[AP] The Shackled City Adventure Path by GM Rutseg (Inactive)

Game Master Balacertar

Chapter 12 - ASYLUM

Cauldron map
Redgorge map
Current map

Campaign Index / Campaign diary
Loot sheet
Old loot sheet (Maxim)

Redgorge crafting possibilities
Skie's catalog (20% discounted)

Group Stealth (passive): -5 (Kikinnin)
Group Stealth (active): 5 (Kikinnin)
Group Perception: 27 (Marigold)
Group Sense motives: 30 (Marigold)
Group Spellcraft: 24 (Maxim)
Group Appraise: 23 (Maxim)


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Iron Gods: Iron maps;

"Sure, yesterday a couple of half-elves came to the orphanage. They were working for the lord mayor and questioned me, but not the other staff. They then checked the rooms and left afterwards. I took their names, naturally: Fario Ellegoth and Fellian Shard. The first blond the second brown hair" she then offers JJ to go up.

Gretchyn makes a stop to call Jaromir down then continues the corridor where the voice of a kind woman is heard reading a book.

On the chambers JJ and the others going up are received with a charming uproar from the kids "Ei JJ!! Have you brought the cookies?!" Neva nods at you and a bit rushed tries to control the kids "Stay calm, JJ wants to see how good you know the story of the foundation." it takes some time but after a while the children calm down and Neva continues the legend on how Surabar Spellmason defeated the hordes of Nabthatoron and founded Cauldron on the place where he saw a silver hawk hovering over the waters. The children seem specially delighted about the details on how the old hero stabbed the demon on his eye and forced him to go back to his plane claiming revenge.

A visual inspection allows you to see the barred windows stay solidly together and have no signs of being forced. JJ checks as well the ceiling and the floor, arriving to the conclusion everything is on place.

In the hall, Patch comes back with Temar Flagonstern who offers a meal to the just arrived guests "It is just a small food, rests of rests, but I hope these bread and cold cuts make for your taste"

Marigold and others (group sense motive):

Bluff vs Sense motives 19: 1d20 + 2 ⇒ (10) + 2 = 12
You feel like Patch is specially unease and altered, following with his single eye all the movements of Dandarrion and the others he is not familiar with.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

"I love that story!"

A little red faced JJ retrieves a few cookies from his various pockets and tries to hand them out without being too obvious about it...
sleight: 1d20 - 1 ⇒ (7) - 1 = 6

After the initial flurry he gets Ruben away to talk with him quietly where the other children wouldn't be scared.

"Ruben. Mother said that you saw something odd the other night. I was hoping you would be able to tell me what you saw in your own words"


Iron Gods: Iron maps;

The kid is actually called Andro! XD

The children around start jumping around JJ, totally in love with the cookies. Neva herself takes one.

The little boy answers to JJ approach with a curious look on all his stuff "UAU! Is that a real sword? Can I touch it? Please, let me touch it, let me touch it! I can slay the lizard dragons in the basement with that" he looks at the older boy with admiration "I will one day be as tall as you, the angels will come to my room and give me plenty of blessings, and I will save the Cauldron from a horde of undead!" he starts jumping all around JJ.

"Yeah! The gnooome! Da horrible gnooome! He had the horrible horrible teeth! He was coming over my bed with da tooth breaker and was smelling like da flowers his eyes were bright, yes bright! He had the bright eyes! And he hided behind the lamp, but then we were on the roof and he was showing me the Moon, and we jumped to the garden and felt into the pool, but then Neva was very very angry at me because the bed was soaked because of the pool water!" the boy jumps over JJ and tries to lick his right ear.

Neva approaches JJ a bit blushed and says "Sorry JJ, I do not know if all that makes sense for you, but he waked up all his bed peed. It happens often to Andro, he is a bit restless at nights "[b]Do not bother JJ, he is in important business Andro, just answer his questions" says the woman while lovely holding the kid.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ has a hard time looking stern, and after a moment or two doesn't bother too hard.

"Yes, that is a real sword. You can touch the hilt but not the rest of it. That is how fingers get...."

He leans forward for a moment, and then when his audience draws close he says (very quietly) "cut off".

sense motive - is he making his up?: 1d20 + 1 ⇒ (18) + 1 = 19
"Andro, this is very important. Did you see the gnome take the other children? Or could it have been a bad dream?"


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

"Good evening Mistress Gretchyn, we have come about the missing children." Ryan replies in answer to headmistress, leaving the remainder of the talking to the others. Content for the moment to let the former orphanage children get reunited with the ones still there.

perception: 1d20 + 3 ⇒ (6) + 3 = 9
sense motive: 1d20 + 3 ⇒ (2) + 3 = 5 It's been a long day and he's obviously not to with it tonight

Kids have went missing, locks and windows do not appear to be forced and Gretchyn has the only key.....

Going into the rooms he stand quietly to the side and studies them for any residual auras from magic being used within them specifically around the doors or windows but also anywhere else within them.

casting detect magic


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Slightly Earlier

"I-it's no t-trouble Gretchen," Marigold smiles weakly as the group is allowed inside the orphanage. "Y-you weren't expecting us. Hi P-Patch," she adds and waves at the half-orc. "L-like JJ said, the p-priest who was coming to talk to you got j-jumped in an alley! W-we were all close when it happened and were able to p-put a stop to it. T-they asked if we would c-come investigate in his s-stead."

Sense Motive (Gretchen; DC 20): 1d20 + 9 ⇒ (1) + 9 = 10

As the elder halfling struggles not to cry, Marigold gives her a brief but tight hug. "I-it'll be okay, we'll f-find them."

When Andro is mentioned, she nods as JJ heads up the stairs. "Y-you always got on b-better with m-more of the others than I d-did, so m-maybe you should talk to him f-first. I-I'll c-come up and say hi in a few m-minutes."

Now

"T-take it easy P-Patch, t-they're all good p-people, else they w-wouldn't have stopped to h-help Mister Laro earlier," she murmurs. "T-though m-maybe we shouldn't all t-try to talk to any of the children at the s-same time, it m-might scare them..." she admits. "L-let's go sit down in the d-dining room while we e-eat. Then maybe we can l-look around?"


Iron Gods: Iron maps;

--- Upper chambers ---
"Nooo, the gnome was to my side! He wanted my teeth, he walked by me, only, the other boys were sleeping!" answers Andro annoyed by the sense of disbelief of JJ's tone.

Meanwhile Ryan uses detect magic on the room's walls and entrances but finds no trace of magic anywhere to be seen.

--- Dining room ---
Patch and Temar follow Marigold to the dining room. There Temar says "If there is nothing else you need, let me go to sleep, it is late now. If you need anything else you can ask Patch or perhaps take it yourself. Enjoy the meal Marigold!" the man waves saying good night with his particular funny smile in his face.

The half-orc looks not relieved by Marigold's words, instead he seems to become increasingly on alert after getting alone with you "Ye, ye, they are good people. It is just... it is late, Gretchyn can attend you better than us tomorrow morning"

--- Hall ---
When everyone is leaving to the dinning room, Jaromir Copperbeard, the orphanage dwarf gardener walks down the stairs, visibly sleepy "Oh, look, who has come to visit. What is going on that deserves our attention this late?" as the others leave to the kitchen, the gardener asks Kikinnin "So what is it sir? A rat attack as the last one that took half the pantry last year?"


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Damn boards ate my post!

Maxim enters the orphanage last, preferring to allow wards past and present to intermingle and converse.

Huh. Quite the family! Life has indeed, a twisted sense of humour... a house of orphans who are closer than most...

When talk turns to first the locks and then the night terrors of evil gnomes, the gun-mage takes more of an interest.

At Andro's description the dwarf looks puzzled muttering an aside to any and all in earshot;

"Don't sound like any gnome I ever came across? Evil fey maybe or something dolled up like a gnome?"

When the aged gardener appears Maxim wanders over to him, with a nod;

"Evening Old Timer. Wonder if you might indulge me in your memories past of the Malachite?"

The gun-mage offers his hip flask for a wee nip to warm the bones.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

"Thanks Andro" says JJ, slipping the upset boy another cookie.

"I'm just glad he didn't get your teeth. "

Standing up he waves farewell to his little brothers and sisters.

"Bedtime you lot! Dream of the falcon over the lake, it was a good sign of happy times to come.


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision
Jaromir Copperbeard wrote:
"Oh, look, who has come to visit. What is going on that deserves our attention this late? So, what is it, sir? A rat attack as the last one that took half the pantry last year?"

As the copper-beard walks tiredly down the stairs, Kikinnin looks sheepishly at Maxim, feeling a little guilty for having woken their fellow dwarf. "I must keep forgetting that an old bag of bones like you needs his beauty sleep. You must have the same schedule as the children, what, like, eight o'clock, after Gretchyn fetches you some warm milk?" The black-beard chuckles and thumps the old gardener for his troubles.

"When I heard Deakon went missing, then I heard you carried Gretchyn's word to the priests of the Temple, I knew there was trouble brewing. Wanted to keep you up to speed on the goings-on. You'd do the same for Malachite-born, I've no doubt. Well, our gathered group here just stumbled onto Ruphus getting beat up over inquiring around about the kids' disappearance here at the Orphanage. More important, like Maxim inquires, we have reason to believe Malachite might play a role in this black business. You wouldn't happen to have a better ear to the ground than either of us, would you?" Kikinnin looks uncertainly at Maxim, then back at Jaromir.


Iron Gods: Iron maps;

--- Upper chambers ---
"A gnome! Not a disguised evil fey! A gnome!" shouts Andro to the dwarf.

"You are welcome JJ! I will one day be as strong as you are and have my own sword. I will stab the gnome and make him giggle until he surrenders!" exclaims the kid as he waves the man.

"Good bye!" exclaim most of the children. When you are up to go though, a small girl comes to your side and sobbing addresses you "Please... find Lucinda and Anfa, they are good friends of me" she gives you a small doll made of branches and cloth, probably a crafting by Jaromir "Please, tell Lucinda she can keep Neus, I did not want to smear her doll in the breakfast milk, and I am sorry. Tell her to come back home, that I will not bother her anymore"

--- Hall ---
The dwarf laughs at Kikinnin "Old... yeah, but not that old to admit I break my fast with the cow milk everyday ratcacher" he greets Kikinnin happily "Well, the Malachite Fortress. I know nothing else than you two probably already know" he scratches his beard while observing Maxim "For Torag! That Zenith Splintershield brought the stout dwarves to their perdition with his campaign against the Darklands. Nowadays the little population in the fortress can hardly keep up the exit caverns to the surface."

He looks at you two inquisitive "Do you think the kids are there now? I doubt they can survive the days trip through the Darklands, and the old entrance through the gnome holdings is blocked and cursed. I doubt anything can go in or out the fortress without a good escort"


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Before

Maxim quietly ignores the gnome-fixated orphan's protestations with a wry smile.

Young 'uns. What they know you could pi$$ into a thimble. Most likely some kinda nasty fey or some such...

Now

The gun-mage nods, jaw grim set at the mention of Splintershield's Crusade;

"Huh. Skeleton crew holding the fortress... Might mean that nefarious types have it easier coming and going from surface to deep..."

Maxim mulls his own words before continuing;

"... One more question Old Timer if you'll indulge... You ever hear tell of anyone from the deep being referred to as "half-dwarf"? Sounds a might fantastical I know, but we have it on authority that it could have meaning in this puzzle o' ours..."


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Dining Hall

"T-thank you Temar, sleep well!" Marigold smiles as the cook bids them good night. Though she feels a slight twinge of guilt for sitting down to a meal while the others are meandering about the orphanage, she figured that it might also be less stressful on the rest of the staff if they only had to speak to one or two of the group at a time instead of everyone at once.

"Sorry P-Patch, w-we're not meaning to keep everyone up," she says apologetically between bites of food. "W-we might have to come back again t-tomorrow anyway, d-depending on whether we c-come up with anything that might be a g-good lead."

She pauses. Although she's known Patch for several years, she's not sure she can ever remember him acting so nervous and edgy. "A-are you s-sure there's n-nothing else wrong b-besides strangers in the b-building?"


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Iron Gods: Iron maps;

--- Hall ---
"Half-dwarf? What kind of dwarf would bother about laying with an unbearded one?" Jaromir seems disgusted at the simple suggestion of the idea "Sorry young lad, but I am lucky enough to have not seen such a thing in my years"

--- Dinning room ---
Patch seems to become even more uncomfortable under the question. He makes sure the door is closed and then approaches Marigold "Promise me you are not going to tell anything of this to Gretchyn." he looks a bit doubtful at Marigold "I did not knew this was going to happen, and I am not sure even this has any relation at all with the kids but..." he pauses for long trying to decide what and how to say it.

"Well... the thing is... a low-ranking member of the Last Laugh named Revus Twindaggers contacted me last year and gave me 50 gp to 'keep an eye' on Terrem Kharatys, one of the children, until the service was no longer required. The task seemed nothing dangerous and so I accepted." he looks at Marigold worried "I promise you I have no idea who took the four children. But I had to tell you this information, it might help find the kids..."

Sense motives DC 20:

Patch seems truthfully concerned about the destiny of the children, even if he is trying to hide most he can about the details of his relation with the Last Laugh.


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Kikinnin raises both eyebrows to Maxim, questioning if the man feels they've done enough chatting with the old gardener. The black-beard feels they've run their course, so nods towards the dining room, encouraging both of them to return to the others, and whatever foods might still be left out.

"Thanks for letting us rouse you from your sleep, Jaromir. We'll keep you in the loop, if you'll do the same for us." Kikinnin smiles calmly, and hoofs it out of the hall. He speaks with Maxim as they return. "We've got a lot of gnome talk this evening. Cursed gnome holdings and bold gnomes creeping into nightmares. We thinking we got some places to visit in and around the Fortress? Darklands... not good, but at least we have a bigger travel group to lend us safety."

When the others eventually gather from their gathering, Kiki shares what little he's gathered with Maxim regarding the Malachite part of the Mace Riddle, which isn't much, truth be told. He puckers his lips, as if trying to encourage his own thoughts to come forth, but he doesn't have much to add. Malachite's really suffered since I left. No wonder Gemma's here, not there.


hp 90/90 | AC 19 t. 14 ff. 15 | CMD 18 | F +5 R +11 W +7 | Ini +5 |Senses +14
Skills:
Bluff, Dip, Disguise, Sense Motive, Pref. [oratory, Act, ] +20, Acro, Fly, Pref. [dance] +17, Dis Dev +14, Intimidate +17, K. all +11, Ling +7, Per +14 , Prof [guard] +6, Spell +10, Stealth +14 Conce +14
Male Human Bard | Hero Points: 1/3 Performance: 28/28

As Dandarion listens to the conversations and is briefed by his companions, "It appears to me that the most solid lead we have is chasing down the last laugh. I have no desire to crawl through underground warrens of the Malachite fortress or chasing gnomes that might not exist."


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M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

It's the evil garden gnome from Fable 2, they show up anywhere:)

Logic failing the young cleric as to how the children could disappear without Gretchyn's key or magic, he wanders back out into the hallway walking back towards where Marigold went to eat. For the most part he is watching the others and letting them get reacquainted.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

"I'll look after Neus and give it to her when I find her." says JJ with more confidence than he feels. The young man then waves goodbye and heads down to the dining room, where he shares what little he learned.

"The room looks secure, but the kids are obviously worried."

He taps his fingers.

"The only thing I can think of is to either seek out the last laugh, as they know something about what is happening - we know that from the attack. Or maybe visit the locksmith. We know the locks are somehow tied up in this, and following that clue may be helpful. At least we know where to find Ghelve."


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Kikinnin strains to understand the reason behind visiting the locksmith. "You thinkin' Ghelve made duplicate sets of keys, and loaned them out to someone?" The dwarf sneers as he considers the possibility. "That would be bad for business, you'd think. I'm up for asking, however you'd like to approach it."


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Dining Room

Sense Motive (Patch; DC 20): 1d20 + 9 ⇒ (12) + 9 = 21

Marigold's eyes grow wide as Patch confesses to having passed information along to the Last Laugh about one of the missing children. "P-Patch! What were you d-doing talking to the L-Last Laugh??? Y-you've heard how m-much trouble they are; g-getting involved w-with them c-can't lead to anything g-good!" she hisses, sounding both shocked and disapproving. "They already t-threatened the priest from St. Cuthbert's t-temple for looking into these d-disappearances!"

Glancing about, she lowers her voice before continuing, "P-Patch, I c-can't p-promise anything about G-Gretchen...t-there are others looking into this too so it's n-not my decision to make alone. But p-please...we c-could use all the help we can g-get r-right now. T-think of Terrem, Deakon, Anafa, and Lucinda...it r-really looks like the L-Last Laugh is responsible in s-some way for them going m-missing and who knows w-what they w-wanted with them. P-please, is there anything else you can t-tell me about this?"

Diplomacy (Untrained): 1d20 + 3 ⇒ (16) + 3 = 19


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ shrugs.

"Either that or someone lifted the key. I'm going more on the divination than anything else. The key is the locks, and they were made by Ghelve. That is a definite lead. We should follow up with the Laugh too. Surely it cab't have been too hard to lift the key from Mother. But the divination talked about the lock, not the key."


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

Locks can be picked. Ruben shrugs. But yeah Ghelve might have something to say about any gnomish customers.

Speaking of which, Andro, why didn't you shout out when you saw this gnome or tell anyone the next day?


Iron Gods: Iron maps;

--- Hall ---
"You are welcomed Kikinnin. Please bring back the kids" Jaromir nods also to Maxim and is also up to leave when he turns one additional time "And tell them we do not blame them, we will receive them open arms", then he leaves.

--- Upper Chambers ---
When Ruben asks, Andro shrugs his shoulders "I am the valiant boy. Valiant boys do not scream. Girls do. Men don't. I told everybody about the gnome, but they did not took me seriously! Adults never do! They do not believe me when I told them about the little sir Relenut the mole in the garden that explained me about the gold under there. Or when I told them on the magic tree that makes wishes reality. Or when I use my mental strength to stop the rain to fall. Adults are a bore!"

--- Dinning room ---
Patch looks stern upon Marigold "At least the Last Laugh surveillance gives us the opportunity of another life and freedom. Whom else will care for us? The nobles? The rich? The clergy? They were just showing care for one of the boys, perhaps a relative of someone in the organisation? I just had to watch for him which is what I do anyway, so why not to take the extra money?" says the half-orc in shameful anger.

It takes him some time but finally gets convinced by Marigold share diplomatic words "I want the best for the children. Take that the first. I have no idea how the Last Laugh is related to this, if they are at all but for my sake and that of the children I can share with you the little I know about their interest in Terrem"

"I have enjoyed more than a few drinks with Revus Twindaggers in the Tipped Tankard but have not seen the halfling in a month. I do not know where Revus lives, where he might be, or why the Last Laugh wanted him to watch over Terrem specifically." he seems to make an effort to remember "However, I dimly recall a conversation with Revus several months ago, shortly after our first meeting. When I asked why the Last Laugh was interested in Terrem, the tipsy halfling shrugged his shoulders and replied, 'All I know is that it has something to do with his dead parents.'"

"He also mentioned a name during our conversations. I think someone superior to him in the organisation he was working for. A woman named Jil. I did not step forward with this information because of my involvement with the guild." he leans over the table and implores "Please, I beg you, do not tell Gretchyn about it. I would hate feeling I have failed her"

When the rest of the party enters looking for Marigold, Patch simulates nothing happens and greets everybody "I think it is time to go. I will make an extra guard around the building to check everything is in order. I am the first one interested on no more disappearances"

He still turns again before leaving "Please, find the children. I will not forgive myself if they are lost forever" and so he leaves the group alone to reflect on what to do next.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Maxim nods at the interplay, happy enough with the logic and ideas suggested.

At Kikinnin's words on the gnomes and Malachite;

"Huh. Thought I was done with the deep and it with me... Guess I was wrong. Aye there is gnomes a-plenty down there, but what the wee mattress soaker describe ain't like any gnome I ever came across."

The gun-mage mulls their next move;

"So...We fixing to pay Ghelve a visit? Or knockin' the smiles off the Last Laugh?"


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Having been relatively quiet during the proceeding, Ryan has been paying attention.

"I vote that we go see Ghelve’s shop first. We know where it is located and can talk to him about the kidnappings.
For it to be known some of his better locks failed to protect the children, must be troubling for him both on a personal level and a business level.
Would you want to take your business to him when not one but two of his best locks failed to secure their .... valuables. Very troubling indeed."

Turning though to Dondarrian "Does the guard have any information concerning the Last Laugh that would be beneficial in finding them tomorrow? Thieves and con men do their best work at night, the morning might find them an easier, not easy mind you, target."


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision
Maxim wrote:
"So...We fixing to pay Ghelve a visit? Or knockin' the smiles off the Last Laugh?"
Ryan wrote:
"I vote that we go see Ghelve's shop first."

Kikinnin puts on a serious face. "I thought we already knocked smiles off clown faces." He can't maintain it though, as a light smirk crosses his face. "Yeah, let's gather some more information from the locksmith, then we can put out some feelers on the Last Laugh. Still plenty of people to talk to, eh?"

The black-beard says his goodbyes to the Orphanage attendees, and waits for the others to depart, en masse.


Iron Gods: Iron maps;

Dandarrion/Ruben:

The town guard knows the Last Laugh is ruled by someone (or someones) called the Jester. Their ties are very loose making difficult that any member knows the whole organisation hierarchy or more than a small part of the infrastructure. Attempts of the guard to locate the guild’s base have failed so far too. Some guards have managed to arrange meetings with middle-ranged members but nothing relevant has come from it, and the mayor and the advisors seem to see them more as an annoying counterpower rather than a real danger to the city stability.

Guided by Kikinnin's lead, you say your farewells to the orphanage staff and walk down the street direction towards Ghelve’s Locks as you discuss about the topic and perhaps the need to do something else before or after visiting the gnome.

JJ:

You have a weird feeling you are being observed as you walk along the streets.

Although the rain has stopped, the streets of Cauldron have become full of mud and small pools. The roofs and alleys are dark due to the lack of moon, only sometimes interrupted by the occasional light inside one of cauldronites home.

Feel free to RP/discuss a little bit more about what to do next, if you want to check out something before the shop, confirm information received, etc. I will move to Ghelve’s Locks in some hours if you do not come up with some change of plans


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Dining Hall

Marigold sighs and finally nods. "F-fine, I w-won't say anything about t-this to Gretchen, even though she'll skin b-both our hides if it t-turns out that the L-Last Laugh did have s-something to do with t-this and s-she finds out."

Hearing the footsteps of the others as they make their way back towards the entrance hall, she hurriedly finishes the last bite or two of her meal. "T-there's still other ways to get by, P-Patch. B-believe me, I know it's not easy; I d-do well enough to k-keep myself fed and sheltered and saving anything is h-hard. B-but even if the Last Laugh w-was looking out for o-one of their own somehow with Terrem, c-consorting with criminals will e-eventually ruin you. It's h-hard enough trying to k-keep JJ out of trouble and he's got connections to St. Cuthbert's clergy," she whispers. "But t-thank you for letting me know about T-Terrem. I know you meant well."

On the Streets

As they bid the orphanage staff good night and head back into the streets, Marigold looks up nervously at the night sky. "Um, not that I mind going to talk to Mister Ghelve, but it's p-pretty late. We might not get the b-best reception from him if we come knocking now," she observes.

"A-anyway, I think f-finding out more about the Last Laugh makes the m-most sense. T-they have eyes everywhere it s-seems..." she mutters.

Sorry Patch, I said I wouldn't tell Gretchen but I have to tell the others if we're all going to work together on this.

"Um, while P-Patch and I were in the dining room, he t-told me that someone from the Last Laugh p-paid him some gold last year to watch over Terrem," she continues, sounding hesitant. "B-but that was all; said all he was told was that it h-had something to do with Terrem's p-parents who died. I t-think he said the p-person he talked to was a halfling named R-Revus Twindaggers." Feeling guilty, she hangs her head. "I t-told him I wouldn't tell Gretchen, b-but I had to tell you. B-but that's all he seemed to know a-and he's really concerned a-about all the children, I k-know he is! It's just...I g-guess the offer of gold for an easy j-job was too good to p-pass up. Like those g-guards..."


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ keeps looking over his shoulder.

"Anyone else got an itch between their shoulder blades?" he asks after Marigold mentions eyes everywhere.

He looks concerned when he hears about Patch. "I'm sure he has the best interests of the children at heart. I've known Patch most of my life. If he actually had anything to do with the disappearances he wouldn't have told you about the connection." he concludes.

He checks his shoulder again.

"But keep voices down, they carry at night. If we are being followed I have an idea - you lot keep going slowly for a minute.

At one point after turning a corner, he slips silently into a shadow and waits and watches to see if he can spot who-ever is following them.

stealth: 1d20 + 3 ⇒ (2) + 3 = 5
perception: 1d20 + 5 ⇒ (14) + 5 = 19

However he slips on a web cobblestone and is about as subtle as a cow.


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

We're not going to get far with Ghelve at this time of night. Not unless we're willing to have a look around without permission. Which might be dishonest, but often I find dishonesty to be the best way to get to the truth. Ruben says with a shrug and a half smile.

And as for the Last Laugh, we'd best tread carefully on that front. Ain't no one who knows who the Jesters are and so far as I understand it attempts by the guards to mediate with the lower ranking members have fallen through. No reason to think they'd be any more willing to speak to a bunch of strangers. Not unless we grease their palms a little.

He looks suddenly at JJ who half leaps, half stumbles into the darkness.

What's spooked you kid, see your own shadow?


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

"Oh? I'd say we've got no reason to wait until tomorrow, seeing as we've got missing kids. Just because he's not open for business doesn't mean he's not up and about, finishing off a snifter and a smoke. Besides, we'd do better with our number to inquire tonight, without upsetting his clientele, without asking questions publicly and drawing undue attentions." Kikinnin listens for a good reason not to knock on Ghelve's door.

The black-beard watches JJ get antsy, and trusts the boy's instincts enough to act on the boy's suggestion. When the boy fails to disappear, Kikinnin keeps an eye on him, and waits.


Iron Gods: Iron maps;

JJ:

Your attempt to hide is clearly not profitable and you are unable to see anyone following the group. But, from time to time, you hear a tile movement in the roofs, you feel a shadow jumping to one side or another.
Each time you turn, you see nothing and the sound ceases to resume a little bit after you start walking again.

After a small walk you reach the modest shop and dwelling on Lava Avenue. A small turret dominates the facade of this two-story black stone building. Iron bars are embedded in the thick window frames. Beyond the turret's ground-floor windows sits a lovely display of locks, from large to small, simple to complex. To the left of the turret, above a heavy oak door, swings a simple sign that reads "GHELVE’S LOCKS."

Through the shutters in the second floor a chink of light flickers in the fresh night.

Assuming you probably end up knocking at the door at one point or another
When Kikinnin approaches the main door and knocks, the light seems to wave. After some seconds the shutter opens letting through the face of a middle-aged gnome with salt-and-pepper hair and a neatly trimmed mustache and goatee "Shop's closed, friend. Come back after sunrise."

His bushy eyebrows, creased face, and graven frown make him look frumpy and dour.

Keygan Ghelve's protrait


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Stifling an impromptu yawn that began with Marigold's reminder of the time, Ryan is inclined to follow suit; but Kikinnin's comment rings true with his previous statement.

"Perhaps all of us need not barge up and knock on the good merchant's door, Kikinnin and myself, as representatives of St Cuthberts and Dondarrian as a member of the guard, could go to meet with him privately to not draw undue negative attention to his business. To discuss how this tragedy could have occurred. Come morning we could all meet back up at the Tipped Tankard in the morning. That will allow us to check on Gryffon Malek and see if his disappearance would tie in with the kids disappearances as well."

Was typing as GM posted so feel free to ignore or act on this post.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

"Gheleve? We have some important questions for you. About the locks at the Orphanage."

He lowers his voice a little.

"We could ask from our here, but don't want to disturb your neighbors."


Iron Gods: Iron maps;

The gnome scratches his hair and a bit annoyed answers from the upper window "It's late, and I'm not ready to talk business-yours or mine. Come back tomorrow!"

Add a Diplomacy/Intimidate/Bluff roll to your extra arguments please ;)


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

"Master Gheleve, it Ryan Taskerhill, we are here at the behest of St Cuthberts. I understand it is late, but we are here following up on the disappearances of 4 young children from 2 seperate rooms, which were locked by 2 of your best locks we understand. We'd much prefer to discuss this inside as JJ here has mentioned but we can continue to speak loudly in this alleyway which surely must echo quite well."

diplomacy: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 +1 for this being a citizen of Cauldron


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ does his best to look upstanding.

"We just want a quiet word"

diplomacy aid: 1d20 + 1 ⇒ (16) + 1 = 17


Iron Gods: Iron maps;

Keygan goes stern before he closes the shutters. Seconds later you hear a key sound dangling in the main door, followed by a bar opening, then another lock, and yet another one until the door starts opening.

"I don't know what has bitten you, but there is no need to wake up all the neighbourhood. Enter to my shop, I hope it is really important." says the gnome.

As you follow him in, you find the storefront smells of wood and pipe smoke. Two padded chairs flank a hearth containing a small yet lively fire. The fireplace's carved mantle bears a tinderbox, a small vase of dried smoking leaves, and a finely wrought collection of pipes. A burgundy strip of carpet leads from the entrance to the wall across from it, where dozens—perhaps hundreds—of keys hang from tiny hooks. The keys come in all shapes and sizes. A handsomely engraved mahogany counter stretches along one wall. Behind it hangs a red curtain that neatly hides the rest of the store.

"So what happened in the orphanage? Children kidnapped? How that relates to me? I made an excellent job for Gretchyn as I do for all other clients that pay for" he looks inquisitive to the party "Well, you would not come here at this time of the night if you had not a solid reason for. How can I help you?"

Sense motives DC 20:

Despite his collaborative demeanor, Ghelve's seems nervous.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

"Well..." starts JJ.
SM: 1d20 + 1 ⇒ (5) + 1 = 6

"Firstly, we mean no disrespect to you Mr Ghelve."

He pauses, trying to find good words for what needs saying.

"We were just speaking with Gretchyn. Four children have been taken from her overnight. With no signs of a break-in. Your locks are very good, and thus we are left in a quandary about how the children were spirited away."

He lets the words sink in.

"So we were wondering if you could shed any light on this mystery. Do you keep spare keys for the locks you make?" his eyes are drawn to the vast number of keys on the hooks. "And if so, confidentially, has anyone broken into here since you made the lock for the orphanage?"

After a moment JJ adds

"The priests of St Cuthbert who were trying to investigate were attacked, but they did get a divination. It was a bit cryptic.."

He recites.

"The locks are key to finding them. Look beyond the curtain, below the cauldron. Beware the doors with teeth."

After a sigh he adds..

"Does any of the other bits of the divination mean anything to you? What might a 'Door with Teeth' be?"

His eyes light on the curtain at the end of the shop. Too simple, surely?

"And would you mind if we looked around?"


Iron Gods: Iron maps;

"What? Are you trying to insult me?" the gnome seems to become overly angered "Of course I do not make extra copies of my keys! That some children found a way out of their orphan prison does not make acceptable that you came to my home at this time of the day and accuse me of such an outrageous thing"

Sense motives DC 7:

1d20 ⇒ 7
You note the sudden anger of the gnome is probably overdone, and he slightly changed the wording of his answer to not fit exactly JJs question.

"And what is this divination you come here with. Do you think I will open all the doors of my home just because of some superstitious folks created a tale about toothed doors?" he points to all of you "You, you folk, tell me who you are, I will call the town's guard immediately, because answering your question, you are the ones who have just broken into my business accusing me of horrible deeds."


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Sense motive: 1d20 + 3 ⇒ (8) + 3 = 11 but of course :)

"Accept out apologies sir for the late hour, however after some discussion it thought that perhaps a quiet discussion at this hour would be preferable to one during the day when your normal clientele would be in attendance. That could be bad for business.

The children were locked in rooms secured by your locks, there has been no sign of tampering with the locks, no sign of magic used within the rooms on either the doors or the windows. Logic says someone using a key has opened those doors, Mistress Gretchyn has the only key she knows of. As the maker of the locks, it stands also to reason that you might have a secondary key of your own. Can you produce that key sir?

Or have you a way that can explain how someone else gained entrance into those rooms?"


Iron Gods: Iron maps;

"Oh! This is great! So you are accusing me now of kidnapping the kids?" the gnome shouts nervous "No, I have not kidnapped them, nor can I produce a key I do not have. And no, I cannot explain what happened, does that make me the guilty one?" Keygan keeps negating any involvement with the disappearances.


hp 90/90 | AC 19 t. 14 ff. 15 | CMD 18 | F +5 R +11 W +7 | Ini +5 |Senses +14
Skills:
Bluff, Dip, Disguise, Sense Motive, Pref. [oratory, Act, ] +20, Acro, Fly, Pref. [dance] +17, Dis Dev +14, Intimidate +17, K. all +11, Ling +7, Per +14 , Prof [guard] +6, Spell +10, Stealth +14 Conce +14
Male Human Bard | Hero Points: 1/3 Performance: 28/28

No we are not accusing you good sir." Dandarrion chimes in but we do have some questions, "Does anyone else have access to you shop? Who could have made a copy of the keys used at the orphanage or bypass one of your locks?"


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Sense Motive #1: 1d20 + 9 ⇒ (13) + 9 = 22
Auto-success on Sense Motive #2.

As the conversation with Ghelve begins to take an ugly turn, Marigold flinches at the shouting. She'd always hated shouting, it made her feel even more nervous than usual.

"Dandarrion is r-right, we didn't come here to accuse you of anything, s-sir," she finally pipes up, having been quiet during the exchange up to now. "The l-locks were one of the b-big things to bypass if someone wanted to kidnap the children, so it makes the most s-sense to come speak to their maker first. B-because if anyone knows of a way that the locks c-could have b-been bypassed, it'd be you. If it takes m-magic or something e-else to pass by your l-locks, that would let us know that we're looking for a w-wizard, f-for example."

She looks at the gnome and sighs. "B-but if that were the case, you w-would've just told us s-so and sent us on our way. And if there really were n-no way to bypass your l-locks, you would've also s-said so and sent us on our w-way. Instead, y-you're acting all s-squirelly and p-putting on a big show of b-being angry. W-why?"

Diplomacy (Untrained): 1d20 + 3 ⇒ (8) + 3 = 11


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

SM: 1d20 + 1 ⇒ (17) + 1 = 18
"I wasn't going to accuse you of anything." says JJ.

"There are a number of explanations. Do you have an apprentice who might have made a copy of Gretchyn's key for example?" he adds.

Emboldened by the others around him, JJ continues to presss

"But now I am suspicious. Can you shed any light on the mystery? Has anyone broken into your workshop? Can you explain any more of the divination?"


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

For crying out loud, hate the slow board posting/updates at times, totally missed JJ's first response inside the locksmith's shop and the GM's response to it. Ryan's sense motive and response was without knowing about that previous posting...

what I wrote before finding that:
Ryan holds his hands up in a placating manner "Calm yourself, this kind of outburst is what we were trying to avoid during your normal business hours. It is unproductive for multiple reasons, not the least of which is while you are upset or angry you aren't thinking straight.

As to the key, though, you said you can't produce one that you don't have, you did not say a key you did not make. Was this just a slip of the tongue or are you avoiding something?

The organization known as the Last Laugh has an interest in the children that went missing as well."

"Calm yourself, this kind of outburst is what we were trying to avoid during your normal business hours. It is unproductive for multiple reasons, not the least of which is while you are upset or angry you aren't thinking straight."

diplomacy: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Kikinnin welcomes the chance to speak immediately with Keygan, and is glad for his current company. He's never been terribly good reading people, at least those not of dwarven blood, but he figures it's something he'll have to work on.

Ryan speaks really well, no wonder his Temple sees something in him. His words are like keys themselves, opening doors that would otherwise remain closed to us.

As they enter the shop, he sniffs strongly, taking in the smell of tabac. He eyes the pipes with admiration. As the questions begin, the black-beard tries to focus, at least to be respectful and polite.

Sense Motive v DC 20: 1d20 ⇒ 10
Sense Motive v DC 7: 1d20 ⇒ 10

When he starts to feel uncomfortable about how the gnome is responding on the second go-around, Kikinnin begins to quietly study the proprietor. At Will- Detect Evil

He slowly rocks back on his heels, resting against the front door, subconsciously blocking passage. He gives Maxim a look, wondering if he's getting any vibes on the skittish gnome. Doesn't help that the poor little guy's outnumbered, in the middle of the night.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Fitting in a quick post lest I get lost in the saga ;)

Maxim again watches the interplay with wry interest;

Heh. The old "Good Watchie, Bad Watchie" approach. Tho' reason and emotion always make for a volatile mixture...

DC20 Sense Motive: 1d20 + 6 ⇒ (10) + 6 = 16
DC20 Sense Motive: 1d20 + 6 ⇒ (16) + 6 = 22

Like Kikinnin, the gun mage takes a higher level of interest when his hunch on the gnome's response concerns him. He too shoots a look, and slight grimace at the situation...

The dwarf takes it upon himself to interject;

"Folks! Perhaps we should let Mssrs Taskerhill and Brokenhill run the questioning eh? Too many cooks and all? I'm sure Master Ghelve will speak freely enough if given the chance..."

Maxim eyes the pipes and leaves appreciatively

"... Perhaps a civilised smoke and chat is in order..."


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Iron Gods: Iron maps;

GM:

1d20 ⇒ 6

Keygan looks at Dandarrion "Well, people come and go often to my shop. Do you think I do substandard work? My locks are of excellent quality, you will find no one in the region able to replicate them."

As Marigold builds up her argumentation the gnome turns "Well, I am clearly being accused of disappearances and performing an inferior job, should I just stay here without defending my honor and work?"

Sense Motives DC 20:

1d20 ⇒ 20
You notice this time when you talked about the children some kind of worry to rise up on him.

To JJ the gnome says sharpen "No. No. Not that I know. No, I am not on superstitions"

Sense motives DC 13:

1d20 ⇒ 13
The gnome is using subtle gestures not corresponding to his words which seem forced to hide the truth.

The gnome appeases as Ryan talks to him but still keeps denying all the others arguments.

Keygan goes unease again as he notices Kikinnin doing something "Dwarf, you are making me extra concerned. So many people at my shop using strange powers, I feel bullied"

Kikinnin:

You do not detect any evil aura on the gnome.

The gnome arches his eyebrows while he talks, then makes a nod towards the back of his shop while Maxim talks.

Sense motives DC 6:

Keygan is inviting Maxim to the back room for a little intimate fun.

Although there are 3 Sense motives spoilers in the same post, feel free to roll just once and open those you reach with your check result

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