Mintash |
We have a plan! Delay till Vaisy finishes scrying then bust some heads. Like Janosz said, the finer points of oratory aren't going to solve this. The finer points of arrows might though. As for bluffing our way into the invite only establishment...
"Getting into the establishment without causing alarm may be difficult for most of us. I am quite competent at stealth but not subterfuge. Perhaps I can find a window to get in off the main floor if the need arises. Remember, we need to give Vaisyrharath enough time to discern Trinkis's actual location. In any case, I will be shadowing the main group from the rooftops most likely as they approach."
Aubrey the Demented/Malformed |
"The gambling hall is mostly underground in some old cellars that have been knocked together. There are several public entrances but they are all at ground level and all guarded. I don't doubt there are secret entrances as well around the neighbourhood but we haven't been here long enough to find out where they might be," says Sal.
"That said, Joord is expecting us," adds Marrius. "We're going to bargain for Trinkis so we'll get in. Getting out again, with Trinkis, might be harder. A show of force might be more useful as a bargaining chip. I can't imagine Joord really wants a fight in his gambling hall, it would be bad for business."
Gil |
Gil will head out early and see if she can get a lead on how to get in - new in town, looking for a game, that type of thing. She may not get in until after the others are inside, I realize.
Diplomacy to Gather Information: 1d20 + 20 ⇒ (15) + 20 = 35
Aubrey the Demented/Malformed |
OK, getting Ocean’s 11-or-so going. Moving to spoilers.
Gil:
Gil reaches Badside, an older district by the river. The buildings here are mostly wood rather than stone and suffering in the tropical climate from rot, storm damage and termite attack. Rickety tenements several storeys high are squeezed between sagging warehouses, and the streets and alleys are choked with mud, filth and rubbish. Beggars call for alms and grubby urchins run about in packs. Following the instructions he received, Gil walks into a run-down laundry. Workers stir mysterious-looking vats filled with water heated by fires underneath – the temperature is stifling and the air filled with steam. At the end, a thug stands by a door.
“Whadyawan?” he grunts.
Gil is accustomed to dealing with this sort of low-life and with a brief display of insouciant bravado she is past him and down the stairs beyond. There goes the 20 Diplomacy. At the bottom is the gambling hall.
The ceiling is low and the room itself very large, the drooping wooden roof supported by a forest of flimsy pillars. Lit by flickering lamps it is hard to make out its furthest reaches, and even at this time the place is busy. Gaming tables are spread out in profusion – card tables, dice tables, even a few more exotic games – scattered around the room and disappearing into the gloom, surrounded by hard-faced punters and led by croupiers of both sexes. There is a bar at one corner and servers move amid the action bearing aloft trays of drinks. Others, more alluring dressed and clearly selling other services, saunter between the tables. One table towards the back sits on a raised dais. A few humans seem to be sitting there and standing close by are four armed and armoured lizardfolk who scan the room watchfully.
Aubrey the Demented/Malformed |
The Away Team:
It is hot and humid and walking through the city is stickily unpleasant, but still filled with unusual sights, sounds and smells. As they thread their way through a market they spy a trader selling caged pterodactyls. They caw and nip at passing strangers while across the street a priest of the Silver Flame proselytises to largely indifferent crowd. A few lizardfolk shoulder through the throng, their reptilian faces inscrutable. Finding their way around is quite easy as the city is planned on a grid pattern and the stone buildings all look quite new. Newthrone was established quite recently as a refuge from the Last War and its architecture is a strange mix of the different styles from across the Five Nations – a Brelish tower here, a Cyran cupola there, Thranish stained-glass windows coupled with Karrnathi gothic and Aundairean flourishes – rather than having a distinct style of its own. The air is similarly filled with a mix of accents.
They reach Badside, an older district by the river. The buildings here are mostly wood rather than stone and suffering in the tropical climate from rot, storm damage and termite attack. Rickety tenements several storeys high are squeezed between sagging warehouses, and the streets and alleys are choked with mud, filth and rubbish. Beggars call for alms and grubby urchins run about in packs, but all steer clear of a large group of armed and capable warriors. Following Marrius, they walk into a run-down laundry. Workers stir mysterious-looking vats filled with water heated by fires underneath – the temperature is stifling and the air filled with steam. At the end, a thug stands by a door.
“Whadyawan?” he grunts, though the number of the group give him pause.
Aubrey the Demented/Malformed |
The Home Team:
In his cabin, Vaisyrharath continues to meditate on Trinkis’ hat. On deck, Valentis paces and scowls. Now dressed in her armour, her axe is replaced by a greatsword strapped to her back. She prowls tensely by the rail, looking toward the direction in which the others have left.
Janosz Frogshanks |
The Away Team:
Marrius Diplomacy: 1d20 + 10 ⇒ (1) + 10 = 11
"How much does Joord pay you, buddy?" he growls. "The answer is this - not enough to f!%~ with us. Go take a lunch break while we chat with Joord. If not, I'll take that cute little nightstick of yours and break every bone in your body before ramming it so far up your ass that it'll tickle your tonsils."
I used to work as a bouncer. It was a crap job, not worth facing down psychos over. Intimidate: 1d20 + 9 + 4 ⇒ (5) + 9 + 4 = 18(bonus from favoured enemy: humans), plus any bonuses we might get from being a large, armed group.
EDIT: Cheezus. Might as well get the bad rolls out of the way, right?
Mintash |
intimidate aid: 1d20 + 1 ⇒ (15) + 1 = 16
Gil |
Stealth: 1d20 + 15 ⇒ (17) + 15 = 32
Perception: 1d20 + 16 ⇒ (3) + 16 = 19
Pierce - Flames' Arrow |
A certain amount of time after the Away Team leaves, Pierce begins to ward himself against certain spells.
Spell Immunity - Magic Missile, Lightning Bolt, and Confusion. Duration 120 minutes.
Aubrey the Demented/Malformed |
The Away Team:
The ceiling is low and the room itself very large, the drooping wooden roof supported by a forest of flimsy pillars. Lit by flickering lamps it is hard to make out its furthest reaches, and even at this time the place is busy. Gaming tables are spread out in profusion – card tables, dice tables, even a few more exotic games – scattered around the room and disappearing into the gloom, surrounded by hard-faced punters and led by croupiers of both sexes. There is a bar at one corner and servers move amid the action bearing aloft trays of drinks. Others, more alluring dressed and clearly selling other services, saunter between the tables.
One table towards the back sits on a raised dais. A few humans seem to be sitting there and standing close by are four armed and armoured lizardfolk who scan the room watchfully. Marrius nods, "That's Joord over there."
Gil |
Stealth: 1d20 + 15 ⇒ (2) + 15 = 17 to move without drawing attention to myself. Or not.
Mintash |
Mintash has a look of disappointment as he passes through the entry that the doorman didn't look the least bit intimidated.
"If that's Joord then he knows we are here too. Want to keep him waiting to annoy him? And to let him know we aren't frightened of him either I guess? I haven't heard from Vaisyrharathe yet so we need to by him some time to finish his 'seeing' anyway."
About how much time has passed on the way here?
Aubrey the Demented/Malformed |
Away Team:
It's taken about half-an-hour to get here.
Janosz:
Away Team and Gil:
"Captain, a pleasure to see you! I understand you have the money you owe me."
Aubrey the Demented/Malformed |
The Away Team and Gil:
"But it is quite simple," interrupts Joord, "We agreed forty thousand. If you cannot provide me with forty thousand gold, then you forfeit both your ship and your pilot. That was the arrangement."
"And I can get you that. But we need to do a job to get it. And for that I'll need both the ship and Trinkis."
"So you propose to take both your collateral and your ship and just fly away on this 'job'?" replies Joord. "And I am expected to simply trust you will return at the end of this with the money you owe me? Do I look stupid to you? Or are you simply trying to insult my intelligence? Did you think that some sort of show of force might intimidate me into agreeing to this?" Joord snarls angrily and the lizardmen move almost imperceptibly, their reptilian faces inscrutable as they study the adventurers. "Well, it's fortunate you all seem to be here - it saves me the effort of throwing you off what is now my airship."
Aubrey the Demented/Malformed |
The Home Team:
Gil |
Bluff to hide her attention on the dais: 1d20 + 21 ⇒ (16) + 21 = 37
Perception to see cheating: 1d20 + 16 ⇒ (13) + 16 = 29
Vaisyrharath |
Well, my conc is a +33, so I think I got this one. Does that autofail on a 1? If so:
conc anything other than 1: 1d20 ⇒ 8
Cool. Replying to Gil, then.
Not yet, though I am narrowing the search. I will pass on the message
Starting with the Captain, each member of the away team receives the following telepathic message.
I am still searching for your pilot.
Gil suggests telling your host that this is not a show of force, but a demonstration that there really are customers for the job.
Kazadar Soranath |
Janosz Frogshanks |
Away team:
Cool new ability - I have Scent. I'd like to know if anyone on the dais is undead (i.e. no smell), or if I can smell an invisible presence. Perception (smell): 1d20 + 29 ⇒ (18) + 29 = 47
Mintash |
Sense motive: Is this bravado from Joord or is he quite comfortable taking the ship by force?
sense motive: 1d20 + 20 ⇒ (14) + 20 = 34
Aubrey the Demented/Malformed |
Away team:
Janosz:
Mintash:
Janosz Frogshanks |
Away team:
Mintash |
init: 1d20 + 6 ⇒ (4) + 6 = 10
Aubrey the Demented/Malformed |
The Away Team and Gil:
There is a sudden eruption, a psychic roar that tears through the gambling hall. Unaccustomed minds feel it as sound and flashing lights but those with more discipline realise that the effect is purely psionic, affecting the brain directly without interacting with the senses. But that isn't much help as the sensation is having iron spikes driven into their skulls makes everyone in the room clutch their heads.
Will saves, DC 15. This might be one you don't want to fail.
As the sensation ebbs there is silence in the room for a moment. Then there is a hoarse scream as Joord reaches up and plucks out one of his own eyes.
See what I mean. You might as well roll initiative too.
Aubrey the Demented/Malformed |
The Home Team:
There is a sudden eruption, a psychic roar that tears through the ship. Those unaccustomed feel it as sound and flashing lights but those with more disciplined minds realize that the effect is purely psionic, affecting the brain directly without interacting with the senses. Vaisyrharath can feel this as a mental blast wave rolling across the whole city. But that isn't much help as the sensation is having iron spikes driven into their skulls makes everyone clutch their heads.
Will saves, DC 15. This might be one you don't want to fail. Vaisy will need to make a Concentration check, although that might be a formality given his bonus. Assuming he doesn't fail the save, of course.
Vaisyrharath |
I am guessing that this is mind-effecting, so +2 racial bonus applies.
Will save: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Concentration: 1d20 + 33 ⇒ (7) + 33 = 40
Spellcraft for WTF was that?: 1d20 + 22 ⇒ (18) + 22 = 40
And, because I'll be in touch with the Away team,
Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Janosz Frogshanks |
Away team:
Will save: 1d20 + 12 ⇒ (6) + 12 = 18; I get another +2 if the effect comes from an aberration.
Initiative: 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 29 ⇒ (1) + 29 = 30 Who are still standing?
Mintash |
Shaking his head clear of the psycic assault he immediately thinks a message to Vaisyrharath while dropping into a combat stance.
Init is 10.
Gil |
Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Gil feels the assault, but her mutable nature gives her an edge. Even as she realizes that she’s thrown off the attack, she is evaluating what she should do to maintain cover. Seeing many around her clutching their heads and falling to the ground in agony, she follows suit.
Bluff: 1d20 + 20 ⇒ (16) + 20 = 36
Haladon ir'Tarravan |
Home Team:
If possible, Valentis enters into a rage as a free action as the psychic roar hits. (Not that it does any good, however). If not, her saving throw result is reduced by 2.
Haladon Will: 1d20 + 15 ⇒ (17) + 15 = 32
Valentis Will: 1d20 + 3 ⇒ (9) + 3 = 12