View Full Version : Defiance - Childsnatcher
Sagar
26th February 2010, 06:09 PM
Larak guides you into the council chamber and his father, Ambassador Kalak, welcomes you.
(I think I forgot to mention that Sarge is with you. He changed into a striking blue tunic and black leather pants. You are surprised as how well he cleans up.)
Larak excuses himself and leaves. The guards close the doors.
Kalak introduces the 5 council members:
Magister Jerrod, a half-eldarin, represents the humanoids (PC race based mixed bloods) and is the current head of the council.
Herdmaster Fallon, a bovane (think cow based centaur), represents the domesticated animal / humanoid hybrids.
Sidhe Cerulean, (beautiful elven maiden with what appears to be vines for fingers, toes and hair) represents the demi-fay.
Huntmaster Hak'nor, a half-orc, represents the mixed-breeds (NPC race based mixed bloods).
Warleader Fen'ra'nak, an incredibly large man (possibly an ogre / dwarf cross?), represents the Defiance Defense forces.
Ambassador Kalak introduces all of you and even gives a passable introduction for Sarge.
Magister Jerrod, on behalf of the council, welcomes you to Defiance and informs you that you are the first significant band of pure-bloods to enter Defiance in over 90 years. He cautions you to be aware that the denizens of Defiance will judge all pure-bloods based on your actions during your stay. He expresses confidence that you will all be a credit to your races and your Baron.
Sarge, on behalf of the Baron, accepts the welcome graciously. He offers the initial shipment of weapons as a sign of good faith and as hope for future good relations. He also mentions that if it be in the Baron's power to assist in any way, he or his representitives (this would be you, the party) may be willing to help.
Sarge's eloquence and bearing come as a surprise to you all. He seems almost noble in this setting.
I presume you will add some nice platitudes at this point. Feel free if you like.
Opening pleasantries aside, you and the council get down to business.
Magister Jerrod explains that they are seeing more and more aggressive incursions of orcs in the area. That is why they needed the weapons. Defiance does not have the smiths or ore availability to rapidly respond to such a threat. Why the orcs are more prevelant, he does not know. They orcs are coming from the north and west, but their scouts have not been able to go far enough in those directions to find out why. This supply of weapons delivered will be of great assistance in the short term. He is disturbed, however, that the orcs knew of your delivery and took such pains to intercept it. But more on that later.
The magister also apologizes for not meeting the terms negotiated for the shipment. He explains that all gem mining came to an abrupt halt soon after the Ambassador returned.
An unknown someone has demanded that all gem mining be stopped and that 50% of all gems gathered be turned over to .. him.. her.. it.. Who is unknown. To enforce his demands, the someone said he would kidnap one Defiance child a night until the mining was stopped. They ignored the threat the first night. On the second, they said it was just a coincidence. On the third, they beefed up security. By the 7th night, they gave up and stopped mining. The first 3 children were stolen from town. The last 4 were taken from the citadel. (passive insight success: Both the Sidhe and the Huntmaster lost children to the kidnapper.)
The council regrets that it will be unable to pay for the weapons as agreed until they can somehow stop the kidnapper and return the children taken.
Shiz
26th February 2010, 06:22 PM
Italics for ooc discussion just so Sagar can keep things straight.
Baladir, I think you should speak for us and be open about the evil antagonist we have been fighting against. What should be of particular interest to the Council would be this entity's ability to influence and control powerful people and creatures through direct and indirect means.
I have no real idea what we should ask and where we should start looking, but I don't doubt that we should volunteer to help track down the child stealer.
Lycos
26th February 2010, 09:22 PM
*clears his throat* (uses his power, Astral Speech (Daily) - Minor Action - Effect: You gain a +4 power bonus to Diplomacy checks until the end of the encounter.)
Having met Ambassador Kalak before, we knew that the people of Defiance would be honorable and a just people. It is a great honor to be the first group from our Barony to come to Defiance in such a long time.
Baladir will avoid the use of the word "pure blood" because it sounds offensive to the people of Defiance.
My name is Baladir. I am a humble paladin of Pelor. *bows*
May his blessings be upon you all.
Baladir will make general introductions of everyone in the party except for Sarge since he has already done that for himself.
We share your pain as we have heard about the children being taken in the city. But if the council could give me a little time, I would like to talk to you about an evil so great, that it may also be behind the kidnapping of your children.
Ambassador Kalak, if you remember where we left you last...
At this point, Baladir will begin to retell of the story of Malacon. Baladir will also tell of the Lizardmen, the Dragon, the Vampires, and any others that we have been up against which Malacon has been the cause of the problem. He will continue to tie in that innocent lives have always been used for Malacon's purposes. In the end, Baladir will make the case, that Malacon might be behind this as well. It is a pattern that is too common to be ignored.
Baladir will continue...
We have been fighting Malacon from the beginning. I think our future actions demand that we help you in fighting whomever is stealing the children, and bring them down. And I think that in the end, we will find Malacon behind it all. And it will prove that we have a common enemy that we must fight together if we are going to win, and his name is Malacon.
We offer our services, if you will have us.
Sagar
1st March 2010, 06:52 AM
The council listens carefully to your story and seem, in equal measure, worried and relieved by them.
Much is said, most of it in politcal vague-speak. To boil down the important bits into it's actual meaning.
The Magister tells you, "That one so powerful exists and can manipulate others is disturbing. But that there may be an explanation gives up hope that it can be overcome." Magister scans the faces of the council members. "We are agreed. We accept your gracious offer to help find the children. When they are recovered and the threat eliminated, we can honor the bargain we made with your Baron.
"Please let us know if there is anything we can do to help your investigation."
We can do the investigation one of two ways: Either as a skill challenge where you roll and get a little flavor text to describe the outcome or as a mystery and we RP the entire thing.
Personally, based on what I've seen, RP in this media doesn't work as well and I would suggest the skill challenge. I will defer to the groups wishes, however.
Shiz
1st March 2010, 09:33 AM
Skill Challenge for sure or this will take a month.
Asharad
1st March 2010, 09:51 AM
Yeah, role play would be more fun but I don't think it's particularly practical in this format.
I've been thinking a bit about this, actually. It's house rulesy, but we could do a skill challenge with bonus points to the rolls given for anything that is particularly well role played.
One of my early frustrations with the game (not with this game in particular but with 4th edition in all the games I'm involved in) is I felt like I would roleplay the **** out of something and it wouldn't matter because I would role a 2. What I remeber enjoying about old d&D is that you were rewarded for roleplaying due to the simple nature not everything was a defined game mechanic.
IN this version there isn't any point to be creative or engaged because in the end it is just "roll for streetwise."
EricStratton
1st March 2010, 09:58 AM
I agree doing a skill challenge and I agree w/ Ash's complaint about 4e.
Lycos
1st March 2010, 09:59 AM
One of my early frustrations with the game (not with this game in particular but with 4th edition in all the games I'm involved in) is I felt like I would roleplay the **** out of something and it wouldn't matter because I would role a 2. What I remeber enjoying about old d&D is that you were rewarded for roleplaying due to the simple nature not everything was a defined game mechanic.
IN this version there isn't any point to be creative or engaged because in the end it is just "roll for streetwise."
I agree. IMO, I think it should not be so black and white. Giving credit for the effort is what RPG is really about. Now, if you're going to be an idiot and do something real stupid like attacking people in town for the fun of it, or attacking NPCs that you know should not be harmed, then people should fail. But I think the skill challenges should be more about degrees of success if you are going in the right direction and your dice fail you.
Sagar
1st March 2010, 09:02 PM
If you ever want to RP something in lieu of just a roll, I am more than willing to accept it whenever it makes sense. RP'ing a perception, arcana or history roll wouldn't work, but diplomacy or streetwise would be fine.
If there are times when you want to use RP as a modifier to your roll, we can do that too. RPing well could add up to +5 to your roll. Doing so poorly could be worth up to -5.
Sagar
2nd March 2010, 08:22 AM
The Magister thanks you for your offer of assistance. After a few more formalities, the council is dismissed and the Huntmaster leads you to another, less formal, room. There are refreshments on a sideboard and a large table with comfortable chairs surrounding it.
Sarge says he needs to get back to his men and makes a polite exit.
After you are settled, the Huntmaster continues, "My scouts led the investigation. What the Magister said was true. We did lose 7 children. His timing was a bit off though. We lost one a night for the first 3 nights. By the 4th night, we had significantly tightened security and no one was taken that night. We felt more than a little proud.. then my own son was taken from the citadel on night 5. We lost 3 more before we finally gave in to the demands.
Rather than prejudice your investigations, I'll not tell you what we found. I'll let you investigate the 7 kidnappings and, when you are finished, we can exchange notes and see what we have."
He gives you a list of the kidnappings.
Challenge:
You have 7 possible leads to investigate. You can investigate 2 leads per day.
Once per day, you may attempt to use streetwise skills to pick up additional clues or avenues of investigation. One person may assist the streetwise attempt.
During each investigation, you may use perception, diplomacy or intimidation to get a clue. The DC for each will vary with the particular kidnapping. A successful insight roll will give clues as to which skill may yield the easiest result. Only one skill can be used each investigation. One assist may be used.
If you begin piecing together clues and can focus on particular lines of investigation, you may earn bonuses to your rolls.
Each of you may make one and only one roll per investigation (that is, per half day).
You may start in the morning.
Summary:
One investigation per half-day.
One roll per character per half-day.
One streetwise roll per day. This takes a half-day to perform.
One assist per skill roll.
Perception, diplomacy or intimidation may be used during the investigation.
Insight may be used to gain a clue which skill is most appropriate (lowest DC).
Please use a discussion thread to plan your strategy.
Please place only your actions in this thread.
Good luck!
EricStratton
2nd March 2010, 10:40 AM
Day 1, Lead 1 investigation:
Amaril will attempt to determine which avenue of action will produce the best results. He'll start by making a list of what we know of the kidnappings to add to the list of kidnappings obtained from the Huntmaster.
- An unknown someone has demanded that all gem mining be stopped and that 50% of all gems gathered be turned over to the person.
- Always children taken.
- Seven taken thus far.
- Kidnapper appears to have been deterred by increased security on night 4 but found a way through said security on night 5.
- Noble children taken. Common as well?
Insight: 6+9 = 15
Well, that's a bummer.
Asharad
2nd March 2010, 11:04 AM
Fandango will roam the streets in the area of the first kidnapping, looking for more information on the crime, seeing if there is anything that maybe the offical authorities missed, hoping to be able to focus the investigation some. Specifically I'll talk to the servants and lower class people in the area around the crime.
Basically, I'll canvas the area. (18)
Sagar
2nd March 2010, 11:12 AM
You are given a list of the kidnappings, the locations, and the nights they occurred.
Start at the beginning is generally a good idea so you start with the first victim.
Does anyone go with Fandango to canvas the streets?
The first child taken was a young centaur. His family lived in a small (for centaurs) cottage on the western side of town. When you meet them, they are very distraught and a little bit hostile. The father yells at you, "My son's been taken night on 3 weeks now! Why ain't the council done nothin' yet?! Sure, them scouts come by, ask a few questions, then what?! NOTHING! My poor boy!!!" The boy's mother begins weeping. The neighbors scowl at you for opening old wounds.
Amaril tries to get a feel for the best approach (insight 15 vs DC 18) but can't really tell. He gives the rest of you an apologetic shrug.
Baladir:
Trask:
Brunhilde:
Lycos
2nd March 2010, 11:19 AM
Baladir will speak up.
Good centaurs, we are not trying to cause more pain, but to get to the bottom of this tragedy we need to have a fresh look at the crime. If any of you have something that you can offer, we would greatly appreciate it. Anything at all might just help this woman and her child. Please, if you can recall anything on the night that this child was taken, it might just be a lead that could help us find the kidnapper.
Diplo. +14 + 17 = 31
Sagar
2nd March 2010, 01:58 PM
Fandango spends the morning kibitzing with the populace, Diving into bars searching for clues, and generally hobnobbing. He hears lots of interesting rumors but nothing that seems credible or adds to what you already know (18 vs DC 20).
Baladir, on the other had does a masterful job of calming the crowd and soothing the parents.
(too much info to type from my phone -I'll finish when I get to a PC.)
Lycos
2nd March 2010, 03:46 PM
Roll in advance for
Day 1/Investigation 2
Insight +12 +14 = 26.
Sagar
2nd March 2010, 06:07 PM
The centaur parents lead you into the house. Three rooms surround a common eating / living area. One of the rooms, and none of you are crass enough to call it a stall, was the child's. It has one door, unlocked, that opens to the common room. It has one window which is locked and, according to the parent, was found closed and locked the morning of the disappearance.
The parents said bitterly that the scouts said he probably just ran away. They show you that all of the kid's shirts are still there, aside from the jerkin he slept in. After a little gentle prodding from Baladir, the mother does admit that one item is missing.
"After several days, we noticed that his toy wooden sword was gone. He wanted to be a hero. Mr. Angus gave him the toy sword and used to tell him adventure stories. The day before he left, he.. he..." The mother turns away weeping.
The father comforts her and says over her shaking shoulders, "They had an argument just before bedtime. He wanted go learn to be a fighter. His mother refused and he got all upset."
"He as only 9!!!!" she wails...
Given the mothers distraught state, you realize it's time to go. As you leave, you notice the front door has a lock. The father notices your glance, "Yes. That was locked too, when we woke up." You see no other possible exits from the house.
Success 1. I forgot to mention that 5 successes are required for full success. You will get hints as you go, though, so you may be able to make educated guesses on who / what / where...
EDIT: You can ask 1 or 2 questions now that you would have asked during your investigation here.
Sagar
2nd March 2010, 06:27 PM
You meet back at the tavern for lunch. Fandango tells you of his efforts and what he found (or failed to find). You tell him of your investigations.
After lunch, you head out to the second kidnap location. This one is on the southwest side of the town. The father, a woodcutter, happens to be home when you arrive. His wife is tending a herb garden nearby. Both seem to be of mixed halfling heritage. They listen to you with some animosity and antagonism but begrudgingly let you into the house. Is it a small, rough cottage with one large common room and one small bedroom. You glance inside the bedroom and see a charming child's room with an oversized bed, pretty dresses hanging on a hook, and a pristine doll sitting on the dresser.
Baladir looks around and murmurs to the rest of you (insight 26 vs DC 20), "Something is not right here. I can't put my finger on it, but something about this place looks wrong."
Challenge Note: While I like the idea of one streetwise check per day, it doesn't make sense from a RP perspective. So you can make a second check each day but at a -3 penalty if you wish (this covers the fact that there will be some overlap in people met and area covered).
Given this, who goes where after lunch. Baladir goes to location 2, certainly.
Shiz
2nd March 2010, 07:21 PM
Everyone but Amaril accompanies Baladir.
Trask asks Baladir and Brunhilde to "engage" the parents while he and Fandango make a thorough examination of the cottage, trying to disturb as little as possible.
Perception +17 = 26
EricStratton
2nd March 2010, 08:54 PM
While the rest of the group heads to the second kidnap location, Amaril beats the streets.
Streetwise 14+7 = 21
Lycos
2nd March 2010, 11:22 PM
Baladir will ask the centaur parents when we were there whether anyone else had touched the toy sword that seems to be missing? Was it always on the child? Did you ever see anyone else with it?
Sagar
2nd March 2010, 11:50 PM
Baladir will ask the centaur parents when we were there whether anyone else had touched the toy sword that seems to be missing? Was it always on the child? Did you ever see anyone else with it?
"He was never apart from it. Some kids have a favorite doll. Well he loved his sword. I think he even slept with it. You can see here in his room where we made a little scabbard to put it in next to his bed." (Bed, in this case, being a pile of straw for the horse part with a slanted and padded board to rest the human torso against.)
Sagar
3rd March 2010, 08:14 AM
Amaril beats the streets on his own. Unfortunately, he discovers that he covers much of the same ground Fandango did and he gets no better results (21 vs DC 20+3).
Back at the cottage, forewarned by Baladir's comments, Trask looks around, questioning everything. He agrees, something isn't right. The bedroom has no windows - just a breeze crack near the eves that can be chinked shut in the winter. The door into the cottage has a large, strong bar and the parents say it is locked every night. Brunhilde asks if it was barred the morning of the disappearance and, after some thought, the parents say it was. It just doesn't seem possible that someone could have unbarred the door from outside, come past the sleeping parents, entered a windowless room to take the girl, exit the house, and re-bar the door behind them....
Looking in the bedroom, Trask finds, tucked in a dark corner beside the dresser, some plain girl-clothes and an old, much abused straw-stuffed toy rabbit. Holding the rabbit, Trask looks around again and it strikes him. Why, in a poor one-bedroom house does the girl have the only room? And why are the pretty doll and the dresses so pristine?
Rabbit in hand, Trask goes back to the common room and confronts the parents. Their act of feigned ignorance lasts only a few moments before they cave and tell the truth.
"Yer right, sir. That be our room. 'Nissa sleep out here on a pallet by the fire since she was 5. We didn't know 'bout the 'nappings. We thought she run away..."
The woodcutter gets choked up and the mother takes up the tale, "Nissa was always wantin' nice things. Things we couldna afford. We made her that bunny, NuNu she called him. She carried him around since she was 2. Anyways, she was talkin' to Mr. Angus down by the well. Bless his kind cow heart but sometimes I coulda boxed his hears. He says if she gots a nice doll, he would make it a pretty dress. We got inta a right good row over that day before she got took."
The father continues, "''Cept we didn't know she was took. We though she run away. 'Cause of the fight. So we sold some special medicines we was keepin' and bought her some nice dresses and a nice doll and hoped she would come back. Felt right the fools when we heard 'bout the 'nappins. But, well, we got em now and we've the hope that they bring her back somehow."
You talk to them more about the girl and learn she was 10, small for her age, and had real nimble hands... even for a halfling. "We thoughts she could be good at fine crafts. Carving or jewelry. We was lookin' for an apprenticeship fer her."
The parents also tell you that Nissa took NuNu with her. "That was one reason we thought she run away. She took NuNu with her. But two days later, one of the kids found NuNu in the grass 'bout three miles down past the western well."
Feeling you've exhausted the possibilities here, you head back to the tavern to see how Amaril fared.
Asharad
3rd March 2010, 10:35 AM
Fandango will set up shop around the general area of the well. If it isn't the sort of place a guy with a bottle of booze wasting the day away would look out of place, he'll stop by a tavern and grab an almost empty bottle as a prop. Won't drink any of it, but will pretend like I am and will leave enough in there to offer as a "hey, want a swallow of my drink" to anyone who seems useful.
If it is the sort of place that would draw stares he'll find something unobtrusive to do to make himself blend in. Maybe its a place where day laborers hang out and look for work? If so he'll keep the bottle hidden but still sue it if the situation calls for it.Hard to say without being there so Sagar, let me know what the situation is and I'll adjust it, if need be.
He'll keep an eye out for guys by the well and see if he can't casually find anything out about this Angus fellow. He won't push it though, as he doesn't want to scare Angus off.
If he is able to identify this guy at some point he will follow him, so lemme know if I need a stealth roll, or whatever.
Shiz
3rd March 2010, 10:55 AM
After the woodcutters, we retire back to our inn for the day and resume in the morning.
Fandango then beats the streets in the morning per the above.
EricStratton
3rd March 2010, 11:17 AM
Day 2/Investigation 1 (3rd total):
Once at the third kidnapping site, Amaril will give those involved a good long stare.
Insight 4+9
"I am proving far from useful here."
Sagar
3rd March 2010, 01:24 PM
Fandango heads down to the west well and dons his harmless drunk disguise. It doesn't last long. He finds himself at the local community watering hole (quite literally) and gossip spot. In the morning hours, it's visited mostly by children and women and he drops the disguise in favor of that of storyteller and charmer (streetwise 26 vs DC 20). Compared to yesterday, this location is a gold mine of information.
First off, Fandango finds himself telling outrageous stories to delighted children. In doing so, he discovers that Mr. Angus is a charming and kind old bovane (think human / cow version of a centaur). He used to come to the well and tell stories that delighted the kids. They all assure you, though, that your stories are better. But you should hear the one about the swine and the pearls... the all start laughing just thinking about it. When things quiet down a bit, a few of the older kids tell him that Mr. Angus used to listen, too. He would talk to them about their hopes and dreams and encourage them to follow their hearts, even if that meant going against their parent's wishes. He also brought cherished items to a few, fortunate children. One young half-elven girl shows you the flute he brought her. "I want to be a bard," she tells you solemly. "He give me this to practice with."
As Fandango probes further, he pieces together two more things about Mr. Angus. First, he hasn't been around in almost 3 weeks. Second, he didn't come every day. Usually just 2-3 times a week. "Mostly on moondays and wedensdays. Sometimes thorsdays." says one precocious little tiefling.
As the noon-hour nears, Fandango comes across one other jewel of information. He hears two women talking as they draw water...
"Didya hear 'bout the Duncans?"
"Ya mean them dwarf-blood metalsmiths up near the 'del?"
"Thems the ones. I hear their youngest nearly got 'napped! She fought 'em off, though. 'Course, they don't want no fuss and ain't told no body. Girl's safe and that's what matters, eh?"
The women move on to gossip about the hostler's wife and the stableboys as them head off with their aquatic burdens..
Sagar
3rd March 2010, 01:38 PM
The rest of the party heads to the site of kidnapping three. They find a modest house near the center of the village owned by a goblin-blood family. The mother works the household while the father and older sons work with the leathermakes on the south side of town. When you arrive, the younger son is home sick and the mother is shucking peas on a stool outside.
She seems quiet willing to talk to you. As a matter of fact, you have a hard time getting her to stop - or to stay focused on the questions you are asking.
"Why yes, we bar the door," she says. "Especially now that the bar's fixed. It was broken for weeks. WEEKS, I tell ya. The Man finally got it repaired 'bout a month ago. Didn't take him 20 minutes, did it. And here we was at the mercy of any old rascal what wanted to wander in, weren't we. Gotta say, though, he use right good ironwood fer the bar and got some new braces from the ...." That sort of thing.
She shows you the house. It has a common area with one bedroom and a loft. The parents sleep in the bedroom. The 3 boys share the loft over the kitchen - all 3 sleeping in pallets there at night. In between stories about how long it took the Man to build the loft back when she got pregnant with their first, you manage to weasel out of the woman that her oldest said the boy left to go to the privy and never come back. The second son, watching you avidly between coughing fits, pipes up, "He said he was gonna run away!"
"Don't you be lieing to these folk, you weasel."
Amaril tries to weigh all that you find here and (insight 13 vs DC 20) has no clue how best to proceed.
Lycos
3rd March 2010, 02:50 PM
Baladir will try talking to the child and the Mother. If he feels like he is losing them, he will use Astral Speech to get some added traction.
Astral Speech (Daily) - Minor Action - Effect: You gain a +4 power bonus to Diplomacy checks until the end of the encounter.
If it appears that the mother is trying to shut the child down, Baladir will attempt to get Brunhilde to take the Mother aside and distract her while I talk to the boy. And we can bring them all back together once I get his story.
+14 Diplo +4 for Astral Speech if necessary = 22
Definitely kick in the Astral Speech.
Sagar
3rd March 2010, 04:42 PM
Using honeyed words, you seperate the mother and her son. Trask and Brunhilde keep her busy outside while you go to town on the sick child. He seems to relish the attention and tells you an increasingly elaborate and unlikely tale of an unhappy younger son forced to work as a virtual slave to the tanners. How he decided to rebel and to run away. And how he left his cool stuff to the middle son who helped him. Somewhere in the story, he confides to Baladir that he suspects the youngest son was adopted, being so much shorter and stronger than the other two.
(Passive insight) Baladir is sure the younger son is lying. After extensive efforts to be nice yield no better results, Baladir gives up.
(Fail: You may still ask a few direct questions.)
Lycos
3rd March 2010, 05:15 PM
(Fail: You may still ask a few direct questions.)
Was there any argument between the child and the parents before he went missing? Also, if there was not, did he have a reason to leave or did he threaten to runaway at all?
Sagar
3rd March 2010, 05:32 PM
The child's mom looks surprised at the question. "Why yes, we did have an argument. My husband finagled a tannery apprentiship for him and he got all upset. Said he wanted to be a sailor. He stormed up to the loft and pouted the rest of the night. Didn't even come down for dinner.. just stayed up there playing with his toy boat."
"I'm sorry but I must be going. I need to get this laze-a-bout up and moving. Have a good day!"
You all return to the tavern and compare notes.
Lycos
3rd March 2010, 05:52 PM
In advance, Insight Roll for the next step. Whatever that next step is.
+12 + 7 = 19
Sagar
4th March 2010, 08:07 AM
Now what? Are you going to kidnap 4 or do you wish to find the Duncans.
If you want the Duncans, I need a streetwise roll to find them. You only know their general location.
Shiz
4th March 2010, 08:48 AM
Amaril and Fandango roll Streetwise (one to assist the other) and let's go find the Duncans.
Asharad
4th March 2010, 09:42 AM
Streetwise on the Duncans. (25)
Sagar
4th March 2010, 10:46 AM
You discuss your next moves over lunch. When you mention the Duncans, Fandango says, "Duncans? Dwarf-blood metal smiths? Up near the citadel? I think I saw their shop the other day. Caught my eye.. they had some really nice stuff."
With that, you all head off. Fandango pauses to get clarification from a guardsman and then heads straight for the shop.
The Duncans are a dwarven-blood family with a metalsmithing shop on the north-east side of town. It's a medium sized shop with living quarters overhead. They do light smithing and detailed ironwork. The quality of what you see in the shop is very high.
Opps.. gotta run to a meeting...
Shiz
4th March 2010, 10:50 AM
So guys, how much money do we have on us? I think only 250gp each, but maybe some gems too?
edit: 500gp each. If we see something one of could use for 2500, we might want to buy it.
Sagar
4th March 2010, 12:08 PM
So guys, how much money do we have on us? I think only 250gp each, but maybe some gems too?
edit: 500gp each. If we see something one of could use for 2500, we might want to buy it.
This is not weapons or armor. This is decorative stuff. Fancy urns or pots, fancy iron door handles or hinges - decorative / functional home stuff, mostly.
Lycos
4th March 2010, 12:15 PM
Sagar, will the Duncans work like the rest? Do we need an Insight check for that one? If not, then I would like to take it back.
Sagar
4th March 2010, 12:15 PM
Behind the sales area of the shop, through an open archway, you see a man and 2 boys working on various projects. A girl is sitting at a separate table and seems to be working with small objects that you can't see.
A dwarven-blood woman comes through a door, welcomes you to the shop and asks if she can help you.
You chat a bit about the shop and you eventually tell her about the rumors that someone tried to kidnap one of her children.
She answers, somewhat tersely, "I have no idea what you are talking about. Was there something you wished to purchase?" Left unsaid is.. if not, please leave.
Sagar
4th March 2010, 12:16 PM
Sagar, will the Duncans work like the rest? Do we need an Insight check for that one? If not, then I would like to take it back.
It definately works like the rest. So far, you have an insight of 19.
EricStratton
4th March 2010, 01:33 PM
Insight ASSIST!
+9
"I am very very helpful."
Sagar
4th March 2010, 03:31 PM
Insight roll (19+2 vs DC 20): This seems to be a proud and relatively affluent family. You get the feeling that this is not something they want people to know about. Ultimately, though, they seem to be good people. You get the feeling that this calls for a forceful guilt trip (intimidation) about not helping other families that actually lost their children
Asharad
4th March 2010, 04:06 PM
There is nothing that I enjoy more than scaring a mom!
I already streetwised on this one, can I assist? If so I will assist whoever is the lead intimidator.
With a ten, if that helps.
I would suggest the following lines of intimidation, whoever is doing the lead:
"You have a wonderful shop here full f wonderful things. You have done very well for yourselves and I'm sure you have worked hard and that the people in this city respect you for it. Which will probably change when the next child is taken and word gets around that you could have helped stop this and didn't."
Sagar
4th March 2010, 05:27 PM
Hush you, you're tired from playing Garmin. Someone else has to roll.
Shiz
4th March 2010, 06:12 PM
This is Brunhilde territory. I will PM Din to come roll. Trask is the only one who can assist so I will roll fro Trask.
Intimidate +4 = 6, no assist bonus.
It is all up to Brun!
At least we cleaned out the random number generator...
Sagar
5th March 2010, 07:55 AM
I supposed I could roll for her:
But I don't think you want me to do that. :p
Shiz
5th March 2010, 08:47 AM
Give Din some time.
Lycos
5th March 2010, 05:46 PM
I'll roll. +8
Sagar
5th March 2010, 05:59 PM
Brunhilde pushes Baladir and Trask aside and tries to guilt the mother into revealing more information (14 vs DC 20-2).
"You should be ashamed of yourself," Brunhilde growls. "Seven mothers out there have lost their children. Seven mothers cry themselves to sleep each night. Seven mothers look at the empty spot at the table each meal and wonder if her child is still alive. And here you stand blessed with your child whole and safe and you refuse to help us find those responsible. Knowing your aid could..."
The husband and 2 sons enter from the shop. Each holds a bar of metal. Each bars glows an angry orange at the end.
"We think you've said more than enough. We think it's time you leave."
Defeated, you turn and leave the shop. Only Trask (passive perception) notices the tears in the woman's eyes as she turns to her husband for comfort.
Failure 2.
Note: In this instance, a successful insight roll lowered the intimidate DC by 2.
Asharad
5th March 2010, 06:26 PM
Wait, before we leave I want to ask what the present that mr. Angus gave their kid was.
Sagar
5th March 2010, 10:06 PM
One of the brothers says, "Who is Mr. Angus?"
(passive insight: None of the family seem to know what you are talking about.)
Sagar
6th March 2010, 11:20 AM
Somewhat deflated, you head back to the tavern. There, you find the Ambassador waiting. He greets you politely and, after you all get something to ease parched throats, asks how your investigation is going.
What would you like to tell him?
He also tells you that the Sidhe will be available to see you tomorrow morning at the council tower.
Shiz
6th March 2010, 11:42 AM
Let's tell him we are still collecting information. We cannot count out an "inside" job yet at this point.
EricStratton
6th March 2010, 01:38 PM
No need to mention Angus at this point, I don't think.
Lycos
6th March 2010, 02:10 PM
I agree. We'll tell them that we are still in the middle of the investigation. We can tell him who we went to see. Other than that we'll tell him that we have some leads, but more work needs to be done.
Sagar
8th March 2010, 09:34 AM
You relax a bit after a long and somewhat frustrating day. A little food and drink go a long way towards reviving you, though.
Some hours later, Lakar enters the tavern and asks how things are going. Unlike his father, though, Lakar does not seem to be fishing for information. His is just a friendly greeting.
Lakar tells you the Sidhe had some changes to her schedule and must beg pardon and move your appointment to the afternoon. Since your next victim, Hulgar the brewer, is not an early riser, he invites you to come see the 'griff training area in the morning just after breakfast.
What will you tell him. And do you wish to go?
Shiz
8th March 2010, 09:42 AM
I think we can confide completely in Lakar. He might have some ideas. I would also like to go see the 'griff area.
Lycos
8th March 2010, 10:00 AM
Ok, we can confide all that we found with Lakar in private, not in the public areas.
Lycos
8th March 2010, 10:02 AM
We have a meeting today with the Sidhe?
What investigating can we get done before then? Baladir would also like to see the Griffon training area.
Sagar
8th March 2010, 11:04 AM
It is early evening of Day 2 of the investigation. You were to meet with the Sidhe (it's a title) the morning of Day 3 but she just moved it back to the afternoon.
You have a tour of the 'griff area in the morning now and then you can go talk to the brewer late morning. You don't have far to travel so it won't take a whole morning like the other investigations.
Asharad
8th March 2010, 11:33 AM
I think I'd rather spend the morning searching for leads about Angus, the kidnappings and, in a casual sort of way, seeding the story that I'd heard from a guy who is in the guards that the Duncans have information that could help stop all these kidnappings but since they have the money to protect their kid they don't seem to much care what happens to others. That's how rich folks are, I guess.
Shiz
8th March 2010, 12:46 PM
Nice idea. Very Fandango.
EricStratton
8th March 2010, 12:53 PM
I don't imagine it could hurt for a couple of us to go see the training area. Might learn something.
DinbinFanfoom
8th March 2010, 02:30 PM
Brun tags along. Town talky-person stuff isn't the forte of Combatzmonstor, but she'll help where she can.
Sagar
9th March 2010, 08:06 AM
Sorry I was AFK most of yesterday. I'll do the updates later. Still mulling over how to handle Fandango's request. Do I get the guards investigating or does it turn into a mob trying to burn down them down...
Sagar
9th March 2010, 11:56 AM
Fandango wanders out into the town, looking for information on Mr. Angus and dropping disparaging remarks on the Duncans. (Fandango - please give me a D20 - no modifiers - to determine the results of your rumormongering).
With better knowledge of the town gained over the last few days, Fandango covers a lot of ground, picks up lots of tidbits and, after putting it all together, comes to 2 conclusions:
1. Mr. Angus was widely known on the western and southern parts of the town but almost completely unknown on the northern and eastern sides and in the citadel. The few in the north / east that knew of him never actually SAW him in the area.
2. No one, and I mean no one, could tell you where he lived. The best you could get was "I think he stays with one of the southern herds". You checked with the southern and western herd leaders but no one there had anyone by that name in their herds. And all the leaders agreed that a bovane would never live alone.
Sagar
9th March 2010, 12:10 PM
The rest of the party joins Lakar in a tour of the griffon facilities. You find it exceedingly interesting. He starts by showing you the obstacle courses the 'griffs and their riders train on. It includes both aerial and ground based challenges and includes air - ground archery, air - air archery, and ground - ground combat elements in addition to aerbatic flight maneuvers.
After that, you move to the training areas. Two riders are raising beasts too young to fly. You learn a bit about how the beasts are raised and fed. They feed the 'griffs mostly raw meat. "When they are young, you let them eat all they way. They grow faster that way but they do get sleepy."
Then you move on to the hatchery. Inside, you see 2 hippogriff eggs sitting on hot sand. He tells you, "The eggs have to be kept warm. Luckily, 'warm' is a fairly broad range of temperatures. When we find eggs in the wild, we heat the sand over a fire until it is 4-5 seconds hot. That means you can only put your hand on it for 4 or 5 seconds before it gets uncomfortable. You have to reheat the sand when it gets just a bit cool to the touch."
He also tells you, "A rider MUST be present when the 'griff hatches. The rider must be the being the baby 'griff first sees and is fed by. We call this 'impression'. Without impression, the 'griff will grow wild and fly off when it matures."
It is about 10 AM when you finish the tour.
Sagar
9th March 2010, 12:15 PM
After the tour, you move on to visit the 4th kidnap victim (bldg 10 on the citadel map). When you get there, you find his father - a surly orc / goblin cross brewer with an almost unpleasant odor of hops and yeast about him. He seems a thoroughly unpleasant sort and is none to happy with being interrupted.
Insight roll...
DinbinFanfoom
9th March 2010, 12:16 PM
Brun thinks to herself that while stealing the eggs would be stupid and needless, they might be parted with as a reward for... something. If ONLY WE KNEW WHAT THAT SOMETHING, (OH SAY POSSIBLY INVOLVING MISPLACED CHILLUNS) MIGHT BE... :P JK.
Shiz
9th March 2010, 12:30 PM
Brun thinks to herself that while stealing the eggs would be stupid and needless, they might be parted with as a reward for... something. If ONLY WE KNEW WHAT THAT SOMETHING, (OH SAY POSSIBLY INVOLVING MISPLACED CHILLUNS) MIGHT BE... :P JK.
Trask is torn between wonder at the thought of riding one and despair at the thought of such grand creatures domesticated. Still, they seem to be treated well and loved by their riders.
EricStratton
9th March 2010, 02:34 PM
Day 3, investigation 1 (kidnap victim 4):
Amaril looks the brewer dead in the eyes to see if he looks away, stares back, gets mad, etc.
Insight 11+9
Sagar
9th March 2010, 02:44 PM
Amaril takes the Brewer's measure (20 vs DC 20) and finally concludes that, as a rougher sort of creature, it probably has fair resistance to intimidation. Amaril is fairly certain that a bit of flattering diplomacy would be far more effective against this guy.
Maybe getting him to talk about what he brews...
DinbinFanfoom
9th March 2010, 02:51 PM
Maybe getting him to talk about what he brews...
Brun stares around in sincere wonder at all the casks and brewing paraphanelia. "Is zis valhalla?", she murmurs, awed.
Maybe the owner will note that while Brun may look stupid (OK she IS stupid), she loves her beers.
Roll: 4 (fail!)
Brun mists up and caresses a nearby cask lovingly.
Shiz
9th March 2010, 02:54 PM
Trask will profess an avid interest in the brewer's recipes in an attempt to help Baladir befriend the brewer. Trask will also make some gentle suggestions about natural ingredients that his people use in their ales that might complement what this brewer is doing.
Diplo +4 = 19
Nature +9 = 29 (pushing for the RP bonus here a bit)
Asharad
9th March 2010, 03:03 PM
Rolling for something!
I feel at this point I should point out I have a charisma of 18 and streetwise and bluff of 12.
Even with a piddly roll of 10 I should be able to convince a bishop to kick a hole in a stained glass window!
:)
Sagar
9th March 2010, 03:28 PM
Rolling for something!
I feel at this point I should point out I have a charisma of 18 and streetwise and bluff of 12.
Even with a piddly roll of 10 I should be able to convince a bishop to kick a hole in a stained glass window!
:)
You hear nothing about the affair...
Lycos
9th March 2010, 03:31 PM
Diplomacy +14
Well, being an adventurer, I can clearly say that Brun is correct, this is heaven. Baladir is going to focus on the brewing interest to help his conversation with this guy.
19, with +2 from Trask, that makes a 21. If I feel it slipping, I will use Astral Speech (Daily) - Minor Action - Effect: You gain a +4 power bonus to Diplomacy checks until the end of the encounter, for a total of 25.
Sagar
9th March 2010, 03:49 PM
Hulgar can't help but notice Brunhilde's interest in his ales. Baladir and Trask (19+2 vs DC 20) get him talking about his brewing. He proudly shows you his operation, discusses some experiments he has going with potato distillation, and even gives each of you free samples.
Eventually, you twist the conversation to the topic you want, his family.
It turns out his wife died some years ago and he has been raising the boy, Grog, on his own since. The boy is 12 but looks a good bit younger than that.
"Lazy sod! Lost my night brewmaster assistant and told the boy he could have the job. He said he didn't want it! Said he might not even become a brewer!!! Said he wanted to make "fruit wines". Stupid Sod!!! Sounds like the prattle what comes from that wrinkled prune up by the gates.
"I cuffed him good, you can believe me. Sent him to bed without supper. Let him learn what it feels like to not have a right trade! Hunger, that's what!
"Next morning, he was gone. Took a ham and the first cask of my best mead with him too! Put clove in it to counter the bitterness. Smooth and easy it drank. Figured he run off and be back in a few days. Didn't come back. Blasted Runt! Now I gotta hire a new assistant!"
He gives you a sample of the mead. Forewarned, you can just make out clove and it really is a smooth and quenching beverage - and far more potent than you might expect.
As you leave, you casually ask about the 'wrinkled prune'. He says, "That old woman - Granny Smith. She's what sells fruits at the gate. Always got a passle of kids around her."
With that, he goes back to his brews - cursing at his crew for some perceived deviation in the ways the barrels are stacked...
Lycos
9th March 2010, 04:05 PM
I'm assuming that we are out of time before our appointment. So, we will head to the meeting.
If we have time, we can see what we can find out about this Granny Smith.
EricStratton
9th March 2010, 04:10 PM
Amaril will ask him if he saw a Mr. Angus or maybe a bovinar (whatever the minotar cow creatures are called) hanging about or talking with his boy.
Shiz
9th March 2010, 04:13 PM
Maybe Angus and Grannie are both agents of the kidnapper.
Lycos
9th March 2010, 04:16 PM
Maybe Angus and Grannie are both agents of the kidnapper.
Or both are Malacon in different forms.
Shiz
9th March 2010, 04:22 PM
Remember that Malacon is not taking forms himself but influencing existing creatures.
Lycos
9th March 2010, 04:25 PM
Remember that Malacon is not taking forms himself but influencing existing creatures.
So far... Doesn't mean he hasn't gotten stronger and can do this by himself.
Sagar
9th March 2010, 04:37 PM
Amaril will ask him if he saw a Mr. Angus or maybe a bovinar (whatever the minotar cow creatures are called) hanging about or talking with his boy.
"Never heard of no Mr. Angus. And Bovane don't normally come this far into town. They stay closer to the herdlands south and west of town. "
Sagar
10th March 2010, 07:51 AM
The tour party heads back to the tavern for a quick lunch. About half-way through it, Fandango bustles in. You all exchange your impressions on the morning and then all of you head up to the citadel to meet with the Sidhe. (Lakar meets you to escort the party and tells you the Sidhe wants to meet all of you. You will have time for a streetwise run later in the afternoon.)
After a short wait, you are shown to a small office on the 3rd floor of the keep. The sidhe's small desk is placed near a window and the afternoon sun falls directly on her. You hadn't really noticed during the council but she is stunningly attractive.
She stands and greets you each in turn - her gloved hands grasping yours warmly as she invites you to sit. She returns to the desk and the sunlight. She asks you to tell her all about yourselves, you adventures and you investigation to date.
This encounter will be a bit different. The Sidhe is a skilled diplomat. She will be trying to get information from you just as you are from her. So I need a few things from you:
1. What, if anything, do you not wish her to know.
2. The insight check will not only reveal the best way to get information, it will also let you know if she is hiding information of her own.
3. I do need a diplomacy roll. This will be an opposed roll to see who gets more information from the other. Just one for the party. This and any assists will count as actions for the encounter.
4. One action per PC for this encounter. You will each be able to do streetwise later today, if desired.
Lycos
10th March 2010, 12:23 PM
The tour party heads back to the tavern for a quick lunch. About half-way through it, Fandango bustles in. You all exchange your impressions on the morning and then all of you head up to the citadel to meet with the Sidhe. (Lakar meets you to escort the party and tells you the Sidhe wants to meet all of you. You will have time for a streetwise run later in the afternoon.)
After a short wait, you are shown to a small office on the 3rd floor of the keep. The sidhe's small desk is placed near a window and the afternoon sun falls directly on her. You hadn't really noticed during the council but she is stunningly attractive.
She stands and greets you each in turn - her gloved hands grasping yours warmly as she invites you to sit. She returns to the desk and the sunlight. She asks you to tell her all about yourselves, you adventures and you investigation to date.
This encounter will be a bit different. The Sidhe is a skilled diplomat. She will be trying to get information from you just as you are from her. So I need a few things from you:
1. What, if anything, do you not wish her to know.
2. The insight check will not only reveal the best way to get information, it will also let you know if she is hiding information of her own.
3. I do need a diplomacy roll. This will be an opposed roll to see who gets more information from the other. Just one for the party. This and any assists will count as actions for the encounter.
4. One action per PC for this encounter. You will each be able to do streetwise later today, if desired.
Here is what we are not going to bring up:
1) Best if we do not reveal that we were ones who freed Malacon
2) No reason to mention the Sanbalet stuff
3) or that we live in Saltmarsh
4) the old man in Saltmarsh should remain our secret
I think it helps us, though, if we share exploits that make us look capable
1) dealing with the lizardmen danger to the people of Saltmarsh (mission from the Baron)
2) killing the dragon afterwards
3) we should share what Fandango witnessed in Bracken
4) and the subsequent vampire episode
5) mention pirates as to the start of the lizardmen danger.
Also, we are going to proceed this way:
Diplo: Baladir with Astra Speech
Fandango can assist
Insight: Amaril
Trask can assist
Lycos
10th March 2010, 12:25 PM
Oh, and Baladir will activate One Heart, One Mind before this encounter begins. Our party will be able to communicate telepathically while this is all going on.
Shiz
10th March 2010, 12:46 PM
Trask Insight +7 = 22
If Amaril can beat that, more power to him!
Sagar
10th March 2010, 12:57 PM
Trask listens as the Sidhe talks to the group. He quickly realizes you are in the presence of a diplomatic master at the height of her abilities (Diplomacy roll: 40).
You realize the party really needs to be on their toes. You also realize that diplomatic efforts to gain info will be hopeless. You think she might be succeptable to some judicious intimidation, but you think you will gain the most through keen observation and keeping a perceptive eye out for any irregularities.
(I realize this is probably more insight than perception, but I didn't want to use insight twice in the same encounter.)
I need the diplo roll. It will determine how much you divulge (assuming you don't beat her 40 roll).
Lycos
10th March 2010, 01:24 PM
Oh yeah, one more thing. With the use of One Heart One Mind, all assists are +4 not +2.
One Heart, One Mind (Daily) - Minor Action, (Divine) Close burst 6, You and your trusted allies form a telepathic bond. Targets: You and each ally in burst Effect: Until the end of the encounter, targets can communicate telepathically with each other out to a range of 20 squares, and your aid another actions give a +4 bonus instead of +2.
Lycos
10th March 2010, 01:25 PM
Diplo Roll...
Astral Speech (Daily) - Minor Action - Effect: You gain a +4 power bonus to Diplomacy checks until the end of the encounter.
It's going to be close.
18
+ 14 skill
+ 4 Astral Speech
36.
Assist with a +4?
Even with an assist, its just a tie. We can't beat it.
Shiz
10th March 2010, 01:50 PM
Assist from Fandango would be only +2. Fandango should make a Perception check based on Trask's Insight roll. Amaril and Brun can try some intimidation.
Lycos
10th March 2010, 01:59 PM
Assist from Fandango would be only +2. Fandango should make a Perception check based on Trask's Insight roll. Amaril and Brun can try some intimidation.
+4 because of One Heart, One Mind.
Shiz
10th March 2010, 02:19 PM
The Sidhe roll is too high for us to blow an assist on.
Lycos
10th March 2010, 02:27 PM
The Sidhe roll is too high for us to blow an assist on.
That's what I said before.
Shiz
10th March 2010, 02:37 PM
We certainly want to use Perception over Intimidation, since the Insight roll informed us it will be more revealing.
Sagar
10th March 2010, 03:21 PM
I'll need the assist / perception / insight decision and roll before I can proceed.
Asharad
10th March 2010, 03:52 PM
Perception roll=24
EricStratton
10th March 2010, 05:07 PM
Amaril Perception 5+6
Sagar
10th March 2010, 05:31 PM
Thank you for not using Ash's assist. They only way to truely lose this encounter is to tie her roll. You win.. something good happens. She wins, other good things happen. Tie.. and you just get a minority party filibuster and nothing gets accomplished.
The Sidhe chats with you for a time and gradually gets you all feeling quiet at ease. She asks about your adventures and skillfully draws forth probably more than you wished to tell. You take turns telling her about your adventures. Baladir, caught up in the moment and starting to brag a bit also tells her about his awesome holy symbol including how he can get visions from it. She seems very interested in it and commends him heartily on so fine an artifact. Trask, not to be out done, shows off HIS special holy symbol and relates how he can get visions with it too!
Amaril brags about how he is one of the Barons special agents. All the rest of you assure her you are also special agents of the Baron and tell how you have his special regard.
She skillfully moves the discussion on to your investigation. You tell her everything you've found so far including the details of each kidnapping, your suspicions of Mr. Angus and Granny Smith, your failure with the Duncans, your suspicions of Malacon and his control, and your theories about how the kids were taken. Baladir almost starts to tell her of releasing Malacon, of Alfred and of the Old Man but Brunhilde manages to kick him under the table and stop him each time.
Fandango, uncharacteristically silent, observes the entire discussion keenly. He notices the slightest of signs when you speak of Granny Smith, when you speak of the parents and children arguing, and when you mention special items disappearing with the children.
Fandango spoiler: You also notice a very subtle but powerful aroma in the air around you. Until you noticed it, it was so very easy to miss. No one else in the party seems the least aware of it. It smells sweet.. languid.. relaxing... You realize it reminds you of the air in certain drug dens you encountered as a young rogue.
Sagar
10th March 2010, 05:34 PM
Amaril Perception 5+6
Amaril thinks she is VERY pretty.. and exotic.. and notices she is wearing gloves.
Asharad
10th March 2010, 05:50 PM
Thank you for not using Ash's assist.
Which assist?
We are all linked telepathically, correct?
I will send this message out WITH MY MIND:
"Great ****ing gods it's like you guys have never seen a hot woman before. Or...at least she seems hot. I think that we are being drugged or influenced somehow. It sorta smells like an upscale suggoth sugar den in here and I think it is screwing with our heads a bit. SNAP OUT OF IT!"
Lycos
10th March 2010, 06:02 PM
Which assist?
I think the diplomatic one.
We are all linked telepathically, correct?
Yes.
I will send this message out WITH MY MIND:
"Great ****ing gods it's like you guys have never seen a hot woman before. Or...at least she seems hot. I think that we are being drugged or influenced somehow. It sorta smells like an upscale suggoth sugar den in here and I think it is screwing with our heads a bit. SNAP OUT OF IT!"
Baladir sends this out telepathically.
Geez, I know.
But she's so pretty. :D
Someone check for magic. (Arcana check)
Shiz
10th March 2010, 06:26 PM
Prodded by Fandango's telepathic warning, Trask racks his brain for some knowledge of what substance might be behind the aroma.
Nature + 9 = 27
EricStratton
10th March 2010, 08:45 PM
Amaril will look for signs that we're being magically f'ed w/.
Arcana 1+14
(That's the second time the gloves have been mentioned....)
--
Jebus wept. That f'ing RNG has it out for me again.
DinbinFanfoom
10th March 2010, 10:42 PM
OOC: Should we be making FOR saves against poison/drugs here?
Brun will attempt to steel herself against the chemical "influence" of the woman. She thinks the affect on the men in the room appears to be similar to when the wild bucks of her native land sense a doe in heat... is this a pheremone perhaps?
Perception: 10
"Dur... maybe it was skunks. Dunno."
OOC: I really gotta swap out that heal skill for something useful...
Sagar
10th March 2010, 11:20 PM
Prodded by Fandango's telepathic warning, Trask racks his brain for some knowledge of what substance might be behind the aroma.
Nature + 9 = 27
You are fairly certain the aroma comes from a type of flower found in the feywild. You haven't actually smelled it yourself. Perhaps Amaril has. You've only heard about it. It is supposed to be a kind of poppy only more powerful and more subtle.
The problem is, there are no flowers in this room or anywhere around that you've seen and, if what you've heard is true, no one has ever been able to capture the scent or essence before.
Sagar
10th March 2010, 11:26 PM
In the original description, she was described as part fey and part plant. Her hands and fingers were formed from vines. Her hair was made of fine vines as well.
Fandango also notices that her skin is gaining a faint green hue as she sits in the sunlight.
Asharad
11th March 2010, 09:31 AM
Fandango suddenly sit ups, as if he has been dozing in the back of the school room and the teacher has just called on him. This is, of course, not a metaphor that he would use because he never went to school, but you get the point.
"Ahh! Sorry...pardon me?" he says almost sleepily. "I was...well, it's been a long couple of days and I admit I was kind of dozing ma'am, but I have a question, if I may."
"I've been all over your town now, from the poorest sections all the way to..well," he spreads his hands wide to encompass the office of one of the most powerful people on town and grins. "I've gotta tell you ma'am, I love this place. Being a half-elf myself I have an affinity for places and things that are in-between but you people here...you've managed to take that to a whole different level and build one of the most interesting cities I've ever had the privileged of seeing."
"I've seen half cow half human kids that just made you want to hug them. I met a half-goblin fellow who was probably the funniest guy I've ever met and I include myself in that and frankly, I think I am hilarious.
And then...well...then there is you, ma'am. You are lovely. There is no getting around that. Heck, Baladir is tripping over his own tongue and, I've got to tell you, I've slayed dragons with the guy, faced down evil, all sorts of getting-to-know-you-things but I wasn't even sure up to this point if he even liked women.
And I can't help but notice...you smell wonderful. I mean I was once...err...visiting...the pleasure garden of Bar'sooth, were they have flowers imported from literally all over the world. The place smells like one of the heavens (the good ones) and yet you put that to shame.
Also, you have a slight green ting to you. It's most fetching, don't misunderstand.
I'll be honest ma'am, I can't help but think that your amazing beauty, combined with the heavenly smells might have just a little to do with the fact that Baladir suddenly is ready to burn down the nearest shrine and get married.
So...I've seen half-cows and half-goblins and half-nyphs and people who are combinations of the most amazing things and I have to ask ma'am...and forgive my bluntness but long speeches and talk doesn't suit me...besides a lovely woman who smells great and who runs this place....who are you and is something effecting us?"
Sagar
11th March 2010, 10:38 AM
The Sidhe seems please by your compliments, then wonders where you areo going.. then looks startled when you ask about the odor. Startlement quickly turns to chagrin and she even blushes a bit.
"Ahh.. yes. Uhm.. The Aroma...
"I am afraid I must apologize. I didn't mean to activate my Poppyfield Aura. It just happens sometimes when I am stressed or nervous. I assure you, I did not intend to use it.
"But I should explain, I guess. I owe you that at least."
The demi-fey - those of faydark who were changed by the circles - all have special abilities. As a Botanical, that is part Fay and part flora, we have abilities related to plant world. My particular power is to emit the aroma of a Faydark Poppy. It's a very subtle and powerful essence that relaxes the mind, reducing anxiety and.. discretion. As a child, I considered it a useless talent. As a diplomat, it is a potent ability.
"Again, I assure you, I did not intend to release this ability when we began. I must commend you, though. Only twice in my life has anyone noticed the aura. You are indeed a perceptive and formidable group." She gives a little bow of respect to Fandango.
"But I have allowed my curiosities to monopolize this conversation long enough. Please ask your questions. I promise to be as forthright as I may concerning the kidnappings."
Fandango, taking queues from his observations, asks about her daughter, about Granny Smith, about special object the daughter treasured and, on a whim, asks about her daughters special ability.
"My daughter's name was.. is.. Sweetbriar. She is a wee wisp of a thing but she's much tougher than you might expect. She has a stubborn streak that just won't end, sometimes. When she digs her roots into something, you just can't budge her.
"She was very good friends with Granny Smith. Granny Smith is an old fruit-seller that often sets up shop by the citadel gates. She is very popular with the children. I couldn't tell you what blood she is, though. I've only seen her from a distance, and from the sculpture my daughter made. She is so old and stooped and wrinkled, though, that she could be just about anything and you couldn't really tell.
"When the kidnappings started, I am afraid I grew quite worried about Sweetbriar. I forbid her from leaving the house except for a few hours at mid-day and only then to sun. Botanical demi-fey require some sunlight to survive. With a complete lack of sun, we wither and die. Anyway, she complained that I was stunting her growth and, despite the fact that she did look a bit pale, I adamantly refused to allow her out more.
"The day before she disappeared, I found out that she had snuck out of the citadel. I confronted her about it. She said she needed better light and that I was being over-protective and paranoid. ... I'd rather not repeat my comments. Suffice to say I deeply regret them now.
"She was sleeping in a windowless room in our house here in the citadel on the night she was taken. The door to the house was locked and barred when we went to bed and was still barred in the morning. Aside from Sweetbriar, the only other things missing were her shawl and hair ribbons - she so loved her hair ribbons - and the sculpture she made of Granny Smith.
"You see, my daughters ability is the power of root over rock. Roots can split and destroy stone given time. My daughter can make the same thing happen - but in moments rather than years. She has honed this talent to allow her to actually carve and shape stone with her bare hands. Her first really refined piece was the statue she made of Granny Smith. She was very very proud of it. I had.. have.. hopes that she will become a great artist."
"I told the guards about the locked door and the statue missing. I didn't think to mention about the ribbons and certainly didn't think anything of Granny Smith. I must confess also that I didn't tell them about our arguments or of my possibly overzealous protectiveness. Call it a Mother's vanity. I would appreciate it if you did not repeat those things..."
Asharad
11th March 2010, 10:42 AM
"Of course we will keep it to ourselves."
Sagar
11th March 2010, 10:44 AM
Encounter Successful. The party perhaps gave up more information than planned, but your perceptiveness shamed the Sidhe into admitting more than she desired about the time prior to the abduction.
The Sidhe takes you to see the house and her daughter's rooms. Fandango notices a bit of ribbon peaking out under the bed. He asks if you can take it. The sidhe agrees.
Anything other questions?
Lycos
11th March 2010, 10:48 AM
Where is the statue of Granny Smith? Does the Sidhe know where she lives? Are there any favorite hair ribbons missing?
Sagar
11th March 2010, 10:54 AM
The statue of Granny Smith was missing the morning of the abduction. The Sidhe has no idea where she lives. All of her favorite hair ribbons are missing - except for the one Fandango found that had fallen under the bed.
Asharad
11th March 2010, 11:15 AM
How long had Granny Smith been around and is there any way to bring pressure to bear on the Duncans to make them talk to us?
Shiz
11th March 2010, 11:31 AM
Sagar, is it worth doing Arcana checks on all the children objects we found? It would be a bunch of rolls from several of us so I don't want to waste the time if it is a dead end.
DinbinFanfoom
11th March 2010, 11:38 AM
"All uff za kinder-nappings have involved items zat ver significant to za child und zomeone else. Amaril... do you know uff any scrying vays zat might let za kinder-napper enter und leaf za locked room vis za child sroo za special item? Vat about you, madam? Do you know uff any of zese sings?"
OOC: Maybe Amaril / Sidhe can wrack his/her memory for some magical ways that items can be used... almost like a voodoo doll to either control the child or summon them (more likely).
Lycos
11th March 2010, 12:03 PM
Oh, also, I reassure the Sidhe that what she told us in confidence will stay confidential.
Sagar
11th March 2010, 12:08 PM
About Granny Smith:
The Sidhe goes quiet for a moment, obviously thinking back. She frowns as she says, "It seems like she has been here forever but, really, I can't remember anything about her from older than the past 2-3 months. She had to have been here before that but I can't recall ever seeing or hearing about her before that."
About the items:
1. The centaur's kid sword is gone.
2. The woodcutter's girl's doll was left behind but probably not intentionally.
3. Goblin's son had a toy boat and it's gone.
4. Duncan's.. no idea if there was an item involved.
5. Brewer: Missing food and mead, but no items that you know of.
6. Sidhe: All but 1 hair ribbon gone.
You can check the ribbon now and the doll, but that's all you know about.
You have time this afternoon to check the doll, if you want. If you do want, give me two arcana rolls (ribbon and doll).
About the Duncans:
The Sidhe says, "I can ask the huntmaster to talk to them. Perhaps they will be more open to him."
You will talk to the Huntmaster tomorrow. His boy was the last to disappear.
Shiz
11th March 2010, 12:30 PM
Trask will assist Amaril with the Arcana checks
Doll +8 = 27
Ribbon +8 = 16
EricStratton
11th March 2010, 01:52 PM
Arcana:
Doll 10+14
Ribbon 16+14
Sagar
12th March 2010, 02:08 PM
Amaril and Trask examine the ribbon and find it to be completely un-magical.
Shortly thereafter, the Sidhe thanks you for coming and excuses herself to attend to council business. Amaril and Trask head out to the town to visit the woodcutter.
Who, if anyone, is going out to do streetwise investigations? All but Trask and Amaril can. And what, if anything, do you wish to look for?
Amaril and Trask find the woodcutter's wife home and she agrees to let them check the doll. They do so and find absolutely, positively no hint of magic on it.
Asharad
15th March 2010, 10:11 AM
I'll try and dig up info on Granny Smith, similar to my method with Angus. (24)
If she is still around, let me know, and I will follow her from afar.
Sagar
15th March 2010, 11:32 AM
While Trask and Amaril are out looking for dolls, Fandango stays closer to the Citadel and tries to get the 411 on Granny Smith. After a few hours of in depth investigation, he ferrets out the following:
1. Everyone knows here - especially the kids.
2. They all agree she has been around a long time, but no one has a definitive memory of her that's more than a few months old.
3. No one knows where she lives.
4. No one knows where she came from.
5. She sells fruits up by the citadel gates and is a favorite of the kids.
6. She doesn't appear every day. Just 2-3x per week.
7. No one has seen her in the last 2 weeks. Not once.
Anyone assisting in the streetwise?
DinbinFanfoom
15th March 2010, 12:17 PM
Anyone assisting in the streetwise?Bal is the only one qualified who isn't Amaril/Fandango, with a +7 CHA mod.
Sagar
15th March 2010, 01:43 PM
You only need 10+ to assist.
DinbinFanfoom
15th March 2010, 01:48 PM
Oh, I forgot... Lycos is AFK, I think.
Streetwise +7 = 16
Baladir is a fancy-talker.
Sagar
15th March 2010, 02:06 PM
Baladir canvasses other parts of town and brings back a little information for Fandango (Assist successful).
Between the two of them, and with the information Fandango collected before, Fandango is almost positive that Mr. Angus and Granny Smith were never in town at the same time.
DinbinFanfoom
15th March 2010, 02:09 PM
Brun: "Zum kind uff shapeshifter or sumpzing?"
OOC: And neither has been seen since the children disappeared? Just trying to discern whether we have enough to go on to make an ambush/stakeout/sting op.
Sagar
15th March 2010, 05:00 PM
Neither has been seen since the last kidnapping.
Asharad
15th March 2010, 05:52 PM
Sonofabitch.
Now we need to figure out who the newest vaguely familiar, kindly old person is in town who is encouraging kids to fulfill their dreams.
DinbinFanfoom
15th March 2010, 05:55 PM
Now we need to figure out who the newest vaguely familiar, kindly old person is in town who is encouraging kids to fulfill their dreams.Yeah, good plan. Who's "new" in town besides us?
EricStratton
15th March 2010, 10:53 PM
Where are the kiddies hanging out these days?
Sagar
16th March 2010, 08:13 AM
You gather back in the tavern to swap information and enjoy some dinner and beverages. After a good night's sleep, you head back to the citadel to meet with the Huntmaster, the last of the kidnap victims.
The Huntmaster, in addition to his other duties, is in charge of the scouts and worked on the initial investigation. He asks how your investigation has gone and what you've found.
What do you wish to tell him? Is there anything you wish to omit?
Shiz
16th March 2010, 11:40 AM
We all go see the Huntmaster. Baladir introduces himself and the rest of us. He gives a short but detailed summary of the common threads we have found among all the kidnappings. He also reveals the result of his communion with Pelor that supports our belief of Angus and Granny Smith as agents in the crimes. He will mention the mist as something we are not sure of and asks if, as Huntmaster, he knows of any areas or creatures of this area that come to mind.
Insight roll = 4+12 = 16
Baladir tries to judge how best to interact with the Huntmaster based on his response and demeanor.
Sagar
16th March 2010, 12:02 PM
I'll need Amarils insight roll to proceed.
EricStratton
16th March 2010, 03:11 PM
I'll need Amarils insight roll to proceed.
Thanks, Sorry.
Insight 10+9
Sagar
16th March 2010, 06:01 PM
Baladir and Amaril pay close attention to the huntmaster as he talks about the case. Between the two, they conclude that he honestly wants to get this solved and is being as open and honest as he knows how. Perhaps, what is needed here, is a keen attention to detail to spot what he might have missed.
Shiz
16th March 2010, 09:08 PM
So what does he have that we need to pay attention to? Or was that figurative?
Rolling Perception for Trask. Fandango assist, please.
7+17=24
We need that 10, pretty boy!
Asharad
17th March 2010, 09:48 AM
Perception!
Sagar
17th March 2010, 10:33 AM
After the Huntmaster listens to the results of your investigation, he invites you back to his house to see the actual where the child was when he was kidnapped. On the way, he steps aside to speak to an aide. The aide races off.
He brings you to a stoutly built house just inside the gates of the citadel.
"Buck, my son, is 13 years old but, since he hasn't hit his growth spurt, he looks much smaller and younger. As you can see, the door to our house is very sturdy and it was double barred both the night and morning of the abduction. Buck's room is here, upstairs. His door was closed but not locked. He has only this small window in his room. It too was closed and barred both when he went to bed and in the morning.
"Like Sweetbriar, Buck was friends with Granny Smith. We also had a fight the day prior to his disappearance. In this case, I found out that Buck was organizing a group of teens to try to find the kidnapper. They were going to try to set up one of their group to be bait and then try to grab the kidnapper. I confronted Buck and forbade him to do it. I told him it was irresponsible to risk a friend's life that way. He was angry and stormed to his room to sulk."
"He has a temper sometimes so I left him to sort himself out. I figured we could talk it out in the morning. But in the morning, he wasn't there."
"He has 3 "special" items. One is a short bow given to him by his uncle. They hunt together alot. The bow is still here, though," He points to a bow-stave stored carefully on a rack in the corner. "He also had a magical long-dagger that I got him for his birthday. That is not here. I am hoping that he has it.
"The last item is something I dearly wish he had taken." The Huntsmaster lifts a braided thong with a very curiously cut gem hanging from it. "My wife is a master gemcutter. She works in the mines to the northwest. She found and cut a special stone and had one of the mages enchant it for her. Then she split the stone exactly in two. One half she kept, one half she gave to Buck. All he had to do to talk to her was to hold the stone, think of her, and begin talking. Whatever he said here came out of her gem as a sound.. and visa versa. If he had this, we would know what was going on." The Huntmaster pockets the gem.
"The only other curious thing about that night. Normally, when my wife is gone, I sleep fitfully and wake easily. That was doubly true while the kidnappings were going on. That night, I slept very hard and still felt groggy when I awoke. And I had had nothing to eat or drink for at least 3 hours before I went to bed."
As the huntmaster is talking, Trask examines the boy's room (Perception vs DC 20). He finds a curious thing. When opening the window, he finds several fibers stuck on the rough stone just outside the window. The fibers obviously came from a rope. Looking back in the room, he finds a circumferential abrasion around the bed leg closest to the window. From the marks in the dust under the bed, Trask concludes the bed leg recently moved towards the window and was pushed almost back to it's original position.
You look around some more but find nothing else of interest.
The Huntmaster leads you back to the office. As he rummages through a desk drawer to find a map, Fandango (perception assist: Perception >25) notices a familiar flash of colored fabric. At the rogues request, he opens the drawer again and pulls out a bit of hair ribbon. Fandango realizes it is exactly like the one found in the Sidhe's daughter's room.
The huntmaster explains, "My scouts found this in a briar patch about two days ago. It was about 10 miles south-southwest of town. They thought it curious and brought it to me yesterday. I hadn't even thought about it with all else going on."
The huntmaster unrolls the map and you can see it is a rough map of the Defiance valley. Trask (perception > DC 20) suggests marking the clues on the map. You do so and see..
map coming...
Sagar
17th March 2010, 11:07 AM
Map Attached
Asharad
17th March 2010, 11:12 AM
I'm no cartographer but that looks a lot like a line.
Asharad
17th March 2010, 12:59 PM
Per Sagar's request!
Sagar
17th March 2010, 01:41 PM
5 of 7 Encounters passed, investigation successful so you get:
As you pour over the map, you hear a knock. The Huntsmaster gestures towards Brunhilde and she opens the door. The aide that the huntsman talked to earlier strides in followed by an old and stooped dwarven-blood lady. Her metal-shod cane clacks loudly on the stone as she hobbles to the desk.
"Now you've got yer fancy pure-bloods maybe ye'll listen to an old granny, eh? NOW you want to talk to here. Too busy afore, weren't you?" She pauses and looks at each of you, taking time to study your faces though weak eyes.
After a few moments of looking at Fandango, she frowns, moves closer, and looks again.
"You!" she exclaims as her cane flashes up and clouts Fandango smartly on the head. "That's fer spreadin' vile slander 'bout my daughter and her family!" The old lady hobbles back to the desk.
The Hunstmaster, trying to hide his amusement, gestures for her to continue.
"As I tried to tell yer men, my daughter married above herself and let her pride carry her away. She won't tell no one 'bout it fer fear o' embarrassment. Well, I'll tell!
"Fourth night o' the takings, my grandbaby was in her room. She and her ma was fightin' cause Larla likes gems more'n hard metalwork. So I give her a small gem-carvin' kit and a book. Cost me a bundle but it was worth it ta make her smile.. and ta tweak her ma. Anyways, she goes to her room after the fight and stays up too late carvin' a quartz she found by the river.
"When it got all quiet, she found herself getting mighty sleepy. But she's a stubborn one and wanted to finish her gem. Well, a few minutes later, out of the corner of her eye, she says she seen a mist coming under the door. When she turn around, there was Granny Smith standing there. Looked a might surprised to see Karla at the desk! But she tells my Karla that she knows Karla is unhappy but she's found a place where Karla can do what she wants without arguments. I guess she don't see that Karla's was doing what she wanted.
"Anyway, my grandbaby tells her to leave. Granny Smith made to grab at her and Karla screamed. My daughter wants to think her girl was just dreamin' but Karla told me that the fruit seller just turned into fog and flowed out under the door. By the time my son-in-law could be roused, the house was empty. And me daughter slept right through it all.
"That's the truth and I swear it is. Even if that guard didn' believe a word when I told him afer."
DinbinFanfoom
17th March 2010, 01:53 PM
"When it got all quiet, she found herself getting mighty sleepy. But she's a stubborn one and wanted to finish her gem. Well, a few minutes later, out of the corner of her eye, she says she seen a mist coming under the door. When she turn around, there was Granny Smith standing there. Looked a might surprised to see Karla at the desk! But she tells my Karla that she knows Karla is unhappy but she's found a place where Karla can do what she wants without arguments. I guess she don't see that Karla's was doing what she wanted.
Brun: "So vhy vas za granny smiss zurprized to see Karla? She vas not looking for her? Or vas za granny zurprized to see Karla avake? Excuse me, if I am not quik vis underschtanding."
Sagar
17th March 2010, 01:53 PM
Investigation Successful:
+200 xp each
+50 bonus xp, Baladir, for good use of skills (One heart, One mind and Astral Speech and for taking the hint on using his holy symbol)
Lycos
17th March 2010, 02:28 PM
Baladir will ask the Huntmaster if he knows of some beings in the area that can use mist as a way to transport themselves. And if there is some way that a similar being could intoxicate people with something in the air.
Also, Baladir will ask the old lady, if her grand daughter smelled anything in particular in the air when she was getting sleepy.
Baladir will do a check against nature to see what he can remember about beings who can move as mist, and perhaps make people sleepy with something in the air or magic, 23.
EricStratton
17th March 2010, 02:37 PM
To the Huntmaster: "Is it known what is in that direction?" pointing at the line the kidnappings make in the map ending at the location of the found ribbon.
Sagar
17th March 2010, 04:04 PM
Baladir will ask the Huntmaster if he knows of some beings in the area that can use mist as a way to transport themselves. And if there is some way that a similar being could intoxicate people with something in the air.
Also, Baladir will ask the old lady, if her grand daughter smelled anything in particular in the air when she was getting sleepy.
Baladir will do a check against nature to see what he can remember about beings who can move as mist, and perhaps make people sleepy with something in the air or magic, 23.
The old lady says her grandbaby didn't mention anything about a smell. "And I didn't smell nothing when I got to the house that morning. And while my eyes may be gettin' weak, there be nothin' wrong with my sniffer!"
The Huntsman hasn't a clue about beings that could do as you ask. The old lady sniffs disparagingly.
"Forgotten yer old tales already, have ya? It's a boogeyman. That's what it is."
Actually, she used the word "oni" in place of boogeyman but it basically means the same thing. It's just a legendary creature used to scare children into being good.
"You better watch your tongue, young'un or the oni 'ill getcha!" is a common thing to hear mothers tell their children.
Sagar
17th March 2010, 04:41 PM
To the Huntmaster: "Is it known what is in that direction?" pointing at the line the kidnappings make in the map ending at the location of the found ribbon.
I've not had any trouble from that quarter in a very long time. I don't know of anything in particular out there.
Wait, Father Cullane has his Trade School Orphanage out that way. He might have an idea if anything funny is going on in the area.
The Huntmaster thinks for a few moments.
"Yes, it might work.
"We need to investigate the disappearances. But I'm afraid to use official scouts to do it. The kidnappers said if we interferred, the children would be killed.
"Now Father Cullane has run that Trade School Orphanage for better than 10 years. He collects orphans from the area and takes them back to the orphanage. There, they get support and required schooling. He also teaches them mining and gem-cutting skills so when they come of age, they can find jobs pretty easily in the gem mines that circle the valley. The mine he has is just good enough to keep them supplied with food and essentials, but he does usually save a bit to send the young adults out with a bit of a stake to get started with.
"As part of the Writ that allows Father Cullane to operate the orphanage, the council is required to send "inspectors" each year to verify that the children are being treated fairly and that they are learning valuable skills. We haven't done that this year.
"If you are agreeable, I can send you as the inspection party. Amaril and Trask can be the 'inspectors'. The rest of you can be escorts. The hill areas CAN be dangerous. You can talk to Father Cullane and find out what he knows while you are doing the 'inspection'. If your inspection includes an extensive review of the grounds and surrounding area, so much the better. If you find anything, report back to me. If you think you have a clear shot at rescuing the children, you could take action and do it.
"If you find nothing, at least we have the inspection out of the way.
"Interested?"
Lycos
17th March 2010, 04:43 PM
Yes.
I think its time to see the council.
We need some help in determining how to find this guy, and how to capture or kill it.
Also, I'm assuming that the boogeyman really had something to gain when he stopped Defiance from mining.
Shiz
17th March 2010, 04:45 PM
Has Trask heard of an Oni creature?
Since it can turn to mist, that probably requires Arcana (+8) over Nature (+9).
17 + 8 = 25
Sagar
17th March 2010, 04:50 PM
I'll have to resolve the "what's an oni" rolls when I get home. I don't have my reference materials handy.
Sagar
17th March 2010, 04:54 PM
Yes.
I think its time to see the council.
We need some help in determining how to find this guy, and how to capture or kill it.
Also, I'm assuming that the boogeyman really had something to gain when he stopped Defiance from mining.
To them and to you, an Oni is equivelent to a boogeyman, as I said before.
If you were here, what do you think would happen if you went to your local town council and said,
"We have reason to believe that the boogeyman has been kidnapping children here. Can you tell us where to find it and how to kill it?"
This is basically the jist of the argument the Huntmaster makes to you.
"I know I am.. at least mostly.. convinced. I don't think the council would take kindly to the tale, though. Especially since we don't really have any hard evidence. Just the story an old grandmother heard from her pre-teen grand-daughter. Especially given that the respected mother denies that it happened, I don't think the whole affair would go over well."
Shiz
17th March 2010, 04:59 PM
I think we are all in agreement to visit this orphanage.
Trask would like to state for the record, though, that the Council that disbelieves in a boogeyman is being led by a half-plant being from the feywild. He finds such skepticism incongruous to say the least.
Sagar
17th March 2010, 05:30 PM
LOL!
I think it's not so much the "Boogeyman that turns into a mist and flows under doors" as it is "we are upright and self-important people that refuse to be ridiculed for believing in and acting on childhood myths".
Lycos
17th March 2010, 05:42 PM
OOC: Ok, assuming that they would not want to believe us for basically the same reasons (magic world, we've seen stranger things) Shiz, just mentioned.
We have the big problem of not being able to kill a mist creature if it really wants to turn into mist and float away. Baladir wants to make sure we do this once, and for all. And now that we know what it is, we should find out as much as we can about it before we go trying to smack it up side its head.
EricStratton
17th March 2010, 06:24 PM
Arcana 2+14. Amaril will attempt to recall anything he's learned/heard/seen about creatures made of mist.
Now that I type it out maybe Nature would be better. But Amaril's isn't that great (even tho he's a fey creature).
Bah.
Sagar
17th March 2010, 09:55 PM
I'm still stuck at work. When (if?) I get outta here, I'll check my references.
Sagar
18th March 2010, 12:25 AM
Baladir, Trask
Despite their reputation as myths in this area, you know that oni are real. They are wicked, ogre like creatures with formidable magical powers.
DC 15: They build cleverly hidden strongholds or underground lairs and surround themselves with creature comforts and useful servants. Despite their appearance, they are not related to ogres.
DC 20: Status among Oni is measured by wealth and by the number and quality of slaves each commands. Oni compete with each other to amass the best slaves or most riches.
Oni use their powers of illusion to disguise themselves as humanoids of different races. In these guises, they infiltrate society and mislead their enemies. Many oni also have the ability to assume gaseous form or turn invisible.
Trask
DC 25: Oni view themselves as powerful lords deserving of lesser creatures' respect. Oni who feel they have been treated with disrespect are often driven to arrange elaborate schemes of vengeance and humiliation.
Amaril, thinking along magical lines, you don't recall anything about Oni - except that one lived in your closet and would get you if you tried to read in bed when you should be asleep.
Sagar
18th March 2010, 08:47 AM
It is now late morning. The Huntmaster requests that you get your stuff together and leave as soon as possible.
It is now ~ 11AM. You could grab lunch, get your stuff together, and be headed out of town by 1 ish, if you wish.
We will continue this in a new thread.
Shiz
18th March 2010, 09:12 AM
After lunch is good. Of course, we gather any weapons we had at the inn.
Trask will share his knowledge of Oni lore once we leave the city.
vBulletin® v3.8.6, Copyright ©2000-2012, Jelsoft Enterprises Ltd.