Fang and Shackle (Inactive)

Game Master Kagehiro

As the aggression between Molthune and Nirmathas boils over, something far darker stirs in the depths of the Fangwood.

Current Map: Cathedral Dining Hall


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Dark Archive

Male Chelish Tiefling Wizard (Infernal Binder) 3 | Hp 20/20, AC 15 (T13, FF12) | CMD 14 | Fort+3, Ref+4, Will+4 | Init +5 | Hero: 3 | Perc +12 | Resist Fire 5

In retrospect, I'm actually hoping Nathmir is here for sense-motive purposes. I'll go on with the interview regardless, however.

As Rutilus enters the room and the rat-man speaks of amnesty, Rutilus cannot help but smile at the situation. It is a rare day indeed when he gets to perform in front of an audience such at this. On his shoulder, in broad view of the rat-man, is his large centipede familiar. The creature appears interested and excited at what is to come.

"Ah, my furry friend, we meet again. I begin to recall our first chance encounter - what was it that you called me again? Ah, yes. 'Devilpup'. Just a rather boring name if I do say so myself. I could think of a half-dozen more insulting names to call myself. Regardless, I do believe the tables have turned, haven't they? As it so happens, you are now at the mercy of said 'Devipup'. But I must confess, I would rather we be civil about this interrogation. Not a single drop needs spilling, nor a single prick of pain or agony necessary. Simple cooperation is all that is required, and there would be no need for someone such as I to stoop so low as to use more painful and barbaric methods of interrogation, nor would my.. ah.. friend need to get involved." Rutilus leans in close to the rat-man and allows his centipede to put its head near the were-rat's own exposed face. He leans back after a few moments, however, to give the prisoner some space.

A few moments later, he procures a small vial from one of his sleeves. "But first, a little bit of.. preparation is in order. Do not worry, my furry-friend, this will not hurt. In fact, you will find that they enhance your already-enhanced senses.. among other things." Rutilus moves behind the were-rat and grabs hold of the back of his head - careful not to allow him a chance to bite - and holds the vial over his head, allowing drops to fall into the were-rat's eyes. He gives it a few moments to kick in continuing.

As the were-rat's eyes dialate, Rutilus casts his spell.

Casting Charm Person, DC 16 Will. He takes a -3 penalty to Will Saves due to the Slaver's Drops. In addition, he takes 1d2 strength damage from them as well.

Strength Damage: 1d2 ⇒ 1


Male Aasimar Cleric of Nethys 3 l HP: 24/24 l AC: 20 (FF: 17, Touch: 13) l Fort: +6, Ref: +5, Will: +8 l Hero: 4 l Per: +13 | Init +3

Nathmir remains in the background for the moment. Watching how things go, he had his own nethys blessed spells prepared. Using a minor one to observe any magic that could be at work. He didn't want to miss someone watching or attempting to kill the prisoner.

Cast Detect Magic and keeping a close eye on the wererat.

Sense Motive: 1d20 + 11 ⇒ (14) + 11 = 25


Half-orc Brute | HP 31/31 | 2+1 Hero Points
Stats:
AC 18/14/14 | Fort +6 Ref +7 Will +4 | Init. +3 | Perception +8, 60-ft. Darkvision | CM +8/21 (+3 vs dirty trick)

Arzazel identifies all of the new manor locations, in case Darvan wants to connect to all of the them eventually.


Male Gnome Sorcerer 3

Zeltresh joins his companions at the Bulwark. He is not overly curious about the interrogation, although he has heard about the effectiveness of liberal applications of heat and flame during the process, but he does want the opportunity to be with the group once more before they start off on their next quest.

As the group is being lead deeper into the catacombs the gnome lets them know of his plans. "I have spent some time experimenting, and now that I've got a place to work and funds Ive had some success enchanting items." He holds up his hand, displaying a new set of leather and metal bracers on his wrists. "Nothing exceptional yet, but effective. I should be able to infuse some protective magics into your armor, if it is high-enough quality to survive the process."

The gnome gives a sheepish grin. "And if you have coin to pay for the supplies, of course."

"I might be able to make other useful items, but those things tend to take longer so we might not have enough time before we need to leave......"

Suddenly they are at the vault to the interrogation chamber so Zeltresh falls silent. It is unlikely that his skills will be needed here but he takes up a position against the wall ready to act just in case. As the interrogation proceeds his mind wanders over the various formulae he's learned, thinking of different ideas for how to manipulate them and wondering what the results might be.


Male Human Gunslinger 3 | HP 31/31 | AC:17, T:13, F:14 | CMD:16, CMB:+3 | Save (F+6, R+6, W+5) | Init:+4 | Hero: 1/2 | Grit 1/1 | Perc: +7 | (+2 Curse/Fear/Emotion w/gun in hand)

Eldred folds his arms across his chest, oddly aware of the Commissariat pin on his uniform. Out in the yard there are two men setting about the dismantling of the fountain. Whadda they take me for anyway? Some dandy needs something pretty ta calm my nerves?

"Sir, I just want to be sure about your request..." His name is Marcum, a diminutive human assigned as Eldred's head of house. He winces as the workmen set about pulverizing the fountain, bald pate shiny in the morning sun as he looks at the ham fisted list the gunslinger had provided him. "Might at kiln cause things to be intemperate back here?"

"How'm I gonna melt down some shot without a work place? Ya want me ta do it in the house?"

"Blessed gods no, sir."

Eldred spits to the side and growls. "Didn't think so...n' stop callin' me sir. Makes me feel old n' noble n' useless." He steps away from Marcum and gives a shout to one of the workmen. Instead of letting them have all the fun, he pulls off his coat and drapes it over a collection of piled lumber, then grabs a sledge and wades into the work.

At the least, having the new digs meant he had an excuse to 'requisition' the odd assortment of greenies from the gun yards. He could get updates on their training and he could get folks to man his house that he could halfway trust. His different rooms in the place were well on their way to being useful. Additions of a few helpful books so he could read up on alchemy, tactics and even the occasional gun tome when he could get it from Rud's.

The backyard is where the most change will occur. A kiln and workshop for fabricating rounds and modifying his guns had been top of the list.

"My lord?" Marcum has to shout a few times to raise his voice above the din. Eventually Eldred comes over to see what he needs. "A message for you..." He bites down on the 'sir' before it escapes his lips.

He reads through the brief letter and nods, wadding get it up and stuffing it in a trouser pocket. "See to the boys, Marcum. Make sure they're fed and get home before midday. They got drills this afternoon." He grabs up his uniform coat and heads into his house, pausing briefly to splash some water on his face and hands before strapping on his gun and short sword and departing.

Can't let that red monkey have all the fun...

--------------

Eldred admires Zeltresh's handiwork. "Wouldn't mind a touch up on my armor, but we'll see what time allows."

Before he can say anything further, they're ushered into the interrogation room where Terandar and Kathlyn are waiting. Eldred gives a simple salute to his new boss and stands to the side as Rutilus begins his work. Besides, no need to cozy up to that creepy crawly on his shoulder.

Wonder why we're workin' the rat this way? Wouldn't a beating do the trick?

Eldred pulls a fresh pinch of tobacco and begins rolling a cigarette. As he does so he throws a bit of warning the rat's way. "Better offer up all ya know, omae. This here devil-man ain't part o' the chain o' command if ya catch my meaning. N' bein' a diplomat n' all, he's pretty much got run of the place. So you talk, we might avoid havin' ta commit your rat-soul to the pleasure of a demon."

♧♢♡♤♧♢♡♤♧♢♡♤♧♢♡♤

Action(s) List
Intimidate: 1d20 + 8 ⇒ (14) + 8 = 22


The imprisoned wererat begins to chitter nervously, beady eyes shooting back and forth from Eldred, to Rutilus, then to Eodric. As if reading the vermin's intent, Lord-Knight Teldas nods to the others and begins to make his way for the door leading into the wererat's prison. "I'll leave you to your task. It seems a task ill-suited for bearing witness to."

As the thick, metal door clangs shut across the room, the prisoner squeaks weakly, ears shooting backwards and head dipping as low as its constraints will allow. "Please, amnesty! I speak all truth, whatever they ask! Ch-ch-ch-tk. . . will die if your clerics do not aid. Cannot speak truth while cursed."


Male Human Gunslinger 3 | HP 31/31 | AC:17, T:13, F:14 | CMD:16, CMB:+3 | Save (F+6, R+6, W+5) | Init:+4 | Hero: 1/2 | Grit 1/1 | Perc: +7 | (+2 Curse/Fear/Emotion w/gun in hand)

Eldred's mind slides back two years and sees the stumbling form of Glados Fip emerge from the underbrush and trees. They'd sent him ahead of the reconnaissance party to scout the interior. Fip's eyes were bulging, hands clutching his middle, his words coming in strangled gasps. It wasn't until he was nearly upon the group that Eldred and the others had noted the ritual carvings all along his arms and neck.

"Fip...don't speak! Hold your tongue..." Their cleric, a half-elf for Shelyn who'd lost nearly all his mirth, stepped forward.

But it'd been too late. Fip attempted to speak, to warn the party of who'd harmed him. His heart burst in his chest and he'd been dead before he hit the ground.

Eldred snaps back to the present and he looks to the Commissar Kathlyn. "Unless out ambassador here has the ability, or Nathmir decides ta grace us with his presence, we're going to need a priest...someone to see if he's on the level n' one who can pull it offa him." He glances back to the wererat. "Before his guts get turned into Varisian gazpacho."


Male Gnome Sorcerer 3

Eldred's words pull Zeltresh's focus back onto the interrogation. He has had very limited exposure to curses so knows little about them. The gunslinger is right that this is more Nathmir's domain but the gnome assumes that the magics used would leave some type of aura.

He casts a detection spell and his eyes flicker with an internal flame as he stares at the prisoner.

Cast Detect Magic and focus on the wererat, looking for lingering auras


Male Aasimar Cleric of Nethys 3 l HP: 24/24 l AC: 20 (FF: 17, Touch: 13) l Fort: +6, Ref: +5, Will: +8 l Hero: 4 l Per: +13 | Init +3

Little confused. Eldred knows Nathmir is in the room right. He is just watching with detect magic already active I might add. Did my last post get missed?


Male Human Gunslinger 3 | HP 31/31 | AC:17, T:13, F:14 | CMD:16, CMB:+3 | Save (F+6, R+6, W+5) | Init:+4 | Hero: 1/2 | Grit 1/1 | Perc: +7 | (+2 Curse/Fear/Emotion w/gun in hand)

Yeah, sorry about that i totally missed that...

For his post, have him direct his questi to Nathmir as follows...

Eldred snaps back to the present and he looks to the Commissar Kathlyn then to the cleric of Nethys. . "Can you see if he's on the level? Then can ya pull it offa him?" He glances back to the wererat. "Before his guts get turned into Varisian gazpacho."


Male Aasimar Cleric of Nethys 3 l HP: 24/24 l AC: 20 (FF: 17, Touch: 13) l Fort: +6, Ref: +5, Will: +8 l Hero: 4 l Per: +13 | Init +3

DM does my sense motive or detect magic pick up anything?


He seems honest (the pissing himself frightened kind of honest) and no magical auras register.


Male Aasimar Cleric of Nethys 3 l HP: 24/24 l AC: 20 (FF: 17, Touch: 13) l Fort: +6, Ref: +5, Will: +8 l Hero: 4 l Per: +13 | Init +3

Nathmir steps forward slightly.

"He believes he is telling the truth but I do not detect any magic at work. Ether he was tricked or the curse was woven with a concealing spell as well. Which while possible is unlikely in my opinion, it would be simpler to word the curse to prevent him from speaking of it. Ensuring it's ill effects take hold without any chance of removal. Otherwise what is the point of the curse. Regardless I do not have the ability to remove the curse at this time, you will have to request an Abadarian priest of greater power then myself."

He thinks for a moment, those without knowledge or ability in magic could often be mislead with ease concerning it's use. Something his faith did not like as such actions caused a distrust of magic and by extension repression of it.

"Who placed this supposed curse on you and how?"


Continuing to chitter nervously, the rat's bulging eyes swivel around to take in Nathmir. He responds weakly, "Need priest. Will speak. Need priest!"

Spellcraft (Nathmir): 1d20 + 9 ⇒ (10) + 9 = 19
Spellcraft (Rutilus): 1d20 + 11 ⇒ (4) + 11 = 15
Spellcraft (Zeltresh): 1d20 + 8 ⇒ (10) + 8 = 18

Whatever the truth of the matter, the rat seems unwilling or unable to just come out with it. Also, a brief clarification on those running detect magics: there are several auras active in the room itself, but these are effects consistent with the prison, and not active effects on the rat itself (certainly no auras to betray the presence of any compulsion or curse).

Nathmir, Zeltresh:
You are aware of limited magical compulsions that could compel a creature to involuntary actions. While a geas of some sort is similar, such a spell does not typically prohibit a creature from acting against the magic of the enchantment.


Male Aasimar Cleric of Nethys 3 l HP: 24/24 l AC: 20 (FF: 17, Touch: 13) l Fort: +6, Ref: +5, Will: +8 l Hero: 4 l Per: +13 | Init +3

Nathmir simply shrugs.

"I see no harm in having a priest remove whatever he claims to have. Agreed?"


Dozens of minutes pass as Kathlyn nods consent to Nathmir's request to step outside of the room. She returns with an elaborate scroll embossed with gold-leaf. Without ceremony, she unrolls it and begins to intone the divine script contained thereon. The wererat begins to wince and squeal in agony as she concludes the casting.

Something small and metal clangs to the ground behind the prisoner: a small, silver nail covered in the lycanthrope's blood. Judging from the hole in the back of his neck, the object forcefully burrowed its way out. Though obviously pained from the injury, the wererat actually wears an expression of relief, though his strained pants continue rapidly. "Freed..."


Male Human Gunslinger 3 | HP 31/31 | AC:17, T:13, F:14 | CMD:16, CMB:+3 | Save (F+6, R+6, W+5) | Init:+4 | Hero: 1/2 | Grit 1/1 | Perc: +7 | (+2 Curse/Fear/Emotion w/gun in hand)

Eldred pulls a drag from his cigarette and rests a hand on the butt of his pistol. "Be a shame ya, gettin' loosed o' that evil only ta get pistol whipped into oblivion." The weight of his hand causes the leather of the holster to creak. "Spill it, whiskers. What's your party in this mess, n' whadya know."


Male Gnome Sorcerer 3

Zeltresh remains on the side of the room, not quite sure what he can contribute to the interrogation. If the creature is not intimidated by Eldred then what could a small gnome do?

Almost unconsciously he snaps his fingers to create a spark, then lightly tosses it into the air while snapping the fingers on his other hand to create another. He makes eye contact with the wererat, the fire's glow reflecting off the red glint of his eyes as he continues to juggle the flames.

Spellcraft: 1d20 + 8 ⇒ (7) + 8 = 15 does the nail tell him anything specific about the type of curse that was used?


Male Aasimar Cleric of Nethys 3 l HP: 24/24 l AC: 20 (FF: 17, Touch: 13) l Fort: +6, Ref: +5, Will: +8 l Hero: 4 l Per: +13 | Init +3

Nathmir takes a cloth and picks up the nail. Using his magic detecting eyes to scan it carefully.

Spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22

Shortly after he turns to the wererat. Speaking simply.

"Speak, or you will find this curse to be of little relief."


Male Human Gunslinger 3 | HP 31/31 | AC:17, T:13, F:14 | CMD:16, CMB:+3 | Save (F+6, R+6, W+5) | Init:+4 | Hero: 1/2 | Grit 1/1 | Perc: +7 | (+2 Curse/Fear/Emotion w/gun in hand)

Retiring...

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