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Conan and the thief-acrobat both sway and struggle to stay on their beams, each succeeding. The girls tries to poke Conan with the pole but the lithe barbarian whacks it aside. He reaches over to punch her, but she blocks it with the pole.
The thief-acrobat recovers and swipes low at Conan. The Cimmerian jumps up as the pole slices air, and he lands dextrously back on the beam. He smiles and lands a punch that almost topples her. She is bruised now from his pummeling, and a little unsteady, but fights on.
Actions for Round Five!
33166 TA pole on Conan [1d20] = 10, dam. [1d6] = 1 6/10/2014 11:09:00 AM
33165 Initiative: The Runner [1d6] = 3 vs. Enemy [1d6] = 6 6/10/2014 11:08:36 AM
33164 TA Dex. check fr. Conan punch [4d6] = 11
Conan reaches across and swats her on the face. The she-rogue's mouth is bloodied, she slips, drops the pole, has to grab the beam to stay on. The girls turns that into a low kick at Conan's legs but fails to reach across the gap between the two beams.
The girl, desperate without her pole, leaps over to Conan's beam! She lands unsteadily, tries to right herself but can't and falls into the pit and its entangling web of ropes and lines.
The beam lies open to the ledge on the other side. On the north point of the ledge is an open portal to another room.
At the north end of the ledge is an open portal into a large chamber, 30' wide by 60' long. Within the chamber are mock rooms - a bedroom, kitchen, living room, tavern common-room, and faux outdoor space with fake trees and well. There are people here and there about the mock rooms. Torches and candles light the room. The ceiling is 30'. Running along the edges of the room is a wooden balcony, 20' up. Looking down from the opposite wall balcony is the Guild Lieutenant.
"Congratulations on making it this far Runner," he says. "You are very near the end. This room tests important thief skills in a simulated environment. Proceed through each room and follow the directions on the parchment. Most parchments are obviously visible. As always, you are being timed. Good luck."
The closest mock room, which Conan surmises to be first, is a bedroom. A man sleeps on top of a cot. There is a piece of parchment on the nightstand next to him.
The parchment reads: "The man in the bed has a pouch on his belt and a vest with two pockets. Inside one of them is the prize. Pick pocket it without waking him."
From the sleeping man's belt pouch, Conan deftly filches an electrum coin bearing the emblem of the guild.
The mock-living room is next. It has two divans, two chairs, a table with a locked caged shrew on top of it, and a lit fire-place with a pot holder rack in it. There is a piece of parchment on the table that reads: "Find the hidden piece of meat in the room. Snatch the key from the fire. Under the shrew's nest in the cage is the prize. Get it."
- 1d6 on meat search
- 4d6 Dex check to snatch key from fire pot holder without burning self.
- Conan gets the most consistently good rolls I've seen. The Dice Roller is notorious for bad rolls. Must be that Cimmerian luck.
Conan searches the room for the small piece of meat. He examines the two divans, two chairs, the table with a locked caged shrew on top of it, and the fire-place with a pot holder rack in it. It must be cleverly hidden, for the barbarian does not find it. Conan pauses in front of the fire, looking at the key hanging on the pot holder. Flames lick it. He concentrates and darts his hand out, like a viper snatching prey. He is not burnt.