"That's the thing, mister. Somebody needs to stand up to these bullies, and we're willing to do it. Of course the reward doesn't hurt, but it's not right for this gang to be beatin' up and robbin' people."
Diplomacy aid another: 1d20 - 1 ⇒ (7) - 1 = 6
"Now wait a minute..." the bartender stammered as he raises his hands in front of him. "I didn't say we'd not help. I was just tryin' t' get some help fer m' girl. Besides, James n' his gang don't take kindly t' folk standin' up 'gainst 'em."
He paused, a sullen look formed across his harsh face. He looked at the piano player and then toward the ceiling, presumable towards the saloon girls, before looking back at the group.
"Don't seem like we got a choice," he finally said as leaned in close once again. "There'r a few Brotherhood folk in town right now. Mostly they're just some low-rankin' members, recent recruits I'm thinkin. You could probably rough 'em up a bit an' they'd squeal. They've been spendin' all their time o'er at the Unlucky Spade Gamblin' Hall, spendin' all their ill-gotten gains in there."
He leaned back to standing behind his bar and looked around the common room once again, ensuring that no new ears had found their way into the conversation. Seeing that all was well, he put an end to any further discussion on the topic by picking up a broom and banging on the ceiling with it. Moments later, the saloon girls made their way down the steps giggling, their companions none-the-wiser for the charade.
The bartender then focused back on you five and spoke loudly enough for all prying ears to hear.
"Now I told ya, we don't want yer troubles in 'ere. If yer gonna have a drink, then order. Otherwise... Get out!" He stared hard at you, his demeanor returning to the gruff stubbornness orgeth are known for. He was clearly giving you all a hint and an opportune time to leave the saloon without raising too much suspicion amongst any potential Brotherhood snitches that without fail spring up in populations troubled by such an organization.
Sigh alright if that is your wishes well leave with no trouble
Will leave the Saloon with no other word to anybody, But will wait out front for the rest of the group
If the others join me outside I’ll say to them
Not too comfortable with violent interrogations. So I’ll head to the doctor’s office and see if I can get some help for that poor Saloon girl, she just might have information for us.
|Grace the aspiring Templar|
Once they are outside the saloon Grace speaks.
I believe the best option would be to lure these brotherhood members outside of the city, so that we may do with them as we please. One of us must draw out the bandits while the others must hideout at the dueling spot the marshal mentioned.
Turning back to the barkeep and listening to him, Vera nods her head. "Yes, zis eez what I wanted to 'ear. Thank you for zee information, we will do our best to 'elp you and zee poor girl. Au revior, meester barkeep!" She turns on her bare heel and leaves the saloon with the group.
"Miss Grace, I would be be 'appy to taunt some of zese men into an ambush, per'aps at zat dueling spot. 'Owever, I must insist zat we see zee spot before we try anything too...'eroic. Additionally, I would appreciate some muscle be'ind me if we do decide on zis plan. It would be most, what is word? Unfortunate! Yes, most unfortunate if zee Brother'ood members were to simply kill me in zee gambling 'all.
Relik cannot accompany me, 'e eez too obviously a lawman. Per'aps sir Cogs? 'e does not look too threatening, but 'e could per'aps be 'andy if things go poorly."
Having said her piece, Vera begins asking locals if they know the way to the so-called Dead Man's Dare.
Diplomacy (gathering information): 1d20 + 6 ⇒ (3) + 6 = 9
Vera might not 'ave zee skills!
Earlier post got eaten.
"I think Vera and I should go down to the gamblin' hall and see what we can overhear. Maybe we won't have to challenge anybody to a duel. With all due respect miss, I think you can handle yourself, but I'd hate to see the whole James Gang after you."
Thinking we are the least likely to attract notice from bandits.
With little questioning, you manage to find the clearing known as Dead Man's Dare with the general directions the locals provided.
Once you arrive there, you instantly recognize why this clearing was chosen by the locals as a place to settle duels. The clearing was rather large, roughly 300 feet long and 100 feet wide, and situated just past the town's cemetery. It was surrounded by light woods on three sides and a small rock outcropping at the far end. The terrain was flat, providing the perfect conditions for a fair duel.
The only noticeable features of the clearing were the small markers on the ground--denoting roughly 10, 20, and 50 paces from an established center point--and a few wooden benches to either side of the clearing for spectators. It was obvious that the townsfolk took their dueling seriously even if it was forbidden within the town's limits.
The small rocky outcropping didn't seem like it would provide much cover if an ambush was to be attempted.
Vera surveys the terrain, shaking her head sadly. "Well, no-one would expect to be ambushed 'here. Of course, zey could see everything 'appening 'ours before eet did, no? I think we 'ave to try something different.
Per'aps Meester Cogs and I could, 'ow you say, go out on zee town? We could visit zee Unlucky Spade Gambling 'all and lose a couple of 'ands, get the James Gang people to be a bit trusting. I can act zee foolish city girl, and Cogs...Cogs can keep 'is mouth shut. I apologize, but I do not get zee feeling you are a skilled liar.
I do not know what zee rest of you could do. Per'aps find more locals who are willing to talk about zee gang to some would-be 'eroes, or find a way to make zis a good ambush spot. If you do, send Relik into zee Unlucky Spade. 'e doesn't 'ave to stay long, and we will try to provoke zee James Gang if we see 'im."
Although she grabs Cogs's arm, she seems reluctant to leave the party and head back into town. "Anyone else 'ave a better idea? Eet eez the best I can come up with, but I am open to suggestions."
She whispers to Cogs "I do not mean you should sit zere and do nothing. You will be zee gambler, and I will be zee foolish city girl. I will talk to people, you just concentrate on losing a couple of 'ands so we may appear foolish and trustable."
|Grace the aspiring Templar|
By the time you make it back to town, dusk has already fallen. With most prospectors and miners returning from their daily work, many were now intent on spending their hard earned money in the saloons, brothels, and gambling houses. The most popular gambling house was the Unlucky Spade, the destination of both Vera and Cogs. With the bustling of the early nightlife, it was far from difficult to locate the establishment.
Meanwhile, Brandon made his way to the local doctor's clinic to check on the injured saloon girl.
I'm going to try and run all three groups at the same time. Grace, I'm assuming you remained behind at the dueling spot? Relik, I also need to know what exactly you are doing and whom you are helping. As you stated before, you would not be accompanying Vera and Cogs into the gambling hall.
Vera, Cogs, let me know your plans.
As you enter, an elderly man with white hair and mustache and wearing a gentleman's coat approaches you.
"Hello, sir. I am Doctor Tacik. How may I be of assistance to you? Do you require medicines or elixirs? I have numerous elixirs that can cure many ailments, including neuralgia and inanition, all for a modest cost of course," he says with a distinct dialect from one of the larger cities.
Perform a Profession (medic) check please.
|Grace the aspiring Templar|
Vera struts, sashays, and otherwise propels herself up to the blackjack table, gesturing for Cogs to take a spot as well. "Oh, Meester Marshwarden, per'aps zis eez zee table for us. Please, 'ave a seat with zeese fine young gentlemen." As she does, she launches a huge wink designed to seem flirty to outsiders toward Cogs. Turning to her fellow gamers, she nods amiably. "Excusez-moi, good sirs, 'ow long 'as eet been since zee serving-girl came around? My good friend and I, you see, we are out celebrating tonight."
She grabs Cogs's arm, pressing herself tightly against it, before continuing conspiratorially and with a lowered voice. "I wouldn't just tell everyone..."She says with a tone that makes it clear she would, and has"...but we 'ave just come into some money, and we finally will be leaving zis sorry excuse for a city. Eet eez off to zee big city for zis girl! First, zough, we must celebrate. Where eez zat serving-girl?" She looks around the room to try to flag a waitress down before planting a sloppy-looking but decidedly-fake kiss on Cogs's brow.
"And 'oo are you boys, and what are you doing een zis 'o-'um town?"
Bluff: 1d20 + 6 ⇒ (10) + 6 = 16
My current plan is to just be totally ridiculous and hope they don't roll high sense motives. If either Cogs or I think we can lure them to Dead Man's Dare, we'll make our fake-drunk exits. If not, we'll keep gambling and sipping drinks slowly, trying to get as much information as we can.
Relik will stay with Grace.
bluff: 1d20 + 2 ⇒ (3) + 2 = 5
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Cogs changes into his best duds and leaves most of his weaponry back in his rented room. He somehow even manages to not be totally covered in grease. Happy to have made the company of a woman who doesn't tower over him, he enjoys the role he is playing, blushing only slightly at Vera's fake kiss.
He playfully rebukes her, "Just a few games and drinks. No need to spend all our money here." (thinking, I hope I'm not expected to flash too much money).
He sits down at the blackjack table and plays a few hands with the gang members, keeping quiet to hear if they say anything.
Bluff: 1d20 - 1 ⇒ (16) - 1 = 15
Prof gambler: 1d20 + 2 ⇒ (8) + 2 = 10 can I do that skill untrained?
perception: 1d20 + 7 ⇒ (18) + 7 = 25
Profession (medic): 1d20 + 5 ⇒ (17) + 5 = 22
Sigh ok Brandon you can do this.
Smiles Hello good Doctor. I’m in no need of your wares today but I am
here at the request of our good friend the bartender. He told me about
one of his girls got hurt and he requested that I give her some special
treatment. With your blessings of course
"Of course not, Meester Marshwarden. I would never even consider spending all zee money 'ere." Vera turns back to the two other gamblers. "Now, you two boys tell Mees Boucharde what you would like to drink. Eet eez my treat!" Vera digs around in her dress for a moment, pulling out a fair amount of money.
Forgot we should have flash money! Thanks!
|Grace the aspiring Templar|
The younger one, who looked no more than 19, beamed at the prospect of free drinks. "If you're offering, I'll take some more whiskey. Won't pass up free drinks."
The other Brotherhood member focused more on Vera and Cogs...and the money being waved around. "So tell me, folks... where exactly did ya come into this small fortune? Ya don't look much like mining folk," he pauses, looking at both of you and then focusing on Vera. "Now, I can guess where a pretty little thing like you might've made some, and I'd be more than obliged t' add t' yer riches," he says with an overly exaggerated wink.
Forum ate my post twice...
"Of course, good young man. Whiskey eez a fine choice of drink for a strong, 'andsome one such as you."Vera turns to try once again to flag down a serving-girl, returning her focus to the table as the older bandit makes his comments. Oh dear...They showed their hand so early. Poor boys.
Bluff: 1d20 + 6 ⇒ (16) + 6 = 22
Climbing into Cogs' lap, Vera wriggles around to face the older of the two bandits, grabbing a big dwarf arm and wrapping it around her stomach, stuffing the money back into her dress. "Really, now, zee gall of zis man! To think zat zee great Meester Marshwarden of Emberstone would 'ire a common 'ore. An outrage!" She launches a wink right back at the bandit before continuing. "We 'ave just completed a major trade deal with zee local businessmen 'ere, one zat will make Meester Marshwarden even more wealthy when we return to Emberstone with zee wagons. We camped at zee Dead Man's Dare-oop! I am sorry, Meester Marshwarden-we are camped at zee Dead Man's Dare tonight. Eef you would like, I would enjoy showing you two around zee wagons. Especially-"Vera looks at the older bandit with puppy-dog eyes. "-especially you! Tee-hee!"
Vera plays a couple of hands of blackjack before yawning. "Meester Marshwarden, I know we 'ave just arrived, but I am quite tired, and I did promise my new friends-what did you say your names were?-I did promise my new friend I would show him zee...wagons tonight." She climbs off his lap and gives a long, cat-like stretch. "Shall we go?"
|Grace the aspiring Templar|
After dealing with the hack doctor. I’ll head to the area where the saloon girl is at
Knock If necessary (I’m guessing she has a privacy curtain, so I won’t enter yet)
Ahem! Hello Miss my name is Dr. Dellmen. I have been sent to you by your employer
the bartender to give you some treatment may I come in?
Charisma Check: 1d20 + 3 ⇒ (15) + 3 = 18
Assuming she invites me in
Thank you for letting me see you in such short notice. As I said before I’m here to do
a checkup on you and give treatment if needed. I’ll be informing you of what I’m doing
so not to startle you. So let’s get started shall we can I have you take off your
undershirt I’ll need to perform a simple checkup on you to see how you are doing.
Doing basic physical so not using bonus form Heal kit
Heal Check: 1d20 + 8 ⇒ (2) + 8 = 10
bluff: 1d20 - 1 ⇒ (11) - 1 = 10
"Zen let us be on our way. Gentlemen, eef you would wait maybe fifteen minutes, We 'ave to make sure zee caravan guards know we are expecting guests. I vill be seeing you soon. Au revior, my friends." Vera flounces her way out of the main entrance to The Unlucky Spade.
As soon as the two of them make it out, Vera shudders and quickly sorts through her bag for her duster. "Goddess, I 'ate playing zat role." She pulls the duster on and wraps herself tightly in it. "Would you be 'orribly dissapointed eef I told you not to touch me? Zat role always makes me feel very, very dirty, and zere eez no time for a bath.
"Okay, 'ere eez my assessment. Zee young one eez quite drunk; I do not believe 'e weel be a serious problem. Zee older one, 'e was not drunk enough to be an easy mark. Eef we arrive at zee Dead Man's Dare fast enough, ve should tell zee ozers 'e eez zee dangerous one."
Vera lets her duster hang loosely for a moment while she reaches under the half-jacket of her outfit. She pulls out her little revolver and double checks, making certain it's loaded properly. "I think we weel be needing zis before zee night eez over. Oh! And one more thing." She stands on her tip-toes and gives Cogs a quick peck on the cheek. "Good luck."
Even though the "doctor" was obviously a con-man, he did seem to have patched her up fairly well. With the condition she is in, the best you can do is make her comfortable for the moment and ease her pain for a bit. After you tend to her wounds she slowly drifts into sleep. It is clear that she'll be needing rest, so you decide to let her be.
Vera and Cogs could easily see or hear the drunk Brotherhood members attempt to follow them the entire trek back to the clearing. It will be roughly five minutes before they show up.
Vera moves quickly behind the rock outcropping, sliding next to Grace and then pulling the hem of her dress down absent-mindedly. "Zey did not give us zee fifteen minutes I asked for. Zat eez a shame. Two of zee Brother'ood men 'ave followed us 'ere, at my...invitation. One of zem seems to 'ave mistaken me for a fille de joie, a 'ore. Cogs and I played zee parts well, and zey 'ave followed. Zee older of zee two, 'e eez dangerous, but zee younger one eez very drunk. Maybe we can take zem without zee shedding of blood, but eef bullets fly, kill zee old one first. Anyone 'ave any ideas for 'ow to get zem to give up?"
|Grace the aspiring Templar|
Grace speaks quietly but authoritatively, "if they will not bow they shall be purged in fire, this was how it was a thousand years ago and this is how it must be now. To ensure that the crimes of the past are never repeated an example must be made."
Are we all here now?
Cogs did not have time to put on armor after the visit to the casino. He did stop in and get a gear bag containing his gearspanner and grenade cannon, and he was already carrying his decoy module. He tries to remain hidden, but in firing range, as he approaches.
stealth: 1d20 + 2 ⇒ (7) + 2 = 9
AC=12 (10+2 dex)
After I get done putting my tools away I’ll give thanks to the “Doctor” and say to him
If there happens be in any problem I have a room in town so please send me a message if there are any developments
with that I’ll head on out.
Well that seemed easy will probably let her rest till the morning to start her treatments. Now? Where should I head to next … the others never said where we were meeting up at so I guess I’ll head to the Bar I hope they return safely
Thoughts on the way to the bar
Well I hope the others are doing all right I hope they won’t be too disappointed that I didn’t get anything. That Templar girl scares me I wonder what could have happened that made such thick walls at such a young age. Same with the gunman he’s so quick to jump in but seems to never look I’ll have to stock heavily on my kits for him most likely. Vera seems interesting very out of place here I wonder where she hails from but then again I wonder if she would even tell me the truth. And that Cogs fellow he seems like a curious sort I’ve heard of some of his gadgets used during the war. I’ll have to pick his brain and get to know him better.
Looks like it’s going to get busy again…So much for a quiet home life
MMmm seems like I’m forgetting something…
Crap I forgot to get a bath Dammit!
As you are lost in your thoughts, you bump into an obviously drunk man in his early twenties that is accompanied by a younger male. They both are wearing a green sash about their waists.
"Hey! Watch where yer walkin'!" the older individual says.
After you politely apologize, the two look at you with contempt before turning and walking away. As they leave, you overhear them talking. You can't make out much of what they say, but you do hear "short gal with a strange accent" and "her dwarf patron" amidst their drunken and slurred conversation.
The minutes pass slowly as the two Brotherhood members make their way noisily into the clearing.
"Ey, where'sh th' caravan?" the older man asks out loud with a slur.
The younger one looks around the clearing, confusion evident on his face even from this distance. He then notices Relik when he calls to them for aid.
"Look, Coro. Ain't no caravan, but he'll be an easy mark irre...irre...anyhows," he struggles to say. He is clearly inebriated.
The older man, Coro as he was called, looks around the clearing before drawing his revolver. "Mebbe he knows where th' caravan went, or that little tart from th' Spade. Git yer gun out, Dek." He slowly stalks forward, revolver pointed at Relik. He struggles to keep his aim straight though, revealing that he may be more drunk than he initially appears.
The younger man stands there for a moment before fumbling for his own revolver.
|Grace the aspiring Templar|
As the bandit brings out the revolver Grace emerges from hiding, surrounded by a corona of fire... Even her eyes glow like pure, molten flame. She is the very image of what parents tell their children when it comes to those "unholy occultists".
"Surrender or die, in the name of the Inquisition!"
intimidate1d20 + 8 ⇒ (19) + 8 = 27
"Oh dear, we seem to 'ave skipped zee part where we negotiate. Boys, I would recommend you throw down zose guns. Eet would be a shame to 'ave such fine specimens of man'ood die in zee dirt, but zere are more of us zan of you, and I 'ave killed better for less zan was offered." Vera reaches under her half-jacket and retrieves her own revolver, making certain to stay well behind Grace. If the bandits start shooting, Vera is their likely target for revenge.
Intimidate Aid (Helping Grace): 1d20 + 6 ⇒ (4) + 6 = 10 +4 to Grace's Intimidate (Helpful Halfling)
mmm I think those are the sashes that they were talking about, and their descriptions mentioned my friends...*Sigh I better make sure they're not going to harm them
I'll follow them as best I can hopefully without them knowing
Sneak: 1d20 + 1 ⇒ (7) + 1 = 8
Cogs stood behind a boulder watching the approaching bandits, trying to calm his nerves. He had been in plenty of strange situations, but never armed combat with humans. He would at the time rather be back in his lab, but he had friends to protect, and he did not like armed gangs harming innocent people. He looked around at Grace, making her intimidating demands. He certainly seemed to be in capable company, so he swallowed his fear, picked up his specially-designed grenade launcher, and stepped around where the bandits could see him, pumping the weapon in what he hoped was an impressive display.
Intimidate, aid: 1d20 - 1 ⇒ (13) - 1 = 12
The two bandits look at Grace with abject horror. The younger one drops his revolver in his haste and stares in disbelief at what he is seeing.
The older bandit stares equally dumbfounded and fearful at the spectacle. The hand holding his revolver slowly lowers, his eyes wide with terror. The sight before them is truly sobering to behold.
"D...d...don't hurt us, miss," the older one pleads. "We d..din't mean no harm..." He slowly raises his hands, his revolver dropping to the ground as well.
It would seem as though tales of Inquisitors and occultists have certainly been the subject of stories told to children by their mothers to keep their children in line.
Nice Intimidate roll, Grace.
"Very nice, Grace. Now, down on your stomachs, boys." Vera scurries quickly from behind the templar, gun in hand, and collects the bandits' weapons, sliding them away from the two. "Ooh, zis eez not Oderick's work. Such shoddy weapons, you two should be ashamed to use zem, even in your profession." She begins patting the older one down, searching for secondary weapons, ammunition, money, and especially for tobacco. "So much easier to rob zee dead, Grace. Very well done, making 'arder work for us all."
After a few moments of searching, Vera looks up to see Brandon arriving on the scene. She waves excitedly at him before returning to her search. "O', 'ello, meester doctor. Anyone 'ave a way to tie zem up, or 'andcuffs, or something? Eet might be awkward to march zem all zee way back to zee marshal at gunpoint."
Not going to bother interrogating them, since right now, Grace has all the intimidate going for her (total combined roll with aids=27+4+2=33. If no-one else checks the younger bandit, Vera will search him for weapons, ammunition, and documents, as well as for money and tobacco.
|Grace the aspiring Templar|
Grace responds coldly to the bandits, her form still a corona of fire...
"There is no innocence, only degrees of guilt. The man who tells me what I want to know will be judged less guilty then the man who does not."
Grace keeps her fiery eyes locked upon the two bandits and lists her demands coldly, you can feel a sort of "cold" rage within her... Despite the flames that dance around her form.
"First where is your gang based, second is your gang allied in any form or manner with the Black Abbot? Third has your gang broken the rules laid out clearly in the Reformation? Have you murdered occultists, kidnapped the gifted for sale as slaves or interfered with Templars and Inquisitors pursuing their duties?"
mmm i think they went this way... man it's dark... oh look someone made a bonfire over there I'll head over ... BY THE MAKER
shocked at seeing Grace on fire Brandon is wide eyed and stunned at the scene.
It's not until when Vera speaks to him that he snaps out of hi stupor
shakes his head to clear it
Handcuffs?... no I don't carry anything like like. I do have some rope thou you can use
digs thru his bag for some rope, and readies it for Vera to use
Was anyone hurt in the ordeal?
Cogs pats his vest, trying to remember if he has any type of restraining device. He gives up and assists with tying up the prisoners, using Brandon's rope. While Grace interrogates them, his mind wanders to thoughts of the best kind of metal to use to make handcuffs, and what type of forging process would be required, and how to create the locking mechanism...
The two bandits cowered before you all as they seriously contemplated their misfortune this evening.
As Vera searched them, she could see that the pants of the younger bandit were soaked down to the ground, mixing with the dirt at his feet.
"W...we ain't done no harm t' anyone. I swear!" pleaded the older bandit.
"Yeah! We ain't been part of th' Brotherhood but for a week now. We ain't hurt or rob anyone yet... Well, 'cept for Coro. He roughed up that tart from th' saloon th' other night cause she din't do what he asked her," the younger man blurted out.
The older bandit turned angrily to his younger companion and hissed: "Shut yer mouth Dek!" His anger at the younger bandit overrode his fear of Grace's impressive display momentarily.
Vera, and whomever else decides to search them, please roll a Perception check for each bandit.