Happy Easter. I guess we are breaking for a while.
I would push the action like Painlord's guide says, but that hasn't worked out.
Assume Furiel is organizing the raid on the farm to impound the slaver's lands and try to find him to 'check his legitimacy' to hold his lands.
Meh.. Good guide. All points are what one should likely strive for.
But I get bored when I DM right.
The most efficient way forward would be...
1) Decisive group actions toward exploring, taking out villains etc... things that lead to encounters.
2) Then, take a week off in gameplay time for downtime. Though the character to character to NPC interaction is enjoyable to me, day to day content is bogging us down.
3) repeat until end of the month.
Oh yes! Happy Easter! I'm out looking for black market foreign chocolate. Love my country... hate our chocolate.
I thought the PCs were going to take care of Kinsilvi personally. That was what was expecting our next IC move to be, anyway.
Yes, me too, after all, Green has been pretty clear about his desire to take the evil old man down himself.
Eh, chalk that one up to miscommunication then, no big deal right?
Furiel wrote:Third post on raiding the farm.
Since Green is making a speech, Furiel decides to make one too.
"You need to know that there are some threats to our settlement already. Kesten, your Castellan and Guard Captain, will be looking into this threat today. Forces that liked how things were like before we arrived, are trying to keep us from making a unified land out here."
We can explore or go with Kesten to the farm to make sure there is no resistance. I would prefer the second.
So we all agree the PCs should go to Kinsilvi's, it looks like. I'm not sure announcing it to everybody who was listening was the best choice, but at least it looks like we're agreed on next steps.
Well, I would suggest we do it in the open, officious and in broad daylight.
It would set a precedence in how we deal with internal threats, and might make it harder for rabble rousers to use it against us later on.
However, if people were more interested in trying to make it a more crushing victory by taking him apart bit by bit all stealthy like or something like that, I'm all ears.
Loud works for me. If he runs we declare his land forfeit due to his abandonment of his duties to the kingdom or foreclose due to the completely unexpected infestation of kobolds.
Last time here...
Boolna responds to Green quietly with her eyes averted.
"I am Boolna of Seven Bloods Clan. I have little to say, but I saw the rage toward Master in your face. Our clan carries out a great curse, Master is punishment in flesh of a man. I only ask..." She looks over at Hyassus. "deal for our young... break their blood clean of their fathers' mistakes..." She keeps her head own and starts to back away.
It also has become party knowledge that the Sootscale are one of the Seven Bloods Clans. They were ruled by alleged tyrant clan the Embermaw. Mikmek is an Embermaw, and that is why the Sootscale would not let him take a mate.
Sonya could always Slumber the guy.
We should check out the manor before anyone has time to clean things up. Splitting the party isn't usually a good idea, but Sonya and Dolgrym could probably do a good job of figuring out what's going on here while the Green team takes Kinsilvi back to town.
The Kitchen you are in is an old stone structure. The farmhouse was built abutting it as if the stone structure was an addition to the house.
The trap door leads down to the Kinsilvi's Lab and Cannery. Whether there are kobolds or others down there has not been mentioned.
In the backyard is a large chicken coop. This is where Boolna implied the diseased kobolds most ready to accept help are housed.
Going down to the lab and cannery first? Or back to the chicken coop?
Hyassus and the old woman Janille under guard?
I read the intention to enter the lab into Green's post but now that I re-read it I see that it's not entirely clear. Sonya's preference would be to check out the lab, but if Green goes to talk to the infected friendly-ish kobolds she'll go along with him.
Dolgrym - I hadn't updated the map, but will right now.
With a move and your roll, you could hit the either screaming (and durable) hag head, the grappling hair head currently waking the tiny old man, or the tiny old man.
The screamer is 10 feet up - above a shelving unit full of jarred goods... +2 AC from cover which your roll would overcome.
HP: 7 4 + 2 Con + 1 FC
Feat: Spell Penetration
Wiz bonus Feat: SF Transmutation
6 Skills: Acro x3, Spellcraft, Know. Arcana, Know. Planes
2 new spells gained: Haste & Slow
Fine by me, the only thing left as far as Green is concerned with is to confront Kinsilvi with the new proof and find out just what he has to say to his own defence.
Dolgrym - Grounding is from Ultimate Equipment.
A grounding weapon can safely touch electrically charged surfaces without
harm to its wielder. When used against a creature of the air subtype, it
deals an extra 1d6 points of damage. The wielder of a grounding weapon
receives a +2 competence bonus on saving throws against air- and
electricity-based effects, and the weapon itself is immune to electricity
Rod found by painting...
Though it has been crafted to resemble an Archon's Torch, it glows when held by anyone.
1d100 ⇒ 31
1d100 ⇒ 36
Lesser Metamagic Rod of Extend Spell
The wielder can cast up to three spells per day that are enlarged as
though using the Extend Spell feat. Benefit: An extended spell lasts
twice as long as normal. A spell with a duration of concentration,
instantaneous, or permanent is not affected by this feat.