Khargrom Shadowband |
Move on down the list to #3? That's what seems prudent.
GM Scott |
I would appreciate a bit more participation in the game team.
Continuing to #3 for lack of any other votes.
You ask for directions to the Dancing Dunes which you find is at the edge of the Eto Bazaar. Asking around a bit you learn that the Dancing Dunes serves as a teahouse by day, a cabaret in the evening, and a den of ill repute in the latest hours of the night.
What time of day would you like to visit the Dancing Dunes? It is still daytime now.
Khargrom Shadowband |
The sometimes gruff dwarf suggests, "Well, if'n we go now and grab some tea we can get a feel for da place without too much danger. That elf only policy dey got going is odd, ennyone got enny the-o-rees?"
Bossk Sharptooth |
"She could be a spell caster of some type. Or maybe a monster in disguise like a mindfryer that I heard about." shrugs Bossk as they walk down to the Dancing Dunes.
"But we defiantly need to check it out late at night when the place turns into a den of ill repute." smiles Bossk.
GM Scott |
Got one vote for daytime (#1) and one vote for late night (#2). random: 1d2 ⇒ 2 You entertain yourselves for the rest of the day then show up at the door late at night (see map). It is very dark outside.
You are greeted at the second floor door at the top of the stairs by a worker collecting the one gold per person fee to enter. The servants insist on all weapons being peace-bound (that increases the time to draw a weapon to a full-round action).
If anyone objects to paying the 1g entry fee or the peace-bonding, you can wait outside. Let me know if you are staying out. For the rest of you going in.
A spectacularly groomed garden of colorful sand occupies most of this two-story cabaret’s ground floor. A narrow wooden bridge winds about a trio of decorative obelisks dotting the miniature desert. A lavish sitting area filled with divans occupies the second-floor balcony granting a magnificent view of the garden below. Private curtained chambers encircle the garden, where lush rugs, soft mattresses, or piles of throw pillows serve to cushion the repose of clientele in each chamber. A door off the northern balcony opens to a staircase leading down to the street (where you came in), while another set of stairs to the east leads down to the garden.
Ray Hogan |
Sorry - been working for 14 hour days all week!
Ray doesn’t mind the peace bonding since he doesn’t use weapons much anyway. ”Late night debauchery sounds like fun.”
Eyeing some of the pillows,Ray considers sitting, but instead says ”Shall we check out the garden?”
Anthony Graves |
Anthony pays the fee of one gold and follows along, taking in the lavishly decorated den. "Well, this place seems made with absolute comfort in mind."
"And yet, I'd wager it isn't the kind of place one would expect to get a lot of rest. Funny, that."
He nods along with Ray. "Garden it is."
Khargrom Shadowband |
Khargrom does the same (fee paid, peace-bonding done), wandering along after the group to check out the garden.
Bossk Sharptooth |
Bossk will let his weapons be peace bonded, and pay the one gold to get in.
"Garden? looks like a pile of sand to me. I thought gardens had plants and trees in them? It looks more like an over sized cat box."
Bossk fallows the group.
GM Scott |
I moved you all to the lower level next to the sand garden.
The garden covers an area 40 feet to a side, and the second story sits 15 feet above the ground floor. In the evening, servants set up a small stage in the northwest sand garden where performers can sing, dance, and play instruments. Everburning torches provide normal light during the evening performances.
Madame Zelekhati greets you from the bridge over the sand and introduces herself.
Anthony: 1d20 + 1 ⇒ (14) + 1 = 15
Bossk: 1d20 + 7 ⇒ (8) + 7 = 15 (darkvision, scent when raging)
Ephram: 1d20 + 8 ⇒ (7) + 8 = 15
Khargrom: 1d20 + 8 ⇒ (15) + 8 = 23 (darkvision, +1 traps, +2 stonework, +3 stonetraps)
Ray: 1d20 + 2 ⇒ (1) + 2 = 3
Shukara: 1d20 + 7 ⇒ (10) + 7 = 17 (darkvision)
While speaking with her you notice the garden’s patterns shifting subtly
You notice that a roughly 5-foot-wide patch of sand seems to be moving about the surface, leaving behind new patterns as it travels.
Khargrom you can make a Knowledge (planes) if you have it. If anyone else eventually learns the knowledge then they can make it.
You can identify this as an outsider with the earth subtype
You can identify this as a sandman
Everyone can attempt a Sense Motive.
You note that Zelekhati has a nervous habit of twisting the large stone ring on her hand, particularly whenever she glances at her garden.
What do you all do?
Khargrom Shadowband |
No Knowledge Planes Trained.
Sense Motive: 1d20 + 6 ⇒ (19) + 6 = 25
Khargrom bluntly points out the obvious, loudly enough so that his allies can hear. "What ya got hiding down in the sand there lady? I can see it shifting around as clear as day. Some sorta mind readin' thing to collect secrets from your patrons? Mebbie you control it with yer ring ya keep fiddling with? Now now, we ain't here to bust yer racket, just to make sure our boss gets his due. Why don't you play nice and spill."
Anthony Graves |
Sense Motive: 1d20 + 1 ⇒ (13) + 1 = 14
Anthony stares at Khargrom for a moment in complete disbelief. "Aren't we supposed to be a little more subtle about this kind of thing?" he asks in a tone that's quiet but harsh.
The scholar looks around the room to see if anyone else is taking notice. His cheeks look slightly flushed and he adopts a pleading tone. "Don't embarrass us in a place like this, okay?"
Shukara Melkamnet |
Sense Motive: 1d20 + 7 ⇒ (18) + 7 = 25
Shukara moves closer to the Madame, in case that 'ring' has to be dealt with...
Stealth: 1d20 + 2 ⇒ (9) + 2 = 11
Bossk Sharptooth |
Sense Motive: 1d20 + 1 ⇒ (5) + 1 = 6
Bossk just stands there with his mouth open staring at Khargrom. Turning to Madame Zelekhati but not taking his eyes off Khargrom.
"Sorry for the rudeness of this...dwarf. We would like to talk business with you. I assume you have a room where we might be able to talk a little more." Hoping that his old life in Riddleport might pay off in talking to people with discretion.
Diplomacy: 1d20 + 0 ⇒ (11) + 0 = 11
How strongly tied is the peace bond? Could the bond be broken, if torn off as a move action?
GM Scott |
@Khargrom You are in a room filled with other patrons and workers and speaking loudly here is somewhat rude. Madame Zelekhati brushes off your insinuations with amusement.
@Anthony You do see a few of the customers and workers turn your way at the dwarfs outburst.
@Shukara She clearly sees you moving closer. (Especially without something like Hide in Plain Sight, stealth wouldn't work here.) I moved you up on the map a little closer than you were.
@Bossk She responds to you. "We get all kinds of patrons, some more cultured and polite than others. We do have private rooms along the perimeter of this room if you would follow Gigi here to a room and she will see your needs are taken care of. I will join you shortly after I briefly attend to my other guests." The peace bond just makes drawing your weapon a full round action (not part of a move action or anything else), it is nothing special but would be noticed if you tried to remove it.
Gigi leads you to a somewhat private room that has a curtain drawn across the entrance. There is a bed in the room and it is a bit of a squeeze to get you all in there. Gigi takes your drink orders and closes the curtain behind her as she goes to get your orders. You can sit on the edge of the bed or the dresser on the side, or sort of squeeze in the few standing places available.
You have an opportunity to consult with one another keeping in mind that you are in a room with a curtain. You can hear other quiet "conversations" taking place in other rooms with other guests and you can image what the beds in these rooms are used for as you did come in the late night.
Khargrom Shadowband |
Khargrom shrugs, "Well guess so. Pinned in like cattle we are here, so let's just hope she is fine with talking instead of using whatever mind controlling sand worm she has under her thumb. I figured we were better in public but I'll leave the rest to you all if you think you can sweet talk 'er."
Bossk Sharptooth |
"What is this worm that you speak of Khargrom? I did not see anything."
The peace bond I was hoping that He could use his strength to rip it off as a move action instead of a full round action.
Khargrom Shadowband |
"Didja not see the sand moving like something was unner it? Saw it clear as day, but mebbie that's cause anything earthen is in my blood. Either way, jes watch out."
GM Scott |
After a while, Madame Zelekhati returns and parts the curtain to look in on you lot. She uses a hushed tone to address you.
"What can I do for you all? It does look a little cramped in here. Would you all like private rooms, there are a few available for overnight and we have the best 'private' entertainers in town that could see to your every need for a reasonable fee. I do ask that you keep your voices down though as to not disturb the other overnight guests."
She looks you all over.
GM Scott |
She responds while smiling back at you:
"I see you brought your own form of entertainment. Oh well if you swing that way, now I understand why you are all in the same room with the one bed. We have some of the best delectables and energy drinks so we can keep you attentive and fueled throughout your private party. Just let your server Gigi know if there is anything "special" you might need during your stay."
You all need to decide what you are going to do here. Do you talk to the nice lady, do you start a fight in front of a bunch of patrons, do you stay overnight and try to do something in the morning.
Khargrom Shadowband |
Khargrom just sits still and taps his foot, waiting for his allies to do their thing now that they have the opportunity for a private chat. They seemed to know what they were doing telling him off earlier.
Bossk Sharptooth |
"We are here to invite you into a bigger organization, that your special set of skills could come of use for our employer. And he is one that does not care for rejection." Giving her a look that no is not what Bossk wants to hear.
"Much like my loud mouth dwarf companion mentioned, I don't think you patrons would take kindly, that you have been using that sand beast to gain information for you. So joining the organization is the wise thing for you to do. Don't you think?"
Ray Hogan |
"Yah." Ray follows Bossk's lead. "Come join our team. Good benefits, safety in numbers, all that. Why you could climb the ranks and be someone of greater power in no time!"
Diplomacy to influence her, take 10: 10 + 10 = 20
Anthony Graves |
Anthony nods along. The man is most certainly out of his element, but he does his best to keep a cool head and clear sight. "Indeed. I'm sure this visit is sudden, and our proposal even more so, but understand that we're here to minimize harm and discord within the city's social structure. Please consider taking our offer."
Aiding Diplomacy: 1d20 - 1 ⇒ (16) - 1 = 15
Shukara Melkamnet |
"..."
GM Scott |
Madame Zelekhati listens to your calls to join the team but you can see she is not quite convinced about it. At the mention of the sand beast she responds, "So you saw my powerful sorceress powers that I use to meld the sand into whatever shape pleases me, it is understandable you didn't know what you were seeing." She seems a little annoyed at the insinuation that it wasn't her and was some sand beast.
To the calls to join the team she responds with the general sentiment: "I see little advantage in helping strangers and I don't know of your employer you mention but do not name."
With a little more talk and convincing she seems to be friendlier (Diplomacy success) but not quite helpful. You feel that if you keep trying to sweet talk her for a bit and make her helpful, you might have a chance to get her to join the team.
She excuses herself for a bit so that she can take care of her other patrons and see to the business while giving you all some additional private time to discuss any strategy.
She returns after a short while to check up on you and continue the conversation.
"I am quite busy here at the moment, was there anything else you wanted to discuss and is Gigi taking good care of your needs?"
Bossk Sharptooth |
"Our employer is much like you in being an information broker, well he's The information broker, and he refuses to take no as an answer. And with you as part of his team you could see more profits and better returns. What say you? Please say yes. I would hate for bad tidings to befall between you and our employer."
Giving his award winning toothy smile.
Diplomacy: 1d20 + 0 ⇒ (19) + 0 = 19
Khargrom Shadowband |
Is there a massively particular reason we aren't mentioning our patron, Grandmaster Torch? If not, please apply the spoilered action.
Diplomacy Aid DC 10: 1d20 + 2 ⇒ (9) + 2 = 11
GM Scott |
Bossk being circumspect in his language while subtly threatening the matron would make a great mob enforcer with a winning smile.
Khargrom I don't think there was any reason not to mention him, but none of you had up to this point. You successfully aid with your frank assessment of situation.
Together you are able to resolve this encounter without resorting to combat. Madame Zelekhati agrees to share some information with Grandmaster Torch as long as he is also willing to share some information with her. She doesn't want to revel her secrets of how she acquires the information but that doesn't seem to be an issue.
You all leave the establishment and consulting your list of tasks realize that there is only one more on the list (#4) and you need to figure out how to track down the leader of the Hundredfingers gang. You found some information out earlier, you'll have to scroll back through the pages to find it.
Khargrom Shadowband |
Khargrom nods as she comes to her senses, "Excellent, we'll be on our way then." The things I do for a job, shoulda just come here when it was a tea-house!
As they exit he looks at the list of stuff to do, "Aight, Hunredfingers is last. Seems like they've been spooked lately and not up to their usual business, maybe it is related to what they want to tell our contact. Either way, they associate at Begger's Ally, let's head over there and see if we can stir up some info. Keep your eyes sharp. I can see in the dark, but if y'all can't I'd suggest using some light."
Bossk Sharptooth |
No reason for being vague, other than I do have a character that has a back ground of once being an enforcer in Riddleport. And I see that I need to run him through this one just for that one task.
"Yes, with what you say Khargrom about the sand worm, I think she uses it to spy on people when they are talking and it some how tells her what they say, maybe through that ring. Torch will be happy having her working for him."
As they are heading for the Ally.
"Keep hold of you coin purses they may disappear without you knowing it."
Bossk stashes his coins purse inside his pants. And gets rid of the peace bonds on his weapons while keeping an eye out for thieves.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Khargrom Shadowband |
Khargrom notes the excellent actions taken by the orc and also removes the peace bonds from his bevy of weapons as well.
Anthony Graves |
Anthony peers around the area, hands curling into fists every now and then. His voice is low, just above a whisper. "We're looking to get their attention. If they're already spooked, they may not come after a group of well-armed individuals."
His eyes dart around the place, as if he were certain of them being followed but unsure from where. He continues to speak quietly. "Maybe we should use bait. Does anyone have something fancy to hang from their belt? Preferably on the outside, where they might have a path to wander up and snatch it."
Anthony's hands reach into the pockets of his extremely modest clothing, pulling the pockets inside-out. "I don't have much to offer, but I do have a set of eyes to help keep you safe."
Bluff check to try and 'act natural' despite his intent: 1d20 - 1 ⇒ (8) - 1 = 7
GM Scott |
Two rows of decrepit wooden shacks are separated by an alley that serves more as a filthy runnel than a pathway. Broken wooden doors do little to keep the elements or vermin out, but there is little within to steal. Few of the shacks boast more than a chair or two and several threadbare bedrolls.
You see a woman is ambling up and down the street selling herbal remedies. She passes by you, advertising salves that she claims can restore flesh as readily as the legendary sun orchid elixir restores youth. She strikes up a conversation.
"Hello there, you are an interesting bunch. Where are you all from? I don't recall seeing you around here before. Can I interest you in an elixir?"
Anthony: 1d20 + 1 ⇒ (10) + 1 = 11
Bossk: 1d20 + 7 ⇒ (13) + 7 = 20 (darkvision, scent when raging)
Ephram: 1d20 + 8 ⇒ (11) + 8 = 19
Khargrom: 1d20 + 8 ⇒ (16) + 8 = 24 (darkvision, +1 traps, +2 stonework, +3 stonetraps)
Ray: 1d20 + 2 ⇒ (20) + 2 = 22
Shukara: 1d20 + 7 ⇒ (12) + 7 = 19 (darkvision)
DC 12 Knowledge (local or religion) check to open this next spoiler
Khargrom Shadowband |
Knowledge: Local: 1d20 + 5 ⇒ (4) + 5 = 9
Khargrom looks her over and shrugs, letting the talky-talkers do their good works.
Ray Hogan |
"An elixir? Why, yes - I fancy a drink. Whatcha got? Ale? Whiskey? Pour me a glass and I'll tell you all about where I come from!"
Ray looks around "Strange place to proposition a drink, though..."
Bossk Sharptooth |
Squinting his eyes at the woman
"I am from the Belkzen wilds where only the strong can survive."
GM Scott |
She responds, "Oh dear no, these are not those kinds of drinks, these are old family recipes that are for healing the sick among other ailments."
"If you're not interested in buying any of my wares, I'll be going then."
Seeing that none of you are interested in her or her wares, she continues down the alleyway.
Khargrom Shadowband |
Khargrom nudges Ray, "She seems like a local, why don't you ask her for info?"
Bossk Sharptooth |
"Woman we seek a a group that calls themselves the Hundredfingers gang. If you have any information there might be a silver in it for you."
Digging in his crouch, Bossk pulls out two silver coins.
Anthony Graves |
Anthony leans in a bit to examine the woman. He steps forward to catch her. "Elixirs? I'm doubtful, but.... curious. May I see one? I'd be more than happy to give them a magical eye, if you don't mind. Auras speak louder than sales pitches."
GM Scott |
"The Hundredfingers you say, I haven't seen hide nor hair of them all day. I thought your little friend there might be one of them. Though he does look a bit over dressed to be living on the streets." She holds out her hand for the coin(s). "They are usually around here somewhere but they sometimes hide when strangers are about and you lot definitely look like strangers."
@Anthony I assume you are doing something like detect magic/spellcraft to try and determine what that is. She hands you an elixir of an unusual color and you think it is most likely a Cure Light Wounds potion with a little extra coloring to give it a unique look. As you hand back the potion thanking her. You hear some loud noises from behind you.
Anthony: 1d20 + 4 ⇒ (17) + 4 = 21
Bossk: 1d20 + 2 ⇒ (20) + 2 = 22
Ephram: 1d20 - 1 ⇒ (5) - 1 = 4
Khargrom: 1d20 + 4 ⇒ (3) + 4 = 7
Ray: 1d20 + 5 ⇒ (19) + 5 = 24
Shukara: 1d20 + 2 ⇒ (2) + 2 = 4
GM: 1d20 + 3 ⇒ (6) + 3 = 9
Anthony: 1d20 + 1 ⇒ (1) + 1 = 2
Bossk: 1d20 + 7 ⇒ (6) + 7 = 13 (darkvision, scent when raging)
Ephram: 1d20 + 8 ⇒ (6) + 8 = 14
Khargrom: 1d20 + 8 ⇒ (17) + 8 = 25 (darkvision, +1 traps, +2 stonework, +3 stonetraps)
Ray: 1d20 + 2 ⇒ (17) + 2 = 19
Shukara: 1d20 + 7 ⇒ (1) + 7 = 8 (darkvision)
You hear/see behind you a couple of goons making a lot of noise and begin breaking down shacks, pushing over tent poles, and causing enough ruckus that several of the Hundredfingers gang break from hiding and begin to flee.
Alley -- Current Time (0:01)
Group conditions:
Round 1Ray - dmg;
Bossk - dmg;
Anthony - dmg;
GM
Khargrom - dmg;
Shukara - dmg;
Ephram - dmg;Bold may act.
Ray Hogan |
"Wow! Watch your feet there at the end of the alley!"
And then seeing the hundredfingers running, "Now where are they going?"
Turning to the closest goon, Ray points a finger at him and says "Arthrititosis!!"
Ranged Touch: 1d20 + 7 ⇒ (3) + 7 = 10
ugh...