room. It slams squarely into the assassin's shoulder, puncturing its dark grey robe and sinking deep into the flesh beneath. The creature lets out a strangled, inhuman hiss of pain and surprise, its concentration broken. The skeletal hand of black energy it was forming dissipates into wisps of shadow. It stumbles forward a step, its masked face whipping around, trying to find the source of the attack.

Gideon, seeing his chance, scrambles away from his tormentor, crab-walking backward and taking cover behind a large, overturned oak desk.

You have saved the bookbinder, for now, and drawn the wrath of one of the assassins. You quickly duck back into the shadows of the storeroom, ready for the next move.

The first assassin (S1), locked in combat with Vaela, presses its attack. It lunges forward, a shortsword flashing in its hand, attempting to get past her defenses.

Attack Roll (Shortsword vs Vaela): (1d20 + 4 = 11 + 4 = 15)

Vaela is a blur of motion. She expertly turns the assassin's lunge aside with her own shortsword, the sound of steel ringing through the shop. The blow glances harmlessly off her studded leather armor. She holds her ground, her grey eyes cold and focused.

Vaela, seeing you've evened the odds, gives a sharp, almost imperceptible nod in your direction. She uses her main attack against S1, the one who just attacked her, and then will turn her off-hand dagger on S2.

Attack Roll (Shortsword vs S1): (1d20 + 5 = 16 + 5 = 21)
Damage Roll (Piercing): (1d6 + 3 = 5 + 3 = 8)

Attack Roll (Off-hand Dagger vs S2): (1d20 + 5 = 19 + 5 = 24)
Damage Roll (Piercing): (1d4 = 3)

With a fierce cry, Vaela spins. Her shortsword flashes in a silver arc, biting deep into the side of the first assassin. The creature groans, a dark stain spreading across its robes. Without pausing, her momentum carries her around, and the dagger in her other hand lashes out like a striking snake, sinking into the arm of the second assassin (S2). Both masked figures reel back from her ferocious assault.

Turn Order:
  1. Pint
  2. Shadow Initiate 1 (S1)
  3. Vaela
  4. 4. Shadow Initiate 2 (S2)
  5. Gideon
  6. Shadow Initiate 3 (S3)
The second assassin (S2), clutching its wounded arm, snarls and retaliates against Vaela, trying to overwhelm her with a desperate counter-attack.

Attack Roll (Shortsword vs Vaela): (1d20 + 4 = 8 + 4 = 12)

The assassin's swing is wide and clumsy, born of pain and desperation. Vaela easily ducks under the blade, the steel hissing through the air where her head was a moment before. She flows back up into her fighting stance, a predator toying with its prey.

Gideon, the bookbinder, peeks out from behind the overturned desk. He is trembling, but he seems to realize he must do something. He rummages through the pile of books around him, finds a particularly large and heavy-looking one titled "A History of Oaken Heraldry," and prepares to use the Dodge action, focusing entirely on staying alive.

"I-I'm not a fighter!" he squeaks, hunkering down further.

The third assassin (S3), the one you shot with a dart, wrenches the projectile from its shoulder with a pained grunt. Its featureless mask turns from Gideon's hiding spot and fixes on the storeroom doorway where you are concealed. It ignores the others and begins to move towards you, its shortsword held ready. It navigates the debris-strewn floor, its movements unnaturally quick.

The assassin covers 20 of the 30 feet between you, its masked face a blank canvas of promised violence. It ends its turn in the middle of the room, poised to strike you next round.

End of Round. The turn order resets.
1. Pint (You)
2. Shadow Initiate 1 (S1 - Wounded)
3. Vaela
4. Shadow Initiate 2 (S2 - Wounded)
5. Gideon (Dodging)
6. Shadow Initiate 3 (S3 - Wounded, 10 ft away)

The situation has changed. Vaela is holding her own against two wounded foes. But now you have a direct threat. The assassin you wounded is only 10 feet away, its silent fury focused entirely on you.

It is your turn, Pint. What do you do?

  • A. Drunken Master Assault: Step out of the doorway and unleash your Monk abilities. You can attack the approaching assassin (S3) with your walking stick (spear) and follow it up with a swift kick (bonus action unarmed strike).
  • B. Acrobatic Reposition: The assassin wants you in the doorway. Don't give it what it wants. Use your acrobatic skill to leap over a nearby bookshelf, creating distance and giving you a better position to attack from next round.
  • C. Gnomish Trickery: Use your Minor Illusion cantrip. You could create the image of another one of your darts flying at the assassin from a different direction, causing it to flinch or look away, which might give Vaela an opportunity.
  • D. Full Retreat: The assassin is determined. You could back away deeper into the storeroom, forcing it to come after you and potentially creating a one-on-one fight away from the main brawl.
  • E. Anything else.


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Lopen
07/19/25 3:18:30 PM
#143:


A

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azuarc
07/19/25 5:40:11 PM
#144:


I dunno about drunken master, but A was the obvious plan so long as Pint has the initiative.

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MysteriousStan
07/19/25 6:32:46 PM
#145:


A
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ShakeShakeShake
07/20/25 1:45:02 AM
#146:


You've chosen A, to meet the threat head-on. The time for hiding is over; the time for the drunken master's dance has begun.

The featureless mask of the assassin fills your vision. There is no retreat, only the fight. You don't just step out of the doorway; you flow out, your walking stick held loosely in your hands. To the untrained eye, you might look like a gnome who has had one too many ales, your movements loose and unpredictable. But it is a facade, a deceptive rhythm designed to confuse and create openings.

You lunge forward, your small body a coil of potential energy. You bring your walking stick around in a wide, sweeping arc aimed at the assassin's knees.

Attack Roll (Spear vs S3): (1d20 + 5 = 18 + 5 = 23)
Damage Roll (Piercing): (1d6 + 3 = 1 + 3 = 4)

The assassin, expecting a high strike, is caught completely off guard by your low attack. Your walking stick connects with a solid
You don't waste the opening. As the assassin lurches forward, you use your monk's training to flow with its momentum. You pivot on one foot and unleash a blindingly fast kick as your bonus action.
Generated code

Attack Roll (Unarmed Strike vs S3): (1d20 + 5 = 12 + 5 = 17)
Damage Roll (Bludgeoning): (1d4 + 3 = 3 + 3 = 6)

Your foot connects squarely with the assassin's chest. The blow drives the air from its lungs with a choked gasp. The combined force of your two strikes sends the creature stumbling backward, its disciplined posture completely shattered. It is heavily wounded, breathing in ragged, pained gasps.

Turn Order:
  1. Pint
  2. 2. Shadow Initiate 1 (S1 - Wounded)
  3. Vaela
  4. Shadow Initiate 2 (S2 - Wounded)
  5. Gideon (Dodging)
  6. Shadow Initiate 3 (S3 - Heavily Wounded)


The first assassin (S1), seeing its companion in trouble, lets out another inhuman hiss and redoubles its efforts against Vaela, trying to create an opening for its allies to regroup.

Attack Roll (Shortsword vs Vaela): (1d20 + 4 = 17 + 4 = 21)
Damage Roll (Piercing): (1d6 + 2 = 3 + 2 = 5)

The assassin feints low, then brings its shortsword up in a vicious, unexpected slash. The move is quick, and this time it connects. The blade tears through a gap in Vaela's armor, slicing across her arm. She grunts in pain, a thin line of red appearing on her sleeve, but her fighting stance remains unbroken.

Turn Order:
  1. Pint
  2. Shadow Initiate 1 (S1 - Wounded)
  3. 3. Vaela (Wounded)
  4. Shadow Initiate 2 (S2 - Wounded)
  5. Gideon (Dodging)
  6. Shadow Initiate 3 (S3 - Heavily Wounded)


Vaela's eyes flash with cold fury. She ignores her wound and focuses on her primary target, the assassin who just struck her (S1). She lunges, turning her entire body into the thrust of her shortsword.

Attack Roll (Shortsword vs S1): (1d20 + 5 = 19 + 5 = 24)
Damage Roll (Piercing): (1d6 + 3 = 6 + 3 = 9)

Her counter-attack is devastatingly precise. She sidesteps the assassin's clumsy follow-through and drives her shortsword deep into a gap in its robes, right under the ribs. The assassin lets out a final, gurgling cry, its body goes limp, and it collapses to the floor in a heap, motionless. One enemy is down.

Vaela wrenches her blade free and immediately turns her attention to the remaining combatant in her immediate vicinity, S2.

Turn Order:
  1. Pint
  2. Shadow Initiate 1 (S1 - Defeated)
  3. Vaela (Wounded)
  4. 4. Shadow Initiate 2 (S2 - Wounded)
  5. Gideon (Dodging)
  6. Shadow Initiate 3 (S3 - Heavily Wounded)


The second assassin (S2), seeing its comrade fall, seems to falter. It takes a half-step back, its featureless mask flicking between Vaela and you. It seems to realize the fight is lost. It will use its action to Disengage, avoiding any attacks of opportunity, and begin to retreat towards the shattered front door.

Turn Order:
  1. Pint
  2. Shadow Initiate 1 (S1 - Defeated)
  3. Vaela (Wounded)
  4. Shadow Initiate 2 (S2 - Wounded, Retreating)
  5. 5. Gideon (Dodging)
  6. Shadow Initiate 3 (S3 - Heavily Wounded)


Gideon, seeing an assassin fall and another one begin to retreat, finally peeks out from behind the desk again. He's still holding the massive book like a holy symbol. He continues to take the Dodge action, wisely staying out of the way.

Turn Order:
  1. Pint
  2. Shadow Initiate 1 (S1 - Defeated)
  3. Vaela (Wounded)
  4. Shadow Initiate 2 (S2 - Wounded, Retreating)
  5. Gideon (Dodging)
  6. 6. Shadow Initiate 3 (S3 - Heavily Wounded)


The last assassin (S3), the one you've been fighting, sees its allies fall and flee. Its mission has failed. With a guttural snarl of fury directed at you, it also uses the Disengage action, turning to follow its comrade out the front door.

Two of the assassins are now in full retreat, heading for the exit.

End of Round. The turn order resets.

1. Pint (You)
2. Shadow Initiate 1 (S1 - Defeated)
3. Vaela (Wounded)
4. Shadow Initiate 2 (S2 - Wounded, Fleeing)
5. Gideon (Dodging)
6. Shadow Initiate 3 (S3 - Heavily Wounded, Fleeing)

The tide of battle has turned dramatically. The bookshop is a wreck, one assassin lies dead on the floor, and two are fleeing. Vaela is standing in the center of the room, breathing heavily, her arm bleeding. Gideon is still hiding. The two retreating assassins are about 25 feet away from you, near the front door.

It is your turn, Pint. What do you do?

  • A. Let them Go. The immediate threat is over. You can let them flee and focus on the aftermathchecking on Vaela and Gideon.
  • B. Pursuit! They cannot be allowed to escape. You can give chase, rushing after them to try and cut them down before they disappear into the night.
  • C. Ranged Harassment. You can't catch them this turn, but you can throw a dart at one of the fleeing figures, trying to take another one down before it gets away.
  • D. Secure the Area. You can move to the shattered front door, not to pursue, but to block it, preventing them from escaping or any more from entering.
  • E. Anything else.


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azuarc
07/20/25 3:20:23 AM
#147:


ShakeShakeShake posted...
Your walking stick connects with a solid

...a solid what?

C.

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ShakeShakeShake
07/20/25 3:48:54 AM
#148:


Your walking stick connects with a solid thwack against its leg. The blow isn't powerful enough to break bone, but it's perfectly placed, causing the assassin's knee to buckle. It stumbles, its guard dropping for a critical second.

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White_Wing
07/20/25 3:17:18 PM
#149:


B+C. Move 10 ft. (or as far as the terrain allows) closer and attack S3 with darts.
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Lopen
07/20/25 7:39:44 PM
#150:


White_Wing posted...
B+C. Move 10 ft. (or as far as the terrain allows) closer and attack S3 with darts.


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