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Kyrie glares at the man-at-arms who spoke, her fingers crackling with arcane energy. "Speak only when spoken to. Or never speak again."
Intimidate: 1d20 + 1 ⇒ (13) + 1 = 14
Deko? Little help here? =)

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Intimidate: 1d20 + 9 ⇒ (17) + 9 = 26
Giving a low growl, Deko leaned down to put his face in Gremag's. "Answer lady question or Deko punch."
Short, simple, and straight to the point.

DM Jesse Heinig |

It's true! Whether you use Intimidate or Diplomacy depends upon your approach. Intimidate when you threaten. Diplomacy when you try to get them to "come around" to your side, whether in a "good cop" way or by appealing to their ego. You could also use Bluff to try to trick someone into divulging information.
Fezzik leads the other two down the hall, and after they are out of earshot, Gremag says, "Nobody in this damn podunk town gets it! There are people everywhere who are part of the organization -- even ones I don't know. We're a religion and an army and a social club all rolled into one. Right now Hommlet is just as well to leave lie; no reason to rock the boat. But now you've come along and upset it. Well, you make waves, you get wet. Sure, leave me in here. Rough me up a bit. It's not going to change one damn thing once the real business gets started."
He sits on the pile of dirty hay in the cell and says, "There's a whole mountain of us. Disaffected farmers. Bandits. Masses of humanoids down from the Pomarj. Clerics with supernatural powers. Wizards looking for knowledge. You think Burne and Rufus are going to stop us? You think you are? Hommlet will be in flames."
"So yeah, you can make threats. I expect some of you may even follow through on them. But in the end you're gonna lose," he says with a sneer.
To be clear, Intimidate checks will temporarily shift someone's attitude, so it makes him the equivalent of Friendly or Helpful. So, he is unlikely to incriminate himself or do something that will get him killed, but he may divulge useful information if he thinks it will help his position or won't cause him harm in the long run. Keep pressuring. ;)

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When no one else seems ready to step forward, Bataleigha fires off a few questions for Gremag.
"What do you know of Rannos and his cult?"
"Are there others in Hommlet who are members?"
"How many others in the militia are traitors?"
"Where is the cult based?"
Does he answer any of the cleric's questions?

DM Jesse Heinig |

He says what he says above! Certainly he is implying that there are a lot more cult members.
Remember, making Gremag temporarily helpful is still pitting his temporary loyalty to you vs. his loyalty to the cult -- which may or may not be strong. Also, if he's more afraid of them than of you, that may influence his responses.
"Don't think that Rannos runs things," says Gremag. "He's just another member, like me. Our job was to keep an eye out for dangerous folks like you and report back about what you buy and sell -- that could tell us what you've been up to, how competent you are, and whether you'd killed any other members of our big conspiracy. There are a few others around, I'm sure, though I don't know everyone."
"We may have got a couple folks into the militia, but Burne's Badgers are a hard crew with a long history -- impossible to infiltrate there."

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Giving an angry growl at the man's insult, Deko said, "Deko not 'fraid of stupid group! Deko strong! Deko punch stupid group, that show Deko strongest!" Frustrated, he punched the wall before turning back to the man. "Dumm Feigling!"
Used German for the Dwarven language. And yes, Deko knows dwarven as they have some of the best swear words.

Enoby Illith'vir |

Unfased by Deko's outburst, Enoby finally speaks up. She asks her question pointedly, but in a calm, even voice.
"Who did you and the other male report to? How did you communicate with the organization?"

DM Jesse Heinig |

"Rannos regularly brought updates to a contact in Nulb," says Gremag. "The innkeeper. Hell, that whole village is rife with opportunists."

Zinnath the Scary |

Zinnath casts chameleon scales and turns himself red. He projects his voice into Gremag's head, "Do not hold anything back creature! Tell us all you know Gremag, or I shall feast on your bones!"
Intimidate: 1d20 + 3 ⇒ (17) + 3 = 20

Enoby Illith'vir |

Enoby holds out a calming hand towards Zinnath.
"Restraint, small creature. I think he's told us about as much useful information as we are likely to get. Other details, like any other cult agents he knows in the town, can be handled by the Badgers."
She then addresses their prisoner. "Thank you for your cooperation, Gremag. I always appreciate a male who knows his place."
To the group: "I think we have much to discuss."

DM Jesse Heinig |

Gremag's eyes widen noticeably as Enoby makes her entry into the fray, but he says nothing - you would guess, most likely, because he has seen and dealt with a dark elf before, and he is surprised to see one on "the other side."

Fezzik Faststrike |

Fezzik places the 2 men in a cell and glares at them. "Your boss tossing you under cart to save himself. What you know that can save you?"
Intimidate: 1d20 - 1 + 4 ⇒ (15) - 1 + 4 = 18

DM Jesse Heinig |

(with Fezzik)
The groom (for horses) quickly says, "Hey! They said I could be rich and powerful! This wasn't supposed to happen!"
The man-at-arms sits and leans back against a wall and says, "Just relax. We're gonna be here a while."
The groom keeps talking and says, "I'll tell you everything! I was recruited by Gremag and Rannos. They said if I kept quiet and just kept my job grooming horses in their stables that I could be part of the whole project - keep an eye out for travelers and check out their horses, see if they had interesting gear or talked about anything special while they were visiting the stables. Check the dogs, watch for them to come back - Rannos said the dogs are loyal to him and would always come back, even if they'd been sold to someone else. He said if things went bad to meet up in Nulb or, failing that, at the old moathouse! I swear that's all I know!"

Fezzik Faststrike |

Fezzik nods with a feeling of accomplishment. "Good, you help yourself. Where is moathouse and who there?" he says as he pats the groom on the back gently and guides him away from the man-at-arms.

DM Jesse Heinig |

"The old overgrown road that heads northeast out of the village," says the groom hurriedly to Fezzik. "Follow it for about an hour. There's a keep in the swamps there, it was besieged and ruined some time past, but there are troops in there again now."

Fezzik Faststrike |

If there is a separate cell, Fezzik will lock them up separately.
Fezzik smiles at the man. "Thank you. You did good. I do best to have you treated nice." He then puts the man in a cell and returns to the others to relay what he has found out.

Bataleigha Silvercrest |

When Fezzik makes his report, Bataleigha flashes him a rare smile. "Well done!"
Becoming her usual businesslike self again, the cleric turns to the others. "Shall we seek out this moathouse ruin first thing in the morning?"

DM Jesse Heinig |

Smarter party members will realize that the moathouse is much closer than Nulb and thus is a more imminent threat. ;)

Enoby Illith'vir |

Enoby nods in agreement.
"Best to keep the pressure up. The more legitimate a threat we pose, the more likely they are to reveal more of themselves."

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Yeah, Deko has no idea how far away anything is, other than the fact that he isn't currently in the tavern.
Deko nodded with the others. "Deko always ded...dog...dangrus! Grrr!" he said, as though trying to prove how dangerous he was to the others.

DM Jesse Heinig |

Tip: Do you want to report in to Burne or Jaroo or anyone?

Zinnath the Scary |

To the group: "Before you bipeds depart to your various sleeping places, we should report our findings. And then we can break and meet back after the second morning meal."

DM Jesse Heinig |

Your report to Burne is quick and at first you think the mage is just dismissing it - but Zinnath has seen this before, he is deep in thought.
"Though Rufus and I came late to this locale," he says eventually, hands steepled as he sits in a plush chair, "Jaroo knows much of the history of this region, and he has told me many details." He rises slowly, clasps his hands behind his back, and paces as he thinks.
"Many, many years ago, there was a great edifice of evil constructed somewhere near these parts -- perhaps a few days' journey, if the stories are to be believed. The exact location is not known to me. What I do know is that this evil temple became a stronghold for all manner of depraved cultists and wicked humanoids, and eventually its might was so great that it became a threat to Verbobonc. The city rallied many heroes and defenders and a great siege was held. The temple proved a nigh-intractable problem, filled with unexpected legions of humanoids as well as powerful clerics and even demons."
Burne places a hand on his chin for a moment, then re-clasps his hands and continues, "The forces of Verbobonc eventually prevailed, and the temple was sealed shut and many of its forces routed. It was thought that the temple was done with, but... its legend casts a long shadow, and perhaps it has drawn evil forces to it once more. Even if they do not reside in the remains of the temple, simply knowing these stories might entice creatures and evil people to come to this region."
"There was also a small shrine that became the hub of activity that later formed into Nulb, the pirate waterside village some distance northeast of here. I seem to recall as well that there were various outbuildings and strongholds that fell during the attack on the temple; perhaps the building of which the prisoner spoke is one of these."
"In all, this is grave news. A foul plot is afoot with many members. Rufus and I shall have to redouble our efforts to conceal our movements and root out traitors. Keep your plans close! Be cautious when you purchase weapons and goods! If anyone working for the cult catches wind of their activities they shall surely report it back."
"If you discover that matters have progressed beyond your ability to control, report to me and Rufus and I shall discuss how to raise the forces necessary. In the meantime, the fortification so near to our village raises concerns - please investigate it posthaste."
"The burser shall disburse to you a small sum of funds, should you require additional provisions. Additionally, if you are in need of mundane weapons, we shall go through the stores of those captured from the trading post and release to you such as may be useful."
Burne provides the party with 250 gp for petty expenses, and if you want any mundane weapon (a normal halberd, dagger, longsword, whatever - not including armor or shield spikes, strength-bonus bows, exotic weapons, or special materials), you may take one for free. The trading post stocked a dozen spears, a dozen daggers, 120 arrows, 120 bolts, three of each kind of sword, and one of each kind of other simple or martial weapon.

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If I was a normal brawler, I'd kinda want a tekko-kagi. Thinking about making a Vega-esque character at some point.
Deko looked at the gold and thought of all the alcohol he could buy. Speaking of, he looked at his friends and said, "Deko buy drinks at tavern for new friends!" As for the offer of weapons, he just shook his head. "Deko not need weapon! Deko punch thing and thing fall down! Except door. Sometime door win..."

Enoby Illith'vir |

Enoby is interested in availing herself of some of the arrows, but doesn't like the idea of becoming weighed down. She inquires with Deko and Fezzik if either of them would mind carrying some of her less critical gear in exchange for a few pieces of gold.

Bataleigha Silvercrest |

"There's no telling what sort of hornets' nest we may have stirred up," Bataleigha warns her comrades. "We should be on guard if anyone chooses to drink at the inn this night, and we should also bunk together for safety. Perhaps the ladies in one room and the men and liz-, ah dragons in another. Or double up if the rooms are too small...say Deko and Fezzik in one, Zinnath and Enoby in another, and Kyrie and I in a third."
I'm assuming Deko at the very least will want to drink at the inn tonight. I'm also assuming that if Bataleigha told him what she plans, he'd likely end up staring and/or waving to her all night, hence the spoiler ;)
I'd like to have Bat put on normal clothes and visit the tavern about a half hour after Deko and anyone else goes there. She'd sit in a corner and just observe the crowd to see if anyone takes an interest in Deko & Co.
Disguise: 1d20 + 2 ⇒ (4) + 2 = 6
Perception: 1d20 + 2 ⇒ (9) + 2 = 11
Sense Motive: 1d20 + 2 ⇒ (17) + 2 = 19
If you need any other rolls, just let me know.

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Kyrie is still shaken by her poor performance at the trading house. She expected better from herself. He missiles should've put the evil man flat on his back...and they didn't.
She listens to Burne's advice with only half an ear, all the while chastising herself that such a powerful magic user deserves more respect.
She mopes about until the party has time enough to stare at the magical shortsword. Finally her curiosity is aroused enough to pore over the elrich signs and try to discern the secrets contained therein.
Detect magic for enough rounds. Spellcraft, take 10 = 18. +2 For Bataleigha, +2 for Enoby = 22.

DM Jesse Heinig |

Kyrie is still shaken by her poor performance at the trading house. She expected better from herself. He missiles should've put the evil man flat on his back...and they didn't.
She listens to Burne's advice with only half an ear, all the while chastising herself that such a powerful magic user deserves more respect.She mopes about until the party has time enough to stare at the magical shortsword. Finally her curiosity is aroused enough to pore over the elrich signs and try to discern the secrets contained therein.
Detect magic for enough rounds. Spellcraft, take 10 = 18. +2 For Bataleigha, +2 for Enoby = 22.
Going to handle this request first...
The sword carries a faint charm to it; it has been engraved with a simple sign drawing in a small degree of magical power.
Of note, you see that the sword bears some kind of crest on the guard. It is a well-made short blade but the small crest may be the focal point of the magic -- and it seems to be simple and recognizable, the kind of thing that you might "mass produce" (inasmuch as that is possible when making minor magical items).
The sword is a simple short sword +1.

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K(History): 1d20 + 4 ⇒ (12) + 4 = 16
Kyrie points to an odd symbol on the sword. "See here this sigil of a licking flame and pair of eyes? This might be linked to the magic in the sword. Most likely swords like this were handed out to low-level functionaries and many more of it's brothers are likely floating about."

Fezzik Faststrike |

Fezzik watches as Kyrie studies the sword and grins when she identifies it. "Just a dagger to me. Maybe someone else can use it. Me tired. Going to sleep. See in morning to go to moathouse."
where are we sleeping tonight?

Bataleigha Silvercrest |

where are we sleeping tonight?
Well, Bat suggested doubling or tripling up for safety. She's staying at the local inn (the Welcoming Wench?).

DM Jesse Heinig |

The Welcome Wench is the most likely place, unless you want to make separate arrangements to stay in a farmer's barn or at the druid's grove.
Not coincidentally, the Welcome Wench is also likely to have at least one more cult operative lurking around - if you're a secret cult agent in Hommlet, you want to know who's coming and going, and that's where most people will stop for the night.

DM Jesse Heinig |

Currently you're in Hommlet. Nulb is about a day away. Infamous pirate town.

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Ah, okay. Just checking.
"Deko get drink then sleep! Then Deko get up and punch bad guy!" Obviously, Deko was excited for the pending fight coming in the morning.

Enoby Illith'vir |

Enoby finds Bataleigha's proposed sleeping arrangements sensible, and as she only needs four hours of rest offers to stay up late in case any other embedded cult members decide to make a move while the group is sleeping.