| Draga, of the mist |
Knowledge: local:1d20+7
With no allies left but his third wife Bertrida, Saul decided to abandon Riddleport as well, but Zincher was ready for him and cashed in a favor with the Overlord to have Saul’s home surrounded. He hoped to have the gendarmes take Saul into custody, but the plan fell apart when it became apparent that Saul’s house was on fire. The gendarmes managed to stop the fire before it spread, but not before it claimed Bertrida’s life. They caught Saul in a nearby ally trying to flee, and in the inquest to come it became apparent that he’d murdered his own wife and lit his house on fire in a desperate attempt to fake his death and distract the gendarmes long enough to escape Riddleport. The Overlord was not pleased, but at Zincher’s request, Saul’s execution was “downgraded” to heavy fines and a hand. Of course, Zincher wasn’t arguing for mercy — death would have been just that to Saul. Zincher wanted Saul alive but destitute and maimed—alive so he could live for a long time with the repercussions of his family’s role in Falk Zincher’s death.
Over the past several years, Saul has painstakingly rebuilt his fortune and reputation to the point where he was able to purchase and refurbish the crumbling Gold Goblin game hall. To date, rumors hold that Zincher is watching Saul’s progress, watching and waiting to strike—Zincher himself has publicly stated that “Saul has paid his dues. I bear him no further ill will and wish the man luck in rebuilding what’s left of his life.”
| Arianna Rothschild |
Sorry guys, I've been a little distracted this week. My mother and step-father checked into a nursing home in Florida this week and I'm making plans to visit them after GenCon, and Thursday night my mother-in-law suffered a stroke and my wife is visiting her over the weekend, leaving me in charge of our five year old daughter, so my times been stretched a little thin. It never rains, but it pours.
Arianna turns to look at Saul[/b] "As your luck would have it i'm currently between jobs and am looking for something where I can stretch my talents"[/b]
| Draga, of the mist |
"Excellent! Let me show ye around the place!"
Vancaskerkin immediately calls his remaining staff together to inform them of the arrangement, then gives you a personal tour of all areas of the facilities except the interior of the vault and his rooms. As part of the deal, Vancaskerkin also provides you with free lodging, turning area 29 over for their personal use, as well as free board — you can dine with him daily in area 27 free of charge.
For your first task, Saul would like you to watch the prisoners while Larur Feldin, the floor manager, goes off to fetch the gendarmes.
| Draga, of the mist |
Saul informs you that the leaders of the heist are Anguar and Thuvalia. They have been taken down to the arena infirmary in the subbasement, where the bloodied thieves are tied up in the the dungeon-like infirmary - normally used for the treatment of injured creatures employed in fights for sport, it just as easily serves as a place to treat and restrain the interlopers.
Questioning them revealed only that they were hired by an unnamed man on the wharves last month to knock over the upcoming gambling tournament. Bound and gagged, the prisoners sit on the floor with their backs to the wall, and hands chained to grommets embedded in the wall above their heads. Their gear is laid out on a table across the room, and out of reach.
| Jawn Stagg |
If Jawn thinks he can pick up and take the spellbook, bracers and wand without being noticed, he will. Otherwise, he'll tell the guard he's taking the book to further investigate who may have sent them, and the other items to evaluate them.
If he can get his hands on the spell book, that evening Jawn will change his cantrip selection to Light, Detect Magic and Read Magic. In the morning, he'll use Read Magic to see what is in the book.
| Draga, of the mist |
”To a fine bunch of heroes!” he toasts. ”I'd like to show my appreciation by refunding your entry fees, and cashing out your chips at 150% face value. Feldin will see to it before you leave. You're also free to any baubles those fiends might have on them. They'd only go to the gendarmes, anyway.”
No need for subterfuge - Saul said you can claim any valuables from the intruders - to the victors go the spoils.
If you are trying to hide it from the rest of the group, roll a stealth check vs. their perceptions.
| Jawn Stagg |
Sorry, I missed that! No, he's not trying to hide it from the others in the group.
From what I can tell, these two items may have a minor enchantment to them. I'll see if I can determine the exact details. Also, this book may have some resale value to it as well, but I'll need to study it for a while to see what is in it so we know what to ask for it.
| Draga, of the mist |
It was just 1gp to get in, and separate wagers to gamble at the tables - winnings were issued as chips - these are cashed into the house for coin, later. Like Vegas. Sorry if this was unclear earlier. You should all make enough off saving the place to more than make up for anything lost at the tables, and then there is your weekly salary...
| Draga, of the mist |
What about some of this other stuff? Jawn asks, kicking at the gear on the floor. Does anybody have any contacts that might be willing to buy this stuff that we don't need?
| Draga, of the mist |
Finally, the gendarmes arrive to collect the prisoners. After a good night's sleep, Larur Feldin tells you more about the day-to-day activities of the Gold Goblin. While your main job will be to protect the Goblin, its staff and interests, your cover will be as normal staff, but will hopefully help in the gambling hall's profits.
Bluff (DC 15): Spend 2 hours a day cajoling citizens and tricking them into visiting the Gold Goblin.
Craft (DC 15): Spend 2 hours a day and 10 gp to create eye-catching advertisements.
Diplomacy (DC 15): Spend 2 hours a day managing the help and greeting customers at the Gold Goblin.
Diplomacy (DC 20): Spend 2 hours a day convincing citizens to stop by the Gold Goblin.
Intimidate (DC 15): Spend 2 hours a day working as a bouncer at the Gold Goblin.
Intimidate (DC 20): Spend 2 hours a day threatening customers of competing game halls that if they don’t check out the Gold Goblin, something bad will happen.
Perception (DC 15): Spend 2 hours a day looking for cheaters at the Gold Goblin.
Perform (DC 15): Spend 2 hours a day performing for customers at the Gold Goblin.
Profession (gambler) (DC 15): Spend 2 hours a day working as a croupier or dealer at the Gold Goblin.
Finally, a character can give Saul a bonus to his profitability check by donating gold to the cause. Every 50 gp donated grants Saul a +1 bonus for that week’s check, up to a maximum of +5 for 250 gp.
| Grimara "Grim" Pondle |
Grim frowns at the list of options. "Yeah, like I'm good at any of those things. Oh well, looks like I'm gonna be a bouncer." She hefts her axe. "I suppose there could be something satisfying about that. You with me, Augrim? Or one of you others?"
First on-the-job Intimidate check: 1d20 + 7 ⇒ (6) + 7 = 13
Well, she's still getting the hang of things.
| Augrim Whyrwharf |
The stout dwarf, wicked battle axe by his side, looks up at Grim with his wild, battle-lusting eyes, and replies, "I'm afraid I'm not a very intimidating sort of guy. Probably better off helping Jawn look for cheaters."
Perception Check: 1d20 + 7 ⇒ (19) + 7 = 26
Perception Check: 1d20 + 7 ⇒ (13) + 7 = 20
Augrim funnels the cheaters over to Grim so she can have fun kicking them out on their cans.
| Draga, of the mist |
I'll use those when it comes time for Saul's weekly check.
The Gold Goblin opens that evening, and despite the previous night's violence, a respectable crowd arrives. With the “Cheat the Devil” tournament over, the underworld décor has been removed, and more traditional gaming tables have been added. The winners seem to be enjoying themselves, while less fortunate gamers plod outside, pockets a bit lighter.
Perception checks, please.
| Draga, of the mist |
| Draga, of the mist |
one of his buddies cuts in - "Ressitution!"
"Yeah! Ressis... Ressiss - Sommun owes us coin, they do!"
| Draga, of the mist |
With a small audience gathering, the man’s rant gains momentum. He stutters on about corrupt con-men stealing from hard-working honest pira... sailors, and the injustice of it all.
| Augrim Whyrwharf |
Well, if Grim's not going to move, than he will grab her arm and start hauling her over to the bar.
"Evening, sirs. Is there a problem here? If you're looking for trouble, I'd ask you to step outside so's I don't get your blood on these rugs."
Attempt to look intimidating: 1d20 - 1 ⇒ (15) - 1 = 14 He has the look, just not the delivery.
| Grimara "Grim" Pondle |
Grim grumbles a bit as she's led over to the bar, but once there stands menacingly beside Augrim.
"He really hates blood on the rugs," she adds to Augrim's statement. "It makes him really angry. And when he gets angry, he hurts people. Bad. There was blood on the rugs yesterday and he still hasn't calmed down. You don't want to press things here."
Intimidate: 1d20 + 7 ⇒ (6) + 7 = 13
Sigh. Her mind's just not that into it, I guess.
| Draga, of the mist |
One of the other sailors speaks up, "Urrm... ah - we just wants our coin back from the tournament, is all. He's had a bit to drink, and gets a bit loud - he don't mean no harm."
The sailors are visibly cowed, and most of the crowd is dispersing to get back to the gaming tables (some of them are excited - perhaps hoping for a show?)
| Augrim Whyrwharf |
Augrim sneers at their cowering.
"Well then perhaps you should get him out of here before he hurts himself. It's not the fault of this place that it got robbed before your friend was able to break even again, but we'll have no trouble over it. Now, all of you have one last drink on me, and get yourselves out of here." He nods to the bartender and slips him a silver coin for their drinks (nothing too expensive, obviously) and returns to his cheater-patrol.