Dain’s Kingmaker Campaign: S.I.D. - Supernatural Investigation Division

Game Master dain120475

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Sorassa Longread wrote:

"Stop! Not yet, sir. There will be innocents hurt. Allow us to move people away from the radial burst zone. You must be wait on our command."

Diplomacy with kobold: 1d20+7

To her unit members she calls out, "Help me move everyone away from the Priest."

Sorassa moves around the group instructing any of the uninfected in the vicinity to move away for their own safety and wellbeing, ensuring they are out of the distance of the negative channeling.

Diplomacy with all the others: 1d20+7

The silver kobold turns from his work with a sudden dark scowl and hobbles toward you.

”Be not coming twixt me faith and da god’s priestly, mon. I be doing da charm dat ye be needing me to be doing – and it be working hard on what ye want – but ye not tell me what needs doing when it comes to da charms, eh? We be clear on it? I be da boss-man here on making charms, and be taking orders only from da Old Serpent – who be da old god dat made dem like me – and he be making da snake men, too – and most first he done made dem snake beasts wit da wings and who got old magic for it.”

He stares deep into your eyes, his gaze extremely unnerving for some reason.

”I be da boss-man on da making priest charms – but Old Serpent be boss-man o’ da charms I be making,” he says with a dark whisper.

”But he be got power more dan I do... very big power... And big power on the obeah dat hurt dem dere – and I be busting it from dem hard. Why ye need be feared on what I be doing – or da Ju Ju I be using? It be hard magics – but only on dem I turn the Old Serpent’s eye on, hey?”

You’re not entirely sure on what he means – but you are certainly clear that he is not casting the spell while talking to you – and if you have your men move away you will be fine. Hopefully – even so; he continues to stare hard at you.

”I be smelling strong Fates on ye, I be saying – ye got de smell o’ magics… All ye do… strong magics I smell on ye…” he adds looking at the members of "The Department".

”What be dat ye be got on yer mind, eh? Ye got a ting to be saying to me?” he adds, watching you closely, his voice still carrying the dry whisper as he watches you intently - his eyes are staring clearly and brightly from the aged face.


F Gnome Priest(ess) 3

Sorassa was used to far more direct and cold stares than the one the silver kobold priest was levelling her way. As he lectured, or so she believed that was what he was doing as his manner of speaking was strange, she continued moving the men away from the priest to a safe distance. She then turns back to face the dark scowling kobold, "No one is trying to get between you and your God's power. One simply cannot go about and do as they please without thought to consequence, that is all. We had to move the uninfected and now you and your Old Serpent boss can work your magic. Aye, I have magic as I presume we do all. And, if necessary I can heal if harm is perpetrated, whether meant or otherwise. And you may be in charge of yourself and your powers, but that does not make you the "boss man". We all have someone higher we report to, whether leader or god. Peace Orunla Kalfu and let us get this thing done." Sorassa's peridot gaze is focused on the kobold and she holds her own against him. She is looking after the welfare of the community and she will not be intimidated by the likes of one strange and imperious kobold priest!

Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16

She ushers the SID members (including herself) away from the kobold before he starts channeling.


F Gnome Priest(ess) 3

Sorassa will quietly watch Orunla as he performs his magic and ponders this god of which he speaks, the "Old Serpent".

Knowledge, Religion (re "Old Serpent"): 1d20 + 11 ⇒ (4) + 11 = 15

Dark Archive

Male Human Cleric 1

"Sir, you do have the ability to select targets not to harm with yoru power, correct? Please avoid harming the people wth that power, we believe that the bugs will be harmed even as the you protect the innocent ones," Jerall reminds the Kobold, not yet sure what to make of him.

He assists in herding the catatonic ones so that only those who will be passed over by the Oracle's power will be harmed, killing the bugs, and those who would be hurt are out of his radius. this way he can work his charms without anyone extra getting hurt, and he can work it quite a few times, and it woud only take two uses to safely hit the 7 infected


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Sorassa Longread wrote:

Sorassa will quietly watch Orunla as he performs his magic and ponders this god of which he speaks, the "Old Serpent".

Knowledge, Religion (re "Old Serpent"): 1d20+11

You ponder a moment – and wonder…

Hmmm…

Based on Sylvath’s report of vague nuance and other such things you might guess this person worships Ydersius – but promptly dismiss it.

The silver kobold – Sir Sylvath – already claimed he would not tolerate law-breaking, and claims this being has not formally broken any laws – meaning that the guess that this creature may worship Ydersius must be wrong. After all – in Praxis it is illegal to worship such deities – and Ydersius is clearly an evil deity.

No – your guess is that this person – this “Ornalu Kalfu” worships the idea of a Serpent – perhaps it is a hodge-podge of various snake concepts? If the shaman in the Mwangi expanse was attached to concepts of serpents or snakes – it would make a lot of sense for a silver kobold, or any kobold, who sees himself attached to snake-like creatures – may even be looking for a god that is most akin to his “people” – or vice-versa…

Instead, you think he worships the idea of the serpent – of snake-like concepts – and you believe, if that is the case – then he is likely to be closely aligned to an “idea” rather then a deity. Most likely – the Serpent Domain.

As an aside – you begin to feel that your work with the S.I.D. is much easier somehow when it comes to solving mysteries… Egad! It was if you merely made a quick roll and things just worked out - almost as if there was some basic rule to solving puzzles - and by making the correct from the book roll - you succeed! That's odd - it's almost like that never happens in other boards...


Jerall Mallik wrote:

"Sir, you do have the ability to select targets not to harm with yoru power, correct? Please avoid harming the people wth that power, we believe that the bugs will be harmed even as the you protect the innocent ones," Jerall reminds the Kobold, not yet sure what to make of him.

He assists in herding the catatonic ones so that only those who will be passed over by the Oracle's power will be harmed, killing the bugs, and those who would be hurt are out of his radius. this way he can work his charms without anyone extra getting hurt, and he can work it quite a few times, and it woud only take two uses to safely hit the 7 infected

The silver kobold turns to you, and hobbles over, his cold ancient eyes stare up at you.

”I be got dat power, oui – but why I be wanting to use it, eh, mon? Why do I be caring if dem here be getting da hurt from da Old Serpent – He be da one dat be coming fer der blood – not I, mon. If He be tasting it – if He drink down dark – den him dat be drunk of be hurting all da worse fer it…”

”And fer dem – maybe I be got to make ‘em bleed dark… real dark – blooded hard in ear – hard in mouth – and when dey be bleeding hard blood black – den maybe de be suffer much – or nay.”

”But what it be to ye, mon? Why do ye be caring on dem dat be blooded by da Old One? He be da fadder of us all – His will be done on it, oui? If I do be making da dark ju ju on dem der – why should it be dat dey be not to bleed like da bugs that be eating der mind so good? Why fer should I be showing him da mercy on it? Why ye be caring on if da menfolk ye tooked be hurt when we get ‘em clear o’ da bugs in it?”

His eyes stare up at you intently.

”So – ye be tell me, mon – why be I show yer enemy mercy? Tell me now mon – it would be better den not if ye did – I be wanting to know on why dat be…” he asks.

You are certain that he is now very curious on why you want him to show mercy – and he wants an answer before he acts. While it is true that you could probably find another cleric to do this duty – for now – at this time – you feel it would be wise to answer him honestly – he seems to be seriously interested in why you would be merciful – and you have a hunch your answer will dictate how he judges you. As for what that judgment shall bring – you have no idea of what that entail…

Dark Archive

Male Human Cleric 1

"Because it is the bugs in control. These people may have been forced in receiving the parasites, perhaps because they did not obey our enemies or join willingly. These people may not be our enemy at all, but rather victims, and as such it is our duty to protect them. WHen we know the truth, then we can punish. But for now it is best to realize that these people may actually be totally innocent." Jerall points this out to the kobold, slightly unsettled by the lack of mercy, as most people wouldn't be so cold, based on his experience, or at least are more subtle about it. THis one seems content to be brutal as nature...


Jerall Mallik wrote:
"Because it is the bugs in control. These people may have been forced in receiving the parasites, perhaps because they did not obey our enemies or join willingly. These people may not be our enemy at all, but rather victims, and as such it is our duty to protect them. WHen we know the truth, then we can punish. But for now it is best to realize that these people may actually be totally innocent." Jerall points this out to the kobold, slightly unsettled by the lack of mercy, as most people wouldn't be so cold, based on his experience, or at least are more subtle about it. THis one seems content to be brutal as nature...

”Him be showing da mercy to da little chillin’, and show da mercy to dem dat ye find in da field and flower – but him dat join with da like of dat which put da bug into der mind? I be telling ye – dey be deserving of a little pain, I say. But I don’t be killing ‘em – dat be fer da Great Fadder – the Old Serpent – he be da one da be to do the killing – I just be da vessel his power pours from.”

He pulls from his robes a small rattle and begins to shake it slowly in front of you.

”But I be hearing yer talk o’ mercy – mista bossman – it be a weak and womanish way, says I; unless it be to dem dat be deserving it, and I don’t see it in dem dere – but I be hearing it, and I hear on it ye don’t be wanting dem dat be good to bleed da black blood unfairly. Some justice in it, maybe – but if dem be bad men – will dey burn in da fires hot tonight fer der sins I wonder? Maybe, maybe… we be seeing it soon – fer when da bugs be killed dead in der head – we be seeing what ye do wit dem after – mista bossman…” he adds.

His words may seem deferential – but you detect a fine layer of contempt and a bit of a condescending attitude within him.

What kind of a creature is? You have never met silver kobolds before – except for Sir Sylvath – and they are very different creatures it seems. Yet Sylvath’s report indicated this one was a sort of de facto leader of the party – a priest, shaman, or some sort of chief.

You’re not sure – as you watch the being in front of – you his eyes rolling back into his head – his rattle moving faster – as he treads in a hoping, loping movement in between the “host subjects” and mutters now and again between his breath –

You suspect that he is about to channel the negative energy that will kill the bugs – and may, or may not – hurt the hosts. Only time will tell - I’ll narrate that when I get back from work this afternoon – well done Mallik on your response; he may have actually listened.

But you do suspect at least one thing – before you go, if you meet with your companions, gather notes, and compile a more serious dossier on this individual – it may be very useful to Director Rowan.

Somehow you believe he rewards such innovation… even so – how would you go about that?

Good point – and quite simple. If any of you discover something of note on one of these cases – type it up with a proper “Dossier Style” document – like the ones you saw on the discussion thread. Share it with your comrades – they may have something to add to it. Then – put it on the discussion thread with your “Files”. Try to keep it as organized and formal as possible. This will not only feel more in keeping with “flavor” – but it will also make it a lot easier for all of us to look up the answers to “puzzles” we’ve had in this game if we need a quick answer to a solution later on. And I won’t say this again – because it kind of defeats the purpose – but if any of you happen to go out and show some personal initiative and decide to try getting notes or cracking cases, or taking something on a bit more useful – Director Rowan is the kind of guy (at least on this board) who rewards his people well. In other words – your S.I.D. characters can find nifty new things to help them in their cases – which will – in turn – help YOU in your cases. That was something for you to figure out on your own – even so – now that you know – I look forward to the notes. A good dossier on this “Kalfu” guy would probably be helpful later – after all, think how General Malas’rae would feel if you presented him with facts he didn’t know about regarding a person who would be a citizen in his land? I’m sure the General would like to know as much as he can about this fellow – as well as the Council as a whole. Just make it look like the other Discussion Thread stuff – and now, I must go to work. Good luck here – and with the combat – and remember – The Case of the Spider’s Cave is one that needs proper investigation. You may even want to mention that to Director Rowan when you get back…


F Gnome Priest(ess) 3

I do believe the SID (and other military folk plus Selendria) are a safe distance away at present and waiting upon Orunla Kalfu to do his negative channeling and kill the parasites inside the heads of the hosts. Then they can act accordingly.


...I hate creole/jamaican. I have no idea what this guy is saying lol.


F Gnome Priest(ess) 3

I'm finding the Creole a little hard to understand, too. It's a nice touch stylistically, however. We may need Dain to put in a spoiler the English translation. ;)


Sorassa Longread wrote:
I do believe the SID (and other military folk plus Selendria) are a safe distance away at present and waiting upon Orunla Kalfu to do his negative channeling and kill the parasites inside the heads of the hosts. Then they can act accordingly.

That is exactly correct.

However - I just wondered if anyone was going to post anything via a "dossier" on the discussion thread.

But, in any case...

---

Ornalu moves the remaining men into a lose group and continues to shake the charm that he was carrying about and waving near Mallik.

Looking to the heavens he suddenly raises the charm - and you all see a ripple through the air, not unlike an image bending on a hot day.

The ripple expands outwards from him - and then you see him do it again...

2d6 ⇒ (1, 4) = 5

It seems he wishes to be sure...

Some of the men collapse to the ground - and it seems that they are suddenly free of the thing that possessed them, while others continue to stand with a blank look on their faces.

He does it one more time -

1d6 ⇒ 5

Now all the men are on the ground.

Some are crying out in pain - others are weeping or babbling, one looks nearly catatonic - but all of them are moving and shaking themselves, as if free from a heavy burden.

He turns and walks over to Mallik, who is not sure how "selective" he is with his in his channeling. Even so - the men are now free of what attacked them.

"Heh, heh, heh - well den, bossman - dey be freed o' da bugs dat be feasting true on der brain, oui? Dat be well and good - now ye be to do what ye need... and my job fer ye be done and good," he adds with a chuckle, then hobbles back to the entrance to the barracks.

It seems he feels he is done with this place and is leaving.

Naturally - you are free to take actions.

What do you do?


Male Goblin Inquisitor 3

Euwag tries to keep his cool while the kobold with the strange accent "does his ting". The tension rises. He begins chewing on his lip. He paces back and forth. When the juju is finally enacted, he makes a little jump in the air, clapping his hands together violently. He runs around in a tight circle, hooting and hollering as if it was his birthday, and he was a little princess and he just got a pony that was also a unicorn for a present, and the unicorn had the power to make unlimited amounts of red-vines. After a few moments, he collapses in a heap, suddenly tired from all the excitement, and as he stares up at the sky, a single tear falls from his eye and he grins.

Then, slowly getting up, he dusts himself off and looks at the others.

Aheh...uh. Dids it works?


F Gnome Priest(ess) 3

Sorassa moves over to the men on the ground and standing, concerned they were harmed or hurt in the process of killing the parasites.

Over a period of time, the gnome priestess examines and performs a heal check on each of the (7?) men:

heal check: 1d20 + 7 ⇒ (3) + 7 = 10
heal check: 1d20 + 7 ⇒ (9) + 7 = 16
heal check: 1d20 + 7 ⇒ (3) + 7 = 10
heal check: 1d20 + 7 ⇒ (17) + 7 = 24
heal check: 1d20 + 7 ⇒ (5) + 7 = 12
heal check: 1d20 + 7 ⇒ (18) + 7 = 25
heal check: 1d20 + 7 ⇒ (6) + 7 = 13

Sorassa is seeking to determine if the negative energy killed the parasites and which of the men simply require bed rest and which are in need of further (positive) healing (because of the effects of the negative energy and the disease that could have been spread into the host's system by the imbedded parasite).

If necessary and advisable she will channel positive energy to heal the men.

Dark Archive

Male Human Cleric 1

I'd be interested in doing a write-up, just had no time for it this weekend

"Thank you for killing off the parasites, sir," Jerall says with a reverant bow to the Kobold. He quizzically observes those on the ground, giving the healers a wide bearth, not being much of a Healer himself. "Are they alright, Agent Longread?"

Dark Archive

Male Human Cleric 1

Not making a time-jump here, but the dosier needs proffing and more data before being submitted, so i figured i'd get the ball rolling on that
after a brief bit of discussion that evening, Jerall will present the team with a draft of this report on Orunla Kalfu

Orunla Dosier:

Orunla Kalfu: Oracle - of the Silver Kobolds
Ranking: Leader (purportedly secondin command)

Notes: A bit of a witch-doctor, this "Juju-man" Orunla is a somewhat morally ambiguous character. He is somewhat morally ambiguous, and leaves Sir Sylvath rather uncomfortable, but the knight seems to tolerate Ornula. He used his abilities to channel negative energy to kill the bug-creatures latched to the brains of those controlled by the Osirons. There were no casualties due to his actions, and he followed our directives, but he would not have had any qualms about hurting the infected in the process, as he felt that they followed our enemies, thus deserved punishment as though mercy were a rather foreign concept to him...

See Sylvath's notes for full description of his history
Orunla was hatched in the Mwangi Expance and raised by a shaman there, at which point he traveled, meeting Grymm and the silvers, taking a position of prominence among the silver kobold, likely due to his prophetic abilities and mystical powers.

Faith: Claims to worship "The Great Serpent". Agent Longread concludes that he venerates the idea of serpent-kind as opposed to the evil serpent deity "Ydersius", as he is lacking the evil aura of a priest of an evil god. This sort of shamanistic belief-system is consistant with reports on Mwangi. He also worships the spirit voodoo god Damballah Wedo from whom he derives his powers.

He appears to wield power over the dead, but does not create evil abominations like most undead. It is suspected that he uses a ritual more akin to possession to animate bodies. The creations are not in face Evil per se, but are certainly not good. Further study may be merited.

"I would like to speak with that Grymm fellow Sylvath mentioned to get more information on this Orunla, perhaps even write up a file on him as well. But in the mean time, does anyone have anything to add to the file?"


Sorassa Longread wrote:

Sorassa moves over to the men on the ground and standing, concerned they were harmed or hurt in the process of killing the parasites.

Over a period of time, the gnome priestess examines and performs a heal check on each of the (7?) men:

heal check: 1d20+7
heal check: 1d20+7
heal check: 1d20+7
heal check: 1d20+7
heal check: 1d20+7
heal check: 1d20+7
heal check: 1d20+7

Sorassa is seeking to determine if the negative energy killed the parasites and which of the men simply require bed rest and which are in need of further (positive) healing (because of the effects of the negative energy and the disease that could have been spread into the host's system by the imbedded parasite).

If necessary and advisable she will channel positive energy to heal the men.

The man are all in various stages of hurt - you believe that Ornalu was able to channel the negative energy - but such abilities are limited as to who he can "Select". In other words - his maximum amount of allies for "selective channeling" are - at best - 5.

Some of the men suffered, then.

You think he rotated which men were effected - so they all suffered the least amount of damage - at least - your healing check reveals this.

There seems to be no sign of sickness evident - though you can see some nasty scar tissue within and around the ear canal.

Also - you believe that they are weak and confused - but available for questioning.

This silver kobold - true to his word - is hobbling away in a leisurely manner as his business has been concluded.


Jerall Mallik wrote:

I'd be interested in doing a write-up, just had no time for it this weekend

"Thank you for killing off the parasites, sir," Jerall says with a reverant bow to the Kobold. He quizzically observes those on the ground, giving the healers a wide bearth, not being much of a Healer himself. "Are they alright, Agent Longread?"

"Heh, heh, heh... they be fine against da bugs, mon - but how fine de be when ye know der true ways? Dat be fer da boss o' all dem here to be deciding on, says I," he adds, chuckling somewhat as he travels to the gate, waving at you without backward's glance.


Jerall Mallik wrote:

Not making a time-jump here, but the dosier needs proffing and more data before being submitted, so i figured i'd get the ball rolling on that

after a brief bit of discussion that evening, Jerall will present the team with a draft of this report on Orunla Kalfu
** spoiler omitted **...

Excellent report - sir! If you wouldn't mind copying it to the Discussion Thread for your permanent files - that would be awesome! Also - feel free to amend it or add on to it later, as needed. Thank!

Dark Archive

Male Human Cleric 1

got to do some more investigation...


F Gnome Priest(ess) 3
Jerall Mallik wrote:

I'd be interested in doing a write-up, just had no time for it this weekend

"Thank you for killing off the parasites, sir," Jerall says with a reverant bow to the Kobold. He quizzically observes those on the ground, giving the healers a wide bearth, not being much of a Healer himself. "Are they alright, Agent Longread?"

Looking up at the male agent, she taps her finger against her full lip and answers his question,

"Orunla Kalfu, although gifted in his particular magic, is limited to the number of recipients he can shield from the consequences of his negative channeling. He did his best to rotate the effect among all the hosts so each suffered the least amount of damage. As far as I can determine there seems to be no evidence of residual sickness in any of the hosts, however as you can see, she points to the ear, there is prominent scar tissue within and around the ear canal but this is not lethal or debilitating. They are weak and confused, however they will live and I believe can be questioned by the unit."

Dark Archive

Male Human Cleric 1

Excellent! Jerall says, brightening up.

He begins assisting the people into a sitting position, and asks, "Do you need anything, something to drink, food, anything like that?" he asks them. "I am sorry for the inconvenience, but we need you all to stay here, so we can observe you and make sure you really are all alright, and would like to ask you a few questions when you are feeling up to it. It won't take long, we just need to ensure all is well, and be thorough, lest some hidden danger be missed."

When the people are feeling well enough to talk Jerall wants team members to take them to another room to privately question each survivor to determine what they remember about the Osirons, their time under the influence of the bugs as well as the events leading us to then. He hopes to speak to them privately and determine if any were conspirators and willingly helped the Osirons, or if the bugs were forced on them all and they are victims.

"Perhaps the three of us should speak to them, and get as much information as we can about the events preceding this, find any suspicious ones," he asks the ladies, "Agent Bloorat, would you be able to keep an eye one these folks watch for anything suspicious. I believe that these individuals are happless victims, but if any of them are not, we need to know. Orunla was right about them working with the Osiron, some may be guilty of conspiring with them."


The men seem to be coming out of a daze.

You believe that few of them of them are from the southlands – most of them look like northmen that have likely been “indoctrinated” into the cult. The half-elf is certainly a northern type – and four of the humans are fair-skinned. Only two of them have skin that looks southern.

You notice loitering about are a few of Sylvath’s guards for your protection – but they are not doing anything overt or out of the ordinary at this time; merely allowing you the chance to do what you feel is best – whatever that is.

The choice is now yours.


F Gnome Priest(ess) 3

Discreetly to Agent Mallik she instructs, "It would be better if we questioned the two southerners separately to the others. And wise to have guards present when we do so unless you are adept at fighting?" Her peridot gaze fixes on Jerall.

Dark Archive

Male Human Cleric 1

"Well, i can put a man on his arse without too much trouble, but i think having guards around sounds like a good idea. I say we question all of them individually, ask the same questions to each about what's happened to them. Compare notes after"


Male Goblin Inquisitor 3

Euwag returns to the group from his revels,
Is good. We got enough rooms to holds em, do we? I thinks i can helps with asking questions and getting thems to talks about things.he says nodding several times.


It should be noted -

The barracks are formally a large area - roughly 120 feet square.

There is a rough wall of wooden poles that surround it (like an old-time colonial fort) which is about 12 feet in height.

Inside the wall itself you see that there are long, low buildings that flank the walls - living quarters, a "Cafeteria" - a "brig/holding facility" - a small locked chamber for weapons and armor, a small area for offices - some rooms for officers to rest in - an infirmary - and latrine.

All of these facilities are built flush against the walls and they range all around the main area of the fort. The wide open courtyard inside the buildings is an area for soldiers to muster, formations to practice in - and so on.

The barracks has (not counting officer quarters) bunks for 100 men - and locker space for 300. This allows three 8 hour shift rotations for 100 men, if filled to capacity for dangerous activity. The gate to this place is 20 feet wide, and has a long flat beam across the top. The two "gates" swing inward - and can be held with a crossbar - they are currently open.

There is currently only 120 men in the barracks - rotating on the same three 8 hour watch rotation. This allows 3/5 of the men the chance to work their fields and stay at home - unless needed - giving the barracks and troops the ability to function like the "national guard".

There are currently 40 men on watch detail for the city. There are 20 men in the barracks (as you have prisoners) - 40 men sleeping - 20 more on patrol in the city - and 40 more on "downtime" via eating, polishing armor, studying tactics - and so on.

The "holding cell" is four rooms with a hallway down the center - two rooms on each side - like large cages. Each "cage/cell" is 10x10 feet, with a five foot passage between them.

Currently you have the prisoners in the main courtyard - with a few men with spears on the ground watching, and a bowman or two on the roofs (the buildings are 8 feet in height, so a bowman has a partial cover of the walls around him of about 3.5 feet) of the buildings watching.

The men are still standing in the courtyard.

If you go with Longread's plan to question the southerns apart from the others, aided by Mallik's suggestion to question them each privately, then compare notes - the best solution would be to put the men in the brig with a guard to prevent them from talking - and have each prisoner be "questioned" in the infirmary.

If Mallik's plan is to make sure the enemy doesn't compare notes, though - you will likely want to station a guard on the brig - just to make sure they're quiet. This can be arranged - if that is your plan.

If, however, you want to question them somewhere else - you are free to do that, too.

Just let me know your plans.

Question for Euwag - are you planning on using torture - while I will not prevent it - there are some who may frown on it in your party - just letting you know... Also - no matter what you do will set the stage for how the community judges your entire organization as a whole after this. So keep that in mind as you proceed...


To do this quickly - we can do one of two things -

You can choose to interview each person individually - or as a team.

To do so, if you toss up a Diplomacy roll to "gather information" you can do so.

This roll is for each person you interview. You already have some modifiers in place you don't know about - via what you've done so far - and that you don't know what they are.

So - you can have a series of questions in place that you want answered by these guys. You have a set DC in place - for every +5 you beat the DC by, via your Diplomacy roll - you get an additional question answered.

If you work alone - you can ask more questions, but if you work in groups - you can get "aid bonuses" for your questions.

So - the thing is - each of you tell me what you want to do - either a team, or by yourself.

Then list the questions you want to ask each guy.

Then make your Diplomacy roll - and you'll find out how many answers you get.

Meanwhile - while your comrades interview people, you can use the same time to chat it up with the guards and locals.

To do this successfully - tell me in what way you'd like to have the guards/citizens who observe you lean - should they fear you, love you, respect you, some combination - or something else altogether.

You are not only trying to get information - you are trying to get the town to see your prowess as a team - and know your quality when they see the badge.

So remember - for your questions; tell me if you work alone, or together - and if together - with who.

Then - give me a list of questions.

Then toss up your Diplomacy Roll against the DC (hidden modifiers already in place).

Then roll the dice and see how many things you get answered - include modifiers for "aiding" comrades.

Actually - I should add that you are free to make a Diplomacy or Intimidate check in this case.

Meanwhile - if you decide to "hob-nob" during the investigation - you are free to. Just tell me how you would like the town to perceive your team - and roll the appropriate roll (diplomacy or intimidate) to see how well you're received. But I do need to know what mood you're trying to convey in that last case.


One other thing to Mallik in general, and you all, as well.

If you want the dossier posted - or any addendum's to it - please post it formally on the "Discussion thread" for full credit. Otherwise - I won't be able to add any notes.

Also - any cool tweaks you do to notes and so on, if you do any - will grant you bonuses to your S.I.D. characters for later.


Genevive will question the men alone attempting to get as much out of them as possible. Did we see the leaders body by the way while we were doing the autopsies? If so it may effect what I do.


This post is if we did NOT see the leaders body:

(add 1 to all these rolls if the subject is male)

Question 1: Who are the other cultists in town?

Diplomacy 1d20 + 10 ⇒ (14) + 10 = 24

Question 2: How did they come to be involved with the cult? (I am looking for names of contacts and recruiting techniques of the cultists)

Diplomacy 1d20 + 10 ⇒ (1) + 10 = 11

Question 3: What were their plans for Saravale? (i.e. conquest? sabotage? etc.)

Diplomacy 1d20 + 10 ⇒ (12) + 10 = 22

Question 4: Does the cult have any way of communicating among themselves without attracting notice? (coded messages, signals, magic, etc.)

Diplomacy 1d20 + 10 ⇒ (15) + 10 = 25


Nevermind about my other plan, I was going to take on the leaders form and attempt to coerce the information that way but I forgot we got rid of the worms already lol so it would probably backfire if I tried that. :-)


Genevive Lorien wrote:

Genevive will question the men alone attempting to get as much out of them as possible. Did we see the leaders body by the way while we were doing the autopsies? If so it may effect what I do.

No - the autopsies were done specifically on the men that were believed to have the bugs on the brain.


Genevive Lorien wrote:

This post is if we did NOT see the leaders body:

(add 1 to all these rolls if the subject is male)

Question 1: Who are the other cultists in town?

Diplomacy 1d20+10

Question 2: How did they come to be involved with the cult? (I am looking for names of contacts and recruiting techniques of the cultists)

Diplomacy 1d20+10

Question 3: What were their plans for Saravale? (i.e. conquest? sabotage? etc.)

Diplomacy 1d20+10

Question 4: Does the cult have any way of communicating among themselves without attracting notice? (coded messages, signals, magic, etc.)

Diplomacy 1d20+10

Sorry - I should have been more clear here.

Basically the plan was to hurry the process - just have a series of questions in order. Then only one diplomacy roll is made - for every +5 you beat the DC - you are given the answer to another question - if the men know it. So if your DC was 15 - for example - you would have nailed it, and with a 20 got another question answered - and with a 25 the third.

This assumes the unknown DC was 15, though.

It won't be too hard - you already have lots of bonuses in place for your good work so far.

For now - I am going to let you keep the first roll - a 24 - and they are all male - giving you the +1 for a total of 25. You may do better with Aid - or you may not, depending on the DC.

Based on this data - would you have re-organized your questions? That is - are they put in order of most important to least? If not - you can reorganize them if you'd like.

Also - your partners can help you - if you like, or they can ask their own questions, too. It's all up to you guys.


F Gnome Priest(ess) 3

Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25

Sorassa listens (just to the side having noted Genevive's particular preference to work alone at this point) as Genevive questions the men now secured in the cages of the barracks. Sorassa would not have undertaken the interviews in such a manner yet she gave Agent Lorien a chance to do her thing and see if it bore results.

She moves closer to Agent Lorien and the men and she gazes directly at them, hoping to aid her colleague from the sidelines, so to speak.

"How widespread is the cult's influence/power in town? And what is the purpose of the cult -- what do they want with the capital or from the greater Republic? The one that was leader here, al-Kazeem, who does he report to? -- The name/s of the people would be useful."

If these men were simple lackeys, they would not have been privy to confidential information and Sorassa wondered at how successful the Division would be in garnering reliable and important information from them. Still, one of them might slip up and say something of note. Genevive did possess particular charms, she had to admit.


Sorassa Longread wrote:

Diplomacy: 1d20+7

Sorassa listens (just to the side having noted Genevive's particular preference to work alone at this point) as Genevive questions the men now secured in the cages of the barracks. Sorassa would not have undertaken the interviews in such a manner yet she gave Agent Lorien a chance to do her thing and see if it bore results.

She moves closer to Agent Lorien and the men and she gazes directly at them, hoping to aid her colleague from the sidelines, so to speak.

"How widespread is the cult's influence/power in town? And what is the purpose of the cult -- what do they want with the capital or from the greater Republic? The one that was leader here, al-Kazeem, who does he report to? -- The name/s of the people would be useful."

If these men were simple lackeys, they would not have been privy to confidential information and Sorassa wondered at how successful the Division would be in garnering reliable and important information from them. Still, one of them might slip up and say something of note. Genevive did possess particular charms, she had to admit.

Well done! They are eager to answer you, your questions and attitude are neither intrusive – nor are they intimidating. You have a very diplomatic air about you – and so they are eager to help. Sadly – they may not be able to have all the answers for you – but then again – you may have your comrades aid you in these questions.

Brief summary of answers:

How Widespread is the Cult –

The general attitude is that there is a division of about three layers of the cult. The most prevalent layer being the most mundane. These are the people who are engaged with the notions of exploring new religious philosophy and unconventional concepts with spirituality and the gods as well as “getting in touch with the inner psyche by using mind-altering alchemical solutions and aids”. These people will chat about the notions and discuss ideas, and there are about – perhaps – 200 of them in town. They are mostly harmless – perhaps occasionally debating new ideas over hot tea in a bar – but mainly - just considering a new look on religion and spirituality.

Some of them engage in “mind-altering effects” by using types of narcotics – but this is not uncommon with religious people who often engage in things like smoking types of opiates, sweat lodges, fasting – and other methods of using direct force to effect the body in a unique way that brings a sort of transcendental state. In a world in which alchemy, potions, elixirs and rituals have direct impact – this is neither as alarming or disturbing as it would be in a “real world” setting. It merely suggests people have given new religious ideas to think about – and not all of them are actually that unlikely – just different and more in keeping with the southern traditions (recognizing, honoring, and sometimes “respecting”/worshiping forces beyond the power of gods – that’s the core of the idea).

Mid-level

These are the more powerful initiates. When a person demonstrates a quality that the upper eschelon likes – they generally fall into two categories.

1. The thug/money-hungry.

These types are easily swayed into joining up – not because they give much of a damn about religion/philosophy – but because they recognize it’s a great way to scam people out of money – and if the scams don’t work, you can push drugs on them with “religion” being the “gateway drug” – and if they don’t pay tithes you can use muscle on them. Effectively – they are mere thugs that join for easy ways to make cash, not any other reason. When such men are recognized – they’re initiated as part of a secret group – when they’re made to feel unique and important – like people who get the magicians tricks at a party. Indeed - these are the types who really know what’s really going on; they're just playing the part – but do it just for the potential reward. They make useful bodyguards, debt collectors, and other “muscle work”.

2. Zealot/Fanatic

These people are far more dangerous. They sincerely believe in the religious notions – to the point that they see it their personal duty to wage a holy war against the faith of the land engage in potential terrorist acts – using magic, steel or any means necessary to destroy enemies of their faith and the “false gods” people have been duped into believing. Generally these initiates learn about magic and other priestly powers unique to their faith.

Of these two sub-groups all of have left town with the caravan – except for some of the “money hungry” – but you encountered them, and one “zealot” in the compound. The zealot committed suicide – the “thugs” are either dead, or in your custody. They are effectively bandits – and admit it – hoping their information will lead to some clemency from your courts.

3. The main bosses.

Of them there was only one known – and his bodyguard. He was – in fact – this very same al-Khazeem. His purpose wasn’t formally known – only to some of the zealots. He rarely did any work with the “thugs” personally. In fact – almost all work was done with various layers of “insulation”. It was never heard of when a boss would tell his people directly something – it would be a boss telling an underling, who then told the next person – and so on – so there would be almost no witnesses. And to break the chain of potential witnesses, a boss needed to only eliminate the man directly under him – and no once could trace the information back up through the chain.

So while everyone knew who was in charge – no one ever saw him do anything directly or overtly to encourage much criminal activity – it was all through his underlings. Rumor had it his second-in-command gave orders on his behalf – but that was rarely seen, too.

In either case – both the boss, the second in command – the zealots and a host of thugs all died on the caravan south.

Purpose –

Hard to say, really. Again – the layers of insulation deliberately in place were for a purpose. The thugs worked for money – most of the time they did things of their own free will; most of the time. Every now and then you’d meet someone who felt a bit “off” in their decision – as if prompted to act a little different then they would normally act. The men now believe that these motivations came from the bugs – and none of them remember having them implanted – it was if that part of their memory had been erased. It could be through magic – or mental trauma, you’re not sure.

What is clear is that they asked little in the way of questions. When a person comes in and tells you that you’re going to make a lot of money if you’re prepared to scam a lot of naïve fools looking for answers out of money – and all you have to do to earn this money is take it from – essentially – willing idiots that are ready to hand over their hard-earned coin simply because they are foolish – and you can earn a lot of money doing this, with almost no risk… well; if you’re a bandit – generally you don’t ask for more information then that. Also – who needs more information? That seems like a good plan – and while they had suspicions (see above) – there are no conclusive answers at this time – except that they believe the people here are interested in making money.

This may not be correct – but as far as these “thugs” go – that is the best information they have.

Superiors –

Again – an impossibility to answer. As they would see it, the boss of organization would have one individual under him that had his complete trust.

The boss would give that man an order.

That man would then meet privately with his own underling and pass on the order – never saying who it was from; be it the boss above him, or someone even higher.

Then THAT person would either do the job – or engage another person – always with hints, but no names were used. This is consistent with many criminal organizations – or secret societies.

Again – if the boss of this town was afraid that you were catching up on him – all he would have to do is eliminate his second-in-command. If you managed to trace a crime all the way up the ladder – and the second-in-command was gone: then the “third-in-command” would say “I got my orders from Mister X” – and when you couldn’t find Mister X and just skipped over to who you suspect is the main boss “we know it was you” he could say “really? Says who – didn’t you ACTUALLY hear that it wasn’t me – but Mister X?” – and that would be the case. As for Mister X – well, he would no longer be around to say one way or the other; either he would leave town, or be “taken care of”.

For now – the boss they worked with most directly was – in fact – the man committed suicide. They could provide you with information on him – as a follow-up – but that could take a bit of time. What is clear is that their main boss was believed to be al-khazeem – but there is no formal proof. None of these guys actually saw him do anything illegal – only the guy above them who killed himself.

Personally – this suicide guy sounds like a “Zealot type” – though he may have had orders to suicide with one of the bugs, you are not sure. What is clear is that whoever he got his orders from – he took that answer to the grave. But what is also clear is that – according to these guys – other then a few people who will talk about the nuances of a different religious teaching for probably a month or so before it becomes boring or out of style – the town is pretty much safe.

The most aggressive spellcasters, zealots and the remainder of the thugs/goon squad went south with the caravan of goodies to continue their plans and purposes to whatever ends they had.

Then the entire group was massacred.

Agent Longread - your determination to ask the men these questions individually takes longer – but it gives you more confidence in the answers. In the end – you believe these men are telling you the truth, and you even think they are not only giving you details because they are somewhat grateful for you freeing them from the bugs – but afraid that you’ll have them killed outright for their crimes – and hope that honesty will give them some pity from the court. Of course – that is a matter for the courts to decide. More on that can be determined later.


Genevive Lorien wrote:

This post is if we did NOT see the leaders body:

(add 1 to all these rolls if the subject is male)

Question 1: Who are the other cultists in town?

Diplomacy 1d20+10

Question 2: How did they come to be involved with the cult? (I am looking for names of contacts and recruiting techniques of the cultists)

Diplomacy 1d20+10

Question 3: What were their plans for Saravale? (i.e. conquest? sabotage? etc.)

Diplomacy 1d20+10

Question 4: Does the cult have any way of communicating among themselves without attracting notice? (coded messages, signals, magic, etc.)

Diplomacy 1d20+10

Agent Lorien

Just wanted to know before I toss out answers - is this the order of questions you want answered? Or did you want to answer these questions in a different order.

As soon as I know more on this - I'll tell you what you discover.

Dark Archive

Male Human Cleric 1

Assuming that the others have things in hand for their lines of questioning, Jerall pursues a different tact...

Dip: 1d20 + 8 ⇒ (8) + 8 = 16
Are there any safe-houses you are aware of with pertinent goods or items that the cult may not have wanted found?

Dip: 1d20 + 8 ⇒ (12) + 8 = 20
Are there others in the cultist's network, such as businesses, traiders, toughs, that may still be around?

Dip: 1d20 + 8 ⇒ (7) + 8 = 15
Were there any enemies that you were aware of, those that may have been working against the cultists in any way?

(the council had information about a Mr. Wu that seemed to be a detractor... we may need to investigate him and make up a dossier?)


Okay - as said before - you guys get 1 Diplomacy check for each set of questions each of you want to toss up. For every 5 you beat the DC by - you may get another question answered.

You rolled a total of 16.

That means that you got your primary question answered.

They are completely aware of one other "safe house" - they mention it to you - it is cave to the west at the end of a canyon - two of them have been here before - they keep supplies and other gear here and often make business deals there.

There is also a meeting place near an old fishing village several days south. They believe that their former masters will head for the fishing village and sail to an island - though the location of the island is not something they know about specifically - they certainly know that the island is another meeting place.

While it is true that the council has lots of information about lots of things - what is clear is that the only member of the council you've met is Director Rowan who has informed you that the council is generally so busy they hardly have time for these cases.

Your primary concern is to wrap this case up as soon as possible and get the information back to Director Rowan - which needs to happen soon - as you have less then two days left - nearly 1.5 days, in fact!

Dark Archive

Male Human Cleric 1

any way to re-try, or get the others to ask, or that it?


F Gnome Priest(ess) 3

Sorassa takes extensive notes and writes down thoughts of her own to consider later and discuss with the other agents and even Councilman Rowan.


F Gnome Priest(ess) 3

Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18

Sorassa desires to learn more about the immediate zealot leader who committed suicide instead of allowing himself to be arrested and taken in for questioning.

After some time has passed and she had talked to all of the prisoners, she approaches one of the more talkative of the men and asks him,

"The man you worked for killed himself before the Council could arrest him. Could you please tell me more about him, such as where he was from and what he was in charge of?"


I guess they should stay in the same order because it would be kind of cheesy to change the order now.


Genevive Lorien wrote:
I guess they should stay in the same order because it would be kind of cheesy to change the order now.

Answers to Agent Lorien

Answers:

1. Who are the other cultists in town?

Currently they know other cultists in town. The only formal members of the cult that they were aware of left to head south. A cursory guard was left to monitor the property under the auspices of a Zealot. The Zealot’s position (the zealot was known “Smyth”). This Smyth fellow was to keep tabs on the compound there, defer any questions and make sure that the citizens in town believed it was all “business as usual” and that the people they listened to were only going on a brief sojourn to the southlands, and be back any day.

These men are thugs “leg-breakers” and “strong-arm artists” – their job is to collect funds and lean on people that don’t pay up “tithes” and the high rates of coin for services performed by the zealots and the “high priest” – this “Khazeem” fellow.

But as far as you know through them – there no men left in town.

They do recommend you check out the cave in the canyon to the west, however. There may be a few lads hiding out there, but they are not sure. Also – they are not sure what happened to the cultist headed south. They may have split up, or gone other directions – none of them are too sure.

2. How did they come to be involved in the cult?

A complex question, as there are two different types of recruitment.

The first type is for more religious types, the second is for more thuggish types. In each case – the following is how things would start –

The large group of people that formed the slum-part of the southern part of “tent town” were new and novel. Even the most innocent southerner was a curiosity to northern types. They possessed clothing that was unique, unique spices, new games, new tools, new sports, new customs.

These people set up businesses and shops. In the best of circumstances citizens would come to see these “newcomers” to the town; to explore the unusual foods, the unusual music and entertainment, and so on.

While there - casual friendships would be started with shop-keepers and merchants – all of it seeming completely innocent, and in many cases – it was probably innocent. But not always.

Sometimes the vendor would engage their clients over drinks about their thoughts on religion, politics, and so on – the usual conversations that were mentioned with honest shop-keepers and clients. However – the cultists would engage in a more selective studying of the cliental. If they observed a “mark” – they would act on it. They would try to seduce the client with talk of new ideas of religion – or new ways to make money – or find happiness with a new outlet of narcotics and so on. They would encourage the depressed or angry or unhappy that all was bad fortune, but they could provide a light at the end of the tunnel – if only the citizen was willing to follow.

Perhaps that light was a new religious idea, or a new “healing medicine” in the form of a narcotic. The thugs would be recruited other ways – offering them things that caused addiction or a sense of pleasure – then raising the price to it, and telling them they could get it for free if they were willing to work.

Most of the "marks" wanted to go along with the easy answers, and those that didn’t were likely convinced with the bugs.

There is still group of general citizens who have heard these ideas and merely shrug - saying that's all well and good - but to them politics and philosophy is merely a food for the brain when they have tea or play darts - just something new to debate. They debate the issues over a cold one, but don't do much other then that.

The ones that did otherwise have left town, or are in your custody.

Or they are dead.

3. Plans for Saravale?

Difficult to say – they were never concerned with planning missions, only the operational end of things. If the boss “do this” – they did it, and got well paid for it.

They were not sure – there seemed two possibilities here – the first is to create a permanent place in the town to run an organized crime-syndicate – using the capital to get a foot in the door to begin a sheet of pay-offs with military, government, and political figures – and create activities that – by virtue of their illegal action – would be worth a great deal of money.

Money-lending with rates of interest well over 100% for example; gambling on activities that were already prevented; a black market in which goods could only be purchased at enormous rates. The usual elements of a successful capitalist: create a maintain a high demand for a product, monopolize the means of production and sale of the product, and increase the maximum income for the minimum expense.

The second option was potentially more insidious – some sort of religious option to control the masses with faith/religion and use them to a dark and spiritual end.

This concept is generally “pooh-poohed” by these thugs, who suggest that such concepts are foolish.

Whoever heard of a person actually deciding for an esoteric concept as “evil” or “world domination”. That was just nuts! After all – what is the point of controlling the world if you don’t enjoy the pleasures? And if you can enjoy all the pleasures without having to go through the trouble of conquering the world, why go through all the trouble?

No – they seem to think that the religious prattle was a more subtle means of control and power: cheaper, easier, more productive – and, in the end – more potent.

After all – a zealot will kill himself outright for his god/faith – a businessman will not. If you have an army of zealots to fight for you, you can order them to the most hideous of things. If you have a bunch of businessmen – well; you have to pay them to do horrible things, and even then – the money may not be enough to achieve your ends.

Whether it is true or not – these fellows seem to think that the religious types were picked up just to facilitate an easier method of control.


APB - AGENTS

You could ask them more questions – but that will take time.

Traditionally a Diplomacy roll to “Gather Information” typically takes 1d4 hours to achieve what you have done. I have given you all multiple answers to questions via the roll – but have allowed you to do this by using only 1 hour, and have assumed the answers all were got at the same time for each of you.

In other words – in addition to your Diplomacy check you should have each rolled 1d4 to see how long it took you to get that information.

Even so – you each seem to have more questions at this time, except our trusty goblin – who is no doubt demonstrating exactly what kind of an organization the S.I.D. is to the guards who are watching you work so they can disseminate it to the public.

You are all allowed to make another roll via Diplomacy and get the answer. In this case, I will need a 1d4 from each of you to see the results.

If you are willing to do that – you are all free to ask more questions – but in this case it is 1 question a roll.

Basically we’re just trying to figure out how long it takes the group to solve the case – and time is your budget.

You’ve expended (roughly) 4 hours of a 48 hour case (but this includes travel time from Director Rowan's).

If you guys want to keep working – no worries. I just need to see the following:

1. Tell me a question you want answered.
2. Roll a diplomacy check to see how effective you are in gathering the information.
3. Roll a 1d4 to see how long it takes you in hours to do this.

Not all of you will take many hours to do this - some of you getting it done early. However - for those of you who finish it early – although I’ve said it about 4 times – you haven’t used your time to get the other guards to see how to judge this organization. If you want it to be judged in particular way – I recommend doing it.

And, again, even though I mentioned it already – if anyone has more notes via a dossier – if it is not on the Discussion Thread – it didn’t happen.

Dark Archive

Male Human Cleric 1

Privately, Jerall speaks with the team in low tones. "Well, we've established that there are cultists camps in the south, as well as to the west. We were brought on because the southern caravan was taken out, and the southern encampment was sacked. To the West was a camp as well."

"As for what to do about this, We could split up, ask the lieutenants here about any military excursions and get information about that. maybe men, and take a trip to the west. We should also try to talk with the folks here, and see of the cultists have any enemies and try to see what sort of information we can get from them as well."

"I would be willing to speak to the cultists here, or go to the military folks"


Jerall Mallik wrote:

Privately, Jerall speaks with the team in low tones. "Well, we've established that there are cultists camps in the south, as well as to the west. We were brought on because the southern caravan was taken out, and the southern encampment was sacked. To the West was a camp as well."

"As for what to do about this, We could split up, ask the lieutenants here about any military excursions and get information about that. maybe men, and take a trip to the west. We should also try to talk with the folks here, and see of the cultists have any enemies and try to see what sort of information we can get from them as well."

"I would be willing to speak to the cultists here, or go to the military folks"

Excellent, Agent Mallik - let me make the following recommendation:

Be proactive as possible, and don't wait for the others to act.

Pick the group you want to speak to, military or cultists, or another group altogether - ask them the question you want - follow the instructions I gave on the post right above the post you just made about how to get information - and you'll get your answer (if you make the check) - it will only be a matter of how long.

Your efforts have been noted by Director Rowan, however. Even though your Dossier has not been formally posted on the Discussion Thread, as requested, you at least wrote one.

Proactive actions will be remembered - meanwhile - don't worry about waiting for the group - take your action.

In case you did not know - speed is a factor on this case.

And of course, good luck!


F Gnome Priest(ess) 3

Sorassa poses this question to one of the lieutenants, "Good day to you, sir. Do you possess knowledge regarding any associations, guilds or organisations in the capital which stood directly against the southern cultists? Who were most vocal opposition, in a lawful manner of course, and what have they attempted in order to stop the infiltration of this cult?"

Diplomacy check: 1d20 + 7 ⇒ (10) + 7 = 17
Time to gather info: 1d4 ⇒ 1


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Sorassa Longread wrote:

Sorassa poses this question to one of the lieutenants, "Good day to you, sir. Do you possess knowledge regarding any associations, guilds or organisations in the capital which stood directly against the southern cultists? Who were most vocal opposition, in a lawful manner of course, and what have they attempted in order to stop the infiltration of this cult?"

Diplomacy check: 1d20+7
Time to gather info: 1d4

The guard shrugs and said with some pleasure.

”Sure – the most directly opposed to the cult are the ones that served under Sir Sylvath. With no formal direction from the Council – with the exception of keeping a watch on these folk and make sure they don’t break the law – it was Sir Sylvath who used this scrap of advice to exert every legal loophole to prevent them from growing in any direction. He would refuse business licenses for them, not forever – but had things held up over a minor issue like not signing the name in the right way – just to prevent them from expanding for another day or so – a general denial of loans, unless the right paper-work as processed, and so on.”

”I mean – Sir Sylvath didn’t prevent them from getting anything if they were entitled to it. but he never let one thing slide with them – if he could help it – whereas, I’ve seen him relax a lot on teeny policy matters with issues other folks did, but with these folks - one mistake meant "too bad" and they'd have to start over. But what else could he do? He couldn’t outright arrest them on “suspicion”, that goes against everything this country is trying to stand for – and he had no formal crime witnessed – so he kept his mouth shut, waited for formal orders from the Council – and other then having them watched at all the time, ready for a slip - he just waited. But with the “layers” they put in between command and operation – he never was able to tie any slip to the bosses – until now.”

You get the feeling there may have been others that also assisted in the effort – but your check was not quite high enough to gain “follow-up” news. Even so – you believe this guard answered you to the best of his ability – and didn’t leave anything out that he knew about. More details could come forward in time, but for now – those are the facts you have discovered on this matter.

Dark Archive

Male Human Cleric 1

To the cultists, Jerall also questions them, regarding any potential enemies of the cult. "Were there any beyond those such as sylvath that got into the way of the cult? Civilians or guilds, rival business men, that made things difficult to take care of assignments from the leaders?"
1d20 + 8 ⇒ (10) + 8 = 18
1d4 ⇒ 2 hours

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