Dr. Buckaroo Banzai – D20 NPC

Dr. Buckaroo Banzai – D20 NPC

One of the 80’s best cult movies stared Peter Weller as Dr. Buckaroo Banzai. The movies’ popularity has never quite been enough to deliver the promised for sequel, but a set of comic books provide more character development for Dr. Buckaroo Banzai and Team Banzai in general. Dr. Banzai makes a great NPC to introduce to any D20 Modern game.

Buckaroo Banzai Character Sheet

Buckaroo Banzai
Buckaroo Banzai movie case cover

Encounter Suggestions:
– Team Banzai is investigating the same strange object the character are
– PCs are brought in on a top secret government project, headed by Dr. Buckaroo Banzai
– A Blue Blaze Irregular has disappeared under mysterious circumstances. Dr. Banzai can not investigate personally, but engages the characters to investigate.

From World Watch Online;

Buckaroo Banzai was born in the winter of 1950 in London, the son of two scientists: Masado Banzai, a brilliant Japanese research physicist whose work in theoretical quantum mechanics is reported to have “rattled” Einstein, and Sandra Willoughby, the daughter of the eccentric Scottish-born Texas mathematician Edward McKay Willoughby. Sandra Willoughby fell in love with Masado Banzai when she was sixteen and married him twelve years later, after becoming an expert in her own right in the field of negative mass propulsion. The couple fled Japan at the outbreak of World War II and eventually settled in Texas. Their son grew up in Colorado and Arizona and was named “Buckaroo” because of his father’s love for the American West.

In 1946 Masado Banzai and Sandra Willoughby joined forces with Masado’s old friend and colleague, Professor Toichi Hikita, who shared their belief that one day man would be able to pass unharmed through solid matter. Their researches culminated in 1953 in the Texas desert, when Dr. Banzai took controls of a jet car equipped with an early version of the Oscillation Overthruster. But the experiment ended tragically: Buckaroo Banzai’s parents were killed in an explosion as the four-year-old child looked on. Hikita raised young Buckaroo, using the entire world as his classroom, and the boy grew up to be, among other things, an extraordinarily skilled neurosurgeon.

“Dissatisfied with a life devoted exclusively to medicine,” (film’s director W.D.) Richter writes, “Buckaroo Banzai perfected a wide range of skills. He designed and drove high-powered automobiles. He studied bujitsu and particle physics. His skill with a sixgun was reputed to eclipse that of Wyatt Earp. He spoke a dozen languages and wrote songs in all of them. His band, the Hong Kong Cavaliers, was one of the most popular, hard-rocking bar bands in east Jersey, though it’s members were not professional musicians at all but rather cartographers and botanists, linguists and propellant engineers, an entomologist and an epidemiologist. All of these experts in the oddest fields of endeavor were drawn to Buckaroo, and all of them came and went like the wind on the prairie – Rawhide, Reno, the Swede, Perfect Tommy, Big Norse, Pecos.”

Descriptions of Buckaroo Banzai are rare, but in Buckaroo Banzai, Reno recalls his first meeting with him as follows: “I have always found it remarkable how a confident and open person can make a strong lasting impression in the space of a single moment, but that was just what I found to be the case with B.Banzai. A ready smile and a firm handshake attached to a body that seemed to be made entirely of sinew captivated me immediately. I suggested that we walk outside , and he agreed.

“In the sunshine his face is smooth, unmarked. A smile plays constantly around his lips, but his eyes are deep and thoughtful, of an unusual color I cannot readily describe. Neither can I recall who spoke first, a phenomenon I have found common among others when they have been asked to recall their first encounters with the man. I tend to believe it is the eyes, of such an unusual hue and hypnotic intensity that they could make one believe almost anything. In short, within the first minute of our meeting I believe I had decided to follow him anywhere with the slightest hesitation.”

Later in his book, still recalling that first meeting when he was inducted into the Cavaliers, Reno adds this observation: “Buckaroo, like most true geniuses, was utterly without arrogance, a simple man in the best sense of the word. Decency towards others was not something he had to work at; it was as involuntary with him as breathing. On the other hand, I have seen him an hour after killing a man and found him to be perfectly composed.” The contradiction, Reno concludes, is apparent only to the Western mind.

Precious light is shed on the mystery of the man’s personality by the following laconic note, which is apparently the only time Dr. Banzai has discussed himself in print:

“It was quite by chance that I became involved in scientific investigation and began to study the psychology of crime. Although I was born in London during a visit of my parents to England, I spent my early days on the vast ranges of Colorado and Arizona and there was taught how to ride and shoot by the red-skinned Sioux warriors, who strangely seemed to enjoy showing an Amerasian boy their tricks. Until I was fourteen I went to school in Denver and later I continued my education in Massachusetts, Texas, and England, taking my medical degree from Harvard. In this way a love of travel and the craving for excitement and danger were stimulated in me from childhood.

“After my first introduction in Monte Carlo to the forces which wage unceasing warfare against the shadowy underworld of crime, I realized that in their ranks was a possibility of escaping from the dreaded monotony of a life of routine.
-Buckaroo Banzai”

Other notes:
Saw his parents killed in their jetcar attempt.
Proposed to Peggy Simpson on the bank of the Thames River while at Merton College, Oxford. A fall wedding in New York was planned. She was murdered on their wedding day by agents of the evil Hanoi Xan.
Met Sidney Zwibel at Columbia P&S, where they shared Thornburg’s histology class and, later, an enzymology class.
Has written numerous tomes on science and philosophy, including Beyond the Realm of Atomic Particles and Massless Photons and Future History (co-authored with Prof. Hikita).

Equipment:
Colt Peacemaker (aka Single Action Army)
.45 Colt caliber, 6 round
4 3/4 inch barrel
Brass Frame
(Note: Pg. 161-2 of the Book quotes Reno as saying “They were the Navy Colts he used only when going in search of Hanoi Xan, massive heavy pistols which had belonged to his father.”)

Katana

Guitar:
Fender Stratocaster, blond body with Maple neck

Buckaroo Banzai
Ending credits scene of Buckaroo Banzai

NPCs: The Runic Fellowship

NPCs: The Runic Fellowship

The Runic Fellowship is a group adventurers that have been working together for many years.

Vyecheslav, male human Drd11: CR 11; Size M (5 ft., 2 in. tall); HD 11d8; hp 58; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +9/+4 melee, or +9/+4 ranged; SV Fort +7, Ref +4, Will +10; AL LN; Str 13, Dex 13, Con 10, Int 14, Wis 17, Cha 4. Languages Spoken: Celestial, Common, Druidic, Terran. Skill points: Drd 98 Skills and feats: Craft (Bowmaking) +16, Craft (Stonemasonry) +15, Diplomacy +11, Handle Animal +11, Hide +1, Knowledge (History) +3, Knowledge (Nature) +16, Listen +3, Move Silently +1, Spellcraft +16, Spot +16; Enlarge Spell, Extend Spell, Improved Unarmed Strike, Quick Draw, Toughness. Possessions: 21,000 gp in gear. Druid Spells Per Day: 6/6/5/5/3/2/1. —————————————-

Farah, female half-elf Sor11: CR 11; Size M (5 ft., 2 in. tall); HD 11d4; hp 30; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Attack +4 melee, or +4 ranged; SV Fort +3, Ref +2, Will +7; AL CG; Str 8, Dex 9, Con 11, Int 16, Wis 10, Cha 15. Languages Spoken: Abyssal, Common, Elven, Gnome, Halfling. Skill points: Sor 70 Skills and feats: Concentration +14, Craft (Bowmaking) +11, Diplomacy +4, Gather Information +8, Hide -1, Knowledge (Arcana) +17, Knowledge (Geography) +4, Knowledge (Nobility and Royalty) +8, Knowledge (Religion) +9, Listen +1, Move Silently -1, Search +9, Spot +1; Extend Spell, Leadership, Point Blank Shot. Possessions: 21,000 gp in gear. Sorcerer Spells Known (6/7/7/6/6/4): 0th — Dancing Lights, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Read Magic, Touch of Fatigue. 1st — Alarm, Burning Hands, Identify, Magic Missile, Ray of Enfeeblement. 2nd — Eagle’s Splendor, Flaming Sphere, Fox’s Cunning, Knock, Phantom Trap. 3rd — Fireball, Sleet Storm, Slow, Tongues. 4th — Animate Dead, Crushing Despair, Illusory Wall. 5th — Hold Monster, Seeming. —————————————-

Alon, male elf Wiz8: CR 8; Size M (5 ft., 1 in. tall); HD 8d4-16; hp 9; Init +0; Spd 30 ft.; AC 10; Attack +2 melee, or +4 ranged; SV Fort +0, Ref +2, Will +4; AL LG; Str 7, Dex 10, Con 6, Int 14, Wis 7, Cha 8. Languages Spoken: Common, Elven. Skill points: Wiz 34 Skills and feats: Craft (Alchemy) +7, Hide +0, Knowledge (Dungeoneering) +13, Listen +0, Move Silently +0, Profession (Hunter) +7, Search +4, Spellcraft +11, Spot +0; Enlarge Spell, Run, [Scribe Scroll], Spell Focus (illusion), Spell Penetration. Possessions: 9,400 gp in gear. Wizard Spells Known (4/5/4/3/2): 0th — Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue. 1st — Burning Hands, Detect Undead, Floating Disk, Grease, Protection from Chaos, Shield, Shocking Grasp. 2nd — Blur, Hideous Laughter, Mirror Image, Owl’s Wisdom, Phantom Trap, Protection from Arrows, Resist Energy, Touch of Idiocy. 3rd — Fireball, Invisibility Sphere, Lightning Bolt, Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Stinking Cloud, Water Breathing. 4th — Greater Invisibility, Mnemonic Enhancer. —————————————-

Holgi, male half-orc Bbn6: CR 6; Size M (5 ft., 8 in. tall); HD 6d12+12; hp 61; Init +0; Spd 40 ft.; AC 10; Attack +11/+6 melee, or +6/+1 ranged; SV Fort +7, Ref +2, Will +2; AL CG; Str 20, Dex 11, Con 15, Int 8, Wis 11, Cha 13. Languages Spoken: Common, Orc. Skill points: Bbn 27 Skills and feats: Handle Animal +9, Hide +0, Knowledge (Nature) +3, Listen +8, Move Silently +0, Spot +2, Survival +6; Alertness, Endurance, Track. Possessions: 5,600 gp in gear. Buri, male half-elf Com9: CR 8; Size M (5 ft., 1 in. tall); HD 9d4-9; hp 17; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +8 melee, or +5 ranged; SV Fort +4, Ref +4, Will +5; AL N; Str 18, Dex 13, Con 9, Int 11, Wis 14, Cha 13. Languages Spoken: Common, Elven. Skill points: Com 24 Skills and feats: Craft (Shipmaking) +7, Diplomacy +3, Gather Information +3, Hide +1, Knowledge (History) +1, Listen +9, Move Silently +1, Profession (Hunter) +6, Ride +9, Search +1, Spot +3; Great Fortitude, Run, Skill Focus (Ride), Skill Focus (Craft (Shipmaking)). Possessions: 60 gp in gear. —————————————-

Lyle, male halfling Drd6: CR 6; Size S (3 ft., 4 in. tall); HD 6d8-18; hp 11; Init +2 (+2 Dex); Spd 20 ft.; AC 13 (+2 Dex, +1 Size); Attack +3 melee, or +7 ranged; SV Fort +3, Ref +5, Will +8; AL N; Str 6, Dex 14, Con 4, Int 10, Wis 14, Cha 10. Languages Spoken: Common, Druidic, Halfling. Skill points: Drd 36 Skills and feats: Climb +0, Craft (Bowmaking) +6, Handle Animal +9, Hide +6, Jump +0, Listen +4, Move Silently +4, Spellcraft +6, Spot +2, Survival +10, Swim +6; Combat Casting, Spell Focus (necromancy), Spell Focus (transmutation). Possessions: 5,600 gp in gear. Druid Spells Per Day: 5/4/4/2. —————————————-

Zook, male gnome Brd10: CR 10; Size S (3 ft., 6 in. tall); HD 10d6+20; hp 54; Init +1 (+1 Dex); Spd 20 ft.; AC 12 (+1 Dex, +1 Size); Attack +9/+4 melee, or +9/+4 ranged; SV Fort +5, Ref +8, Will +5; AL N; Str 13, Dex 12, Con 15, Int 17, Wis 7, Cha 15. Languages Spoken: Common, Dwarven, Gnome, Goblin, Orc. Skill points: Brd 117 Skills and feats: Concentration +14, Craft (Alchemy) +5, Hide +5, Knowledge (Arcana) +15, Knowledge (Geography) +12, Knowledge (History) +16, Listen +10, Move Silently +1, Perform (Dance) +11, Perform (Keyboard Instruments) +5, Perform (Oratory) +13, Perform (Percussion Instruments) +12, Perform (Sing) +15, Perform (Wind Instruments) +4, Spot -2, Tumble +14; Combat Casting, Eschew Materials, Persuasive, Widen Spell. Possessions: 16,000 gp in gear. Bard Spells Known (3/4/4/2): 0th — Daze, Flare, Ghost Sound, Light, Mending, Prestidigitation. 1st — Alarm, Lesser Confusion, Magic Aura, Remove Fear. 2nd — Enthrall, Heroism, Invisibility, Silence. 3rd — Deep Slumber, Fear, Invisibility Sphere, Major Image. —————————–

Aralis, male elf Rog12: CR 12; Size M (4 ft., 11 in. tall); HD 12d6+12; hp 50; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +8/+3 melee, or +11/+6 ranged; SV Fort +5, Ref +10, Will +8; AL LG; Str 8, Dex 15, Con 12, Int 11, Wis 18, Cha 8. Languages Spoken: Common, Elven. Skill points: Rog 120 Skills and feats: Balance +13, Forgery +11, Gather Information +14, Hide +15, Knowledge (Local) +13, Listen +6, Move Silently +2, Perform (Act) +12, Search +2, Sense Motive +19, Spot +21, Tumble +16; Blind-Fight, Deft Hands, [Evasion], Point Blank Shot, Rapid Shot, Weapon Focus (crossbow, hand). Possessions: 27,000 gp in gear.

NPCs: Pirate Crew

The pirates ship is a converted merchantman crewed by 30 pirates. A pair of oars on each side gives it maneuverability against the wind.

Pirate Leader
Name Green-Eye Razicad, the Dwarven Pirate Alignment: Neutral evil Gender: Male Race: Dwarf Height: 4′ 2; Weight: 185 lbs Strength: 20 (+5) Dexterity: 14 (+2) Constitution: 17 (+3) Intelligence: 10 (+0) Wisdom: 11 (+0) Charisma: 8 (-1) Hit Points: 12d10+36 (97) Armor Class: 12 (+2 Dex) Speed: 20 ft. Initiative: +6 (+2 Dex, +4 Improved Initiative) CR: 12 Total Gear Value: 27,000 gp Classes: * Fighter 12 Saving Throws: Fortitude: +11 (+8 Base, +3 Con) Reflex: +6 (+4 Base, +2 Dex) Will: +4 (+4 Base) Attack Bonuses: Melee: +17/+12/+7 (+12 Base, +5 Str) Ranged: +14/+9/+4 (+12 Base, +2 Dex) Languages: * Common * Dwarven Skills Points: Fighter 30 Skills: Craft (Armorsmithing) +2 (+2 Racial) Craft (Blacksmithing) +2 (+2 Racial) Craft (Stonemasonry) +2 (+2 Racial) Craft (Trapmaking) +2 (+2 Racial) Craft (Weaponsmithing) +2 (+2 Racial) Handle Animal +8 (+9 Rank, -1 Cha) Hide +2 (+2 Dex) Listen +0 Move Silently +2 (+2 Dex) Ride +14 (+12 Rank, +2 Dex) Spot +0 Swim +14 (+9 Rank, +5 Str) Feats: * Blind-Fight * Cleave * Combat Reflexes * Diehard * Dodge * Endurance * Exotic Weapon Proficiency (chain, spiked) * Improved Initiative * Improved Overrun * Power Attack * Weapon Focus (chain, spiked)

1st Mate
Name: Saeunn Alignment: Lawful neutral Gender: Female Race: Half-elf Height: 4′ 11″; Weight: 122 lbs Strength: 15 (+2) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 19 (+4) Wisdom: 12 (+1) Charisma: 15 (+2) Hit Points: 11d4+33 (61) Armor Class: 12 (+2 Dex) Speed: 30 ft.Initiative: +2 (+2 Dex) CR: 11 Total Gear Value: 21,000 gp Classes: * Wizard 11 Saving Throws: Fortitude: +6 (+3 Base, +3 Con) Reflex: +5 (+3 Base, +2 Dex) Will: +8 (+7 Base, +1 Wis) Attack Bonuses: Melee: +7 (+5 Base, +2 Str) Ranged: +7 (+5 Base, +2 Dex) Languages: * Common * Elven * Giant * Goblin * Ignan Skills Points: Wizard 78 Skills: Craft (Blacksmithing) +18 (+14 Rank, +4 Int) Craft (Woodworking) +15 (+11 Rank, +4 Int) Diplomacy +4 (+2 Cha, +2 Racial) Gather Information +4 (+2 Cha, +2 Racial) Hide +2 (+2 Dex) Knowledge (Arcana) +17 (+13 Rank, +4 Int) Knowledge (Geography) +16 (+12 Rank, +4 Int) Knowledge (Local) +18 (+14 Rank, +4 Int) Listen +2 (+1 Wis, +1 Racial) Move Silently +2 (+2 Dex) Search +5 (+4 Int, +1 Racial) Spellcraft +18 (+14 Rank, +4 Int) Spot +2 (+1 Wis, +1 Racial) Feats: * Combat Casting * Craft Rod * EmpowerSpell * Enlarge Spell * Scribe Scroll * Silent Spell Wizard Spells Per Day: 0th-level: 4 (DC 14 where applicable) * Acid Splash * Arcane Mark * Dancing Lights * Daze * Detect Magic * Detect Poison * Disrupt Undead * Flare * Light * Prestidigitation * Ray of Frost * Read Magic * Resistance * Touch of Fatigue 1st-level: 5 (DC 15 where applicable) * Charm Person * Endure Elements * Floating Disk * Mage Armor * Magic Missile * Protection from Law * Shield * Sleep 2nd-level: 5 (DC 16 where applicable) * Continual Flame * Darkness * Detect Thoughts * Flaming Sphere * Gustof Wind * Scorching Ray * Spectral Hand 3rd-level: 5 (DC 17 where applicable) * Dispel Magic * Explosive Runes * Fireball * Gentle Repose * Hold Person * Lightning Bolt * Magic Circle against Good * Nondetection * Protection from Energy * Tiny Hut * Wind Wall 4th-level: 4 (DC 18 where applicable) * Animate Dead * Dimensional Anchor * Fire Shield * Minor Creation * Resilient Sphere * Wall of Ice 5th-level: 2 (DC 19 where applicable) * Break Enchantment * Interposing Hand * Lesser Planar Binding * Permanency 6th-level: 1 (DC 20 where applicable) * Chain Lightning * Contingency

Treasure on ship: armor large steel shield +1 (1,170 gp) gem andradite (brownish-black garnet) (613.3 gp) hyalite (colorless, transparent opal) (742.6 gp) sardonyx (black) (47.9 gp) tchazar (45.3 gp) A stack of tattered parchments that look like maps.

Locations: Garnoc’s Gloves

Locations: Garnoc’s Gloves

Garnoc is one of Trizol’s premier gloves makers. His shop is located in the city of Newhaven Crossing. His clientele are mostly nobles and rich military officers. He has experience in making a wide variety of leathers into functional and good looking gloves.

Garnoc himself is getting on in age and currently has two apprentices working for him, twin brothers named Markoos and Harkoos. These apprentices stand to jointly inherit the shop when he dies. Although both are very skilled and handle the bulk of the orders coming through the shop, Garnoc has not yet sponsored them to the Guild.

The shop is on the corner of Dragon’s Rest and an unnamed alleyway. It’s a small two story affair that is well kept up. In the back it shares a common area with several other shops and houses. It also shares a dirty stable with the inn next door, although Garnoc does not have any animals at this time.

When entering from the front door, gloves are neatly arranged on shelves. They are sorted by material, size and color. Each pair is left unfinished so that they can be custom fitted to the customer. A glass case against one the interior wall also serves as a sales counter. Displayed inside are some of the more exotic materials, including a set made from black dragon leather. All gloves are masterwork in quality but confer no other game stats unless created to do so by another NPC or PC at DM’s discretion. Prices range from 7gp for basic leather riding gloves to 600gp for the black dragon ones.

A door way covered with a simple curtain separates the front from the workshop in back. It is about twice the size of the front showroom, about fifteen by thirty feet. Bolts of leathers of all types are neatly shelved (about 6000gp worth) along one long wall. A work bench lines the other side. All tools are in their place and the only scraps are from projects currently in progress. At the far end is a small stove for heat. Closest to the door is a comfortable chair for clients to sit in while their hands are measured for custom orders.

Small stairs near the stove lead to the upstairs. It has been divided into four rooms. The twins share one, Garnoc has another and the other two are full of miscellaneous household supplies and broken tools from the shop below.  Garnoc has about three hundred gold hidden in his room (search 15) in various sized coins. It is protected by a magic trap (disable device 25) that freezes (DC:30 save) any would-by thieves.

Garnoc is about 65 years old. He has a full head of greying hair but walks with a slight stoop. He is always immaculately dressed in one of six nice suits that he owns. All are several generations out of style. Over this he wears a leather apron when working in the shop.

Stats: male human commoner; CR 3; HD 3d4+3; hp 11; Init +0; Spd 30 ft; AC 10, touch 10, flat-footed 10 BAB +1;  (1d10+3/x3); AL LG; SV Fort +2, Ref +1, Will +0; Str 8(-1), Dex 10(+0), Con 12(+1), Int 11(+0), Wis 9(-1), Cha 14(+2).

Skills and Feats: HIDE+0, SPOT+2(3), LISTEN-1, MOVE SILENTLY+0, climb+6(4), craft(leatherworking)+6(6), appraise+4(2), use rope+3(3).

Markoos and Harkoos are identical twins. Both are dark haired, about five and a half feet tall. Their age is somewhere between fourteen and seventeen, but they’re not sure. Their parents were killed by bandits and the twins found themselves in a strange city with no support. Even Garnoc is not sure why he took them in, but they have proven to be well worth his trouble. He looks upon them as the sons he never had and is extremely proud of them, although does not show it, merely commenting upon their skills and efficiency.

Twins stats: Human Male, Com1; CR 1; HD 1d4+1; hp 5; Init +0; Spd 30 ft; AC 10, touch 10, flat-footed 10 BAB +0; Melee club +3 (1d6+2); AL LG; SV Fort +1, Ref +0, Will -2; Str 14(+2), Dex 10(+0), Con 13(+1), Int 12(+1), Wis 7(-2), Cha 16(+3).
Skills and Feats: HIDE+0, SPOT-2, LISTEN-2, MOVE SILENTLY+0, craft(Leatherworking)+6(4), escape artist+2(2), heal+1(4),  swim+4(2); simple weapon proficiency(club), track.

Adventure seeds:

  • Garnoc had a falling out with the guild sometime ago. Due to his skills and Noble patronage it has not affected his business much, but with his increasing age and closing retirement the Guild is looking to change that.
  • The twins recognizes one of the bandits who killed their parents in a nearby tavern. The man has recently moved into the city, reformed his ways and taken up an honest trade. But the twins want revenge for what he did.
  • A single glove was found at the scene of a horrific crime. It is clearly one of Garnoc’s creations. The problem is he never sold that pair. Or perhaps he simply does not remember who he sold them too.
  • The night before Garnoc is set to sponsor the twins to the Guild, he dies. Some of the more jealous Guild members see this as an opportunity to take over the profitable and reputable shop. Markoos and Harkoos are distraught over this news and vow to fight however they can, but being merely apprentices, they have no standing in the Guild.
  • A mysterious woman brings in an a piece of extremely rare leather and asks for a pair of gloves. She does not give a name, but leaves an address in the Mage’s district to deliver them too. That night the shop is broken into and only that piece of leather is stolen. The Constable reports that magic, rather then thief skills were used.