Valamont Caine |
Valamont laughs Adolphus' susperstitious question, "Summon it back? Don't be silly. It's no different than calling you a human or Darthal over here a dwarf. I'm sure that particular beholder has a name, though it wasn't polite enough to share it." He turns to Darthal then, "More to your question, beholder's are terrible creatures. If I remember my lore from Starforest rightly, they're sometimes called Eye Tyrants. They've powerful magic at their disposal if I recall. They're widely feared - of that I'm certain. If it'd wanted to take Terrem over our corpses it certainly could have with ease."
not really sure how much knowledge of beholders my knowledge check grants me here, so trying to keep it vague and nebulous
Darthal Blackaxe |
After the above...
Have some coffee.
Report to my clan house and see if they have any further information on these eye tyrant things. Also talk with some people and see if they know anything of these two elves who showed up so opportunely.
Do some shopping. How much do we get for the sale of loot? What do we have that we might want to keep? Anyone have a list?
Valamont Caine |
As the group returns to the surface, Valamont knocks eagerly on the door to the orphanage as they bring the children back to their home. "See, kids? Here we are, safe and sound. Now let's get you back to where you belong, shall we?" Then, as the door opens, Valamont inquires about Terrem's return, "And has Terrem made it back yet? Is he well?"
GM alientude |
Fario and Fellian, after conferring with each other, thank you for the cooperative assistance and say they're going to talk to Maple again, to ensure she hadn't seen any sign of their friend, Elethor Ashstaff. They leave before you return to the orphanage.
The children are overjoyed to be returned to the orphanage, and Gretchyn Tashyyk, the halfling headmistress, cracks a smile that shines brighter than the sun as she plants grandmotherly kisses on your cheeks. To your great relief (and possible shock), Terrem has indeed been returned to the orphanage safe and whole.
None of the members of your clan seem to have any information about Fario and Fellian, though you do recall Gretchen Tashyyk mentioning two half-elves claiming to be working for the Lord Mayor asking her about the missing children after the town guard investigated.
Valamont Caine |
Valamont sighs audibly in relief at the sight of Terrem. He nods respectfully to headmistress Tashyyk before excusing himself and any others who came along. "Though your charges have been returned to your care, we suspect there are other unfortunate victims still down there. If you'll excuse us, our jobs not finished yet."
After enjoying a cup of coffee (perhaps with Darthal, with frequent asides whispered to his sword) and seeing to the liquification of the goods they'd recovered from below, Valamont returns to his simple tenement loft for a night of solid rest. He arrises early the next morning in order to meet the rest of the group at Ghelve's by dawn.
Darthal Blackaxe |
The coffee bar (a new one, Darthal is still making the rounds) is a small corner with a few tables outside. Sitting there in the bright afternoon sunlight, idly toying with his scarf, Darthal says to Valamont: "I'm still not sure where those half-elves came from. I think we should maybe keep an eye on them, and try to find out more. Gretchen says they claimed to be working for the Lord Mayor, but maybe we should check that out."
Darthal stops by the Lord Mayor's to see if anyone knows anything about Fario and Fellian. "I'd like to thank whomever hired them for sending them at just the right time to rescue us all. Dwarves honor and respect those who do such things." Hinting that there's a reward, without actually using the phrase 'life debt', which has a very specific meaning (or four) in dwarven culture.
Diplomacy roll to gather information, perhaps with a circumstance bonus for the hint of a reward: 1d20 - 1 ⇒ (6) - 1 = 5
Not that Darthal is very good at this...
After that, he returns to his clan embassy for a solid night's sleep, broken only by nightmares of giant floating multi-eyed orbs slurping coffee grounds laced with rutabagas and turning into little pink flying mimmoths. Then the dream gets weird.
Sir Adolphus Ministhrien |
Adolphus aids Darthal in his search for information about the noble half-elves who arrived unexpectedly but were very welcome, in some places, taking over the search himself.
Diplomacy
1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Darthal Blackaxe |
On the street afterward, Darthal looks at his companions and says , "I think we should be ready to ask those half-elves some pointed questions the next time we see them, don't you? Perhaps we can put them in the midst of our party and then duck into a small room before asking?"
Darthal Blackaxe |
Darthal wakes up the next morning and takes his usual pre-dawn walk, past the bakeries smelling of fresh cinnamon-dusted bread, up the hill toward the stone building that houses his favorite coffee shop. He and Mite are ready for another day of glorious adventuring in the depths of a legendary forgotten city.
No doubt hordes of slavers will be waiting for us. It passes belief that they have not yet fortified the stairway and set guards against intrusion. Have they no sentries, no caution, no doctrine of defense?
"Perhaps not," he muses aloud to Mite, sipping his coffee. "After all, they are not dwarves." He adjusts his purple scarf slightly, and makes sure his spell component pouch is secure.
The yawning barista looks at him, and wonders again why dwarves talk to themselves. No one else is even up yet -- except the bakers!
Sir Adolphus Ministhrien |
"Are you sure we'll see them again. The half-elves, I mean? Now that we know they weren't exactly who they said they were, perhaps their reasons for being down there were different too." Adolphus muses aloud.
GM alientude |
You know of two places to sell the mundane adventuring gear you've collected - Maavu Imports (#13 on the Cauldron map), run by Maavu Arlintal, and Zanathor's Provisions (#38 on the map), run by Bjellkir Zanathor.
Zanathor's Provisions is a general store, while Maavu Imports tends to have more exotic items. Maavu Imports is generally the more well-to-do and successful store.
Diurn Selestro |
Diurn acknowledges the front-liner should have the plate. He will be fine for now.
Diurn leads the group to Maavu Imports to sell the loot. He decides to tell the proprietor about the rescue of the orphans.
"We are reequipping to try to rescue more of the poor children left behind. Maybe you can help us exchange our equipment."
diplomacy: 1d20 + 13 ⇒ (13) + 13 = 26
GM alientude |
You head over to Maavu Imports on NW Lava Avenue. The day is overcast, and occasional sprinkles of light rain fall for a few minutes before letting up.
You arrive at Maavu's Imports, a modest two-story building. It looks to have a small apartment in the upper floor, with the bottom being a small shop. Heading in, you are greeted by a handsome human with greying hair and a large smile (Picture).
"Welcome, welcome friends! I am Maavu, owner of this fine establishment. What can I do for you on this fine day?"
Diurn's story about kidnapped orphans rescued by the brave adventurers seems to greatly impress Maavu, as he hangs on Diurn's every word. Upon hearing the cleric's request, he replies, "Of course I shall help you! I am ever eager to help out the citizens of Cauldron, especially heroic people such as yourselves. Take a look around, and if you're looking for something specific that isn't here, I'm sure I can find it in my warehouses."
Moments later, a tall young man wearing gleaming fullplate walks into the store.
Maavu rushes forward and clasps hands with the young man. "Alek! Good to see you again."
"And you, old friend," Alek responds. "I have considered the matter you spoke of-"
Maavu cuts him off abruptly. "Olan! I have some customers for you to help." A teenage boy comes down the stairs, and Maavu points to your group. "These are new adventurers, already with a heroic deed under their belts. Give them the appropriate discount."
Olan looks to your group as Maavu leads Alek up the stairs. "What can I do for you?
You can sell any of the loot you found here as normal (50% of full price). Anything you buy from Maavu's Imports has a 5% discount. Any mundane adventuring gear is available, including masterwork armor, simple and martial weapons. Exotic weapons have a 75% chance of being available (26-100 on a d100 is a success) and masterwork exotic weapons have a 40% chance (41-100).
Valamont Caine |
Perception: 1d20 + 2 ⇒ (4) + 2 = 6
Valamont is too caught up in a whispered argument with his sword to note much of anything as he and the group travel the streets to Maavu's.
"Hello, Olan. We've come across some supplies in our efforts recently and were hoping to sell what we've found. Care to take a look?"
GM alientude |
After selling and purchasing whatever gear they desire, the group heads back underground. Traveling through Jzadirune is uneventful, and the group uses the elevator down to Malachite Fortress. The moment they head out from the elevator, however, a force of hobgoblins rushes into the next room, holding out javelins. One of them (#1) barks out, "Halt, invaders! Zarkad demands we bring you to him with no blood shed. Sheathe your weapons and come peacefully and no harm will come to you unless you bring it on yourselves."
Sir Adolphus Ministhrien |
Adolphus raises an eyebrow, even as he raises his greatsword to defend himself and his companions behind him.
"Why does he demand our presence? Does he mean to parley?"
Intimidate (10)
10 + 8 = 18
Diurn Selestro |
Diurn steps forward sheathing his weapon.
"Friends! We are chasing our lost young. We cannot afford to spend much time in delay as they are lost and hungry. Would Zarkad be able to help?"
diplomacy: 1d20 + 13 ⇒ (10) + 13 = 23
GM alientude |
The hobgoblin's eyes dart to Adolphus's greatsword and beads of sweat appear on his brow. "Zarkad is our leader now that Kazmojen is dead. Why he wants to talk to you, I don't know." The goblinoid sneers at you, though a tremor in his voice belies the brave front. "By all means, resist if you wish."
Darthal Blackaxe |
Darthal goes through his memory to see if hobgoblins can be trusted to abide by a call for parley.
Knowledge (history) 1d20 + 4 ⇒ (11) + 4 = 15
Should be a fairly easy DC.
Also, he peers carefully at the hobgoblin, trying to determine if the creature is telling the truth or if he's just spinning a tale to lead us in a giant rockfall trap or something like that.
Sense Motive 1d20 + 4 ⇒ (2) + 4 = 6
GM alientude |
You can't seem to get a read on this specific hobgoblin's motivations, however.
Diurn Selestro |
"We want the kids first. Maybe we can save hobgoblin and our own lives to do it. They know we eliminated the best they had. Hopefully we can make an arrangement. As a servant of a deity dedicated to freedom and wearing the holy symbol of the broken shackles, there will be no slavery continuing Valamont. I just want to try to reason with their leader first."
Diurn motions for the hobgoblins to lead them and follows.