| Ohrmizd |
Ohrmizd breaths deeply and tells the others "I do not sense any evilness on these people. Even if they are cruel or envious, their souls are still not beyond healing..."
Changing the attention to the merchants he asks "Do you happen to have any silver weapons?"
Manuun
|
Mannun looks Sceptically at Ohrmizd. "Why do you want to invest that kind of money into a weapon thats worth than what you got already?"
Manuun
|
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Perception (traps): 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Disable Device: 1d20 + 7 ⇒ (11) + 7 = 18
Taking 20
After barely an hour Mannun manages to open the chest and retrieve Ohrmizd magical Scimitar.
There should be a mace+1, Dagger +1, Scimitar +1, Brooch of Shielding, ring of feather falling and Plylactery of the faithful in there, together with some noticable cleaner sets of armor.
| Ohrmizd |
Mannun looks Sceptically at Ohrmizd. "Why do you want to invest that kind of money into a weapon thats worth than what you got already?"
Ohrmizd shrugs "Don't know, you told me we need silver to defeat the huecuva that protects the crypt gate Man!"
"I am interested merchant, but my treasurer here would not let me spend the money" Ohrmizd smiles a bit amused "You must convince him in order to make the sell"
-----------------------------
"Wow well done Man! I really was missing my beloved copy of the The Birth of Light and Truth!" Ohrmizd thoroughly searches the guard rooms for any other weapons the guards might have left unattended.
Perception: 1d20 + 8 ⇒ (8) + 8 = 16 If they have random weapons, Ohrmizd is specially interested on a bow and arrows
Provided they have the time, Ohrmizd will also explore the remaining areas of this floor.
Perception (C2 south): 1d20 + 8 ⇒ (13) + 8 = 21
Perception (C2 north): 1d20 + 8 ⇒ (17) + 8 = 25
Perception (C4): 1d20 + 8 ⇒ (12) + 8 = 20
Perception (C5): 1d20 + 8 ⇒ (10) + 8 = 18
Perception (C7): 1d20 + 8 ⇒ (3) + 8 = 11
He leaves the central area for the last one, assuming nothing interrupts him in his inquisitorial search.
Perception (C3): 1d20 + 8 ⇒ (20) + 8 = 28
| Omari the Landless |
The weapons of the group are found in a chest in the guards room. The chest is locked (DC25).
More like after two minutes.
Clearly, we have moved back to the relative privacy of C7, and thus, Omari will make his proposal
Those who know him can hear that Omari is annoyed about having to wait so long for the group to find someplace private so they can have a serious discussion, without giving their plan away to the locals.
"All of us, with the exception of Haleen here, have agreed to help Princess Almah Rovehski with re-establishing the trading post of Kelmarane, on behalf of the Pactmasters of Katapesh. Our immediate objective is to take control of the battle market. I do not think we need to disturb any of these folk here - the pactmasters do not object to arena fights, nor merchants. However, we have already disrupted the arena fights, the local just don't know it.
Turning specifically to Haleen, despite his irritation, his voice softens he continues "Haleen, as mentioned, neither Kardswann nor the gnolls will be coming back, and thus there will be no further prizes offered to fight for... Thus you need a further source of income to pay the debt you owe to Scarface. By the way, you really should have trusted us to help you with that problem."
"Our deal with the Princess is all the loot we take from Kelmarane. We have done what we think is most of the serious fighting already - killing or driving off a demon, the giant boar, Undrella and Kardswann, but if you join us in securing Kelmarane for the Princess, we will make good on the remaining 1000 gp for Scarface from our loot."
"That said, assuming you agree, Haleen, our next step is to search the rest of the battle market for potential resistance, including the HQ for the Kulkis tribe and collect our pay... After that, we can return to the Princess and she and the rest of the expedition, her guards in particular, can come here to claim ownership in place of the Kulkis'. She can bring a pile of heads with her to assert her claim."
"Finally, do you think that any of the fighters or the merchants will object to the Princess (and her guards) taking control of the battle-market? If so, it is perhaps our responsibility to take care of them before the become a problem..."
| Omari the Landless |
...
Provided they have the time, Ohrmizd will also explore the remaining areas of this floor.
Perception (C2 south): 1d20 + 8 ⇒ (13) + 8 = 21
Perception (C2 north): 1d20 + 8 ⇒ (17) + 8 = 25OMARI INTERVENES HERE
Perception (C4): 1d20 + 8 ⇒ (12) + 8 = 20
Perception (C5): 1d20 + 8 ⇒ (10) + 8 = 18
Perception (C7): 1d20 + 8 ⇒ (3) + 8 = 11He leaves the central area for the last one, assuming nothing interrupts him in his inquisitorial search.
Perception (C3): 1d20 + 8 ⇒ (20) + 8 = 28
Omari intervenes before Ohrmzid wanders into the central merchant area (C4) and the bar(C5). He points out, "You realize that that's the merchants stalls, and you have no legal authority, in their eyes, to search their stuff - so you're about to start a fight with everyone out there... Instead, we can do a quick follow up search of the guard room (C7, keep the roll for it), and then we can get up stairs (C2) to what I suspect is the Kulkis' headquarters"
| Ohrmizd |
Ohrmizd already voiced his thoughts on Omari's private conversation on this spoiler
Omari intervenes before Ohrmzid wanders into the central merchant area (C4) and the bar(C5). He points out, "You realize that that's the merchants stalls, and you have no legal authority, in their eyes, to search their stuff - so you're about to start a fight with everyone out there... Instead, we can do a quick follow up search of the guard room (C7, keep the roll for it), and then we can get up stairs (C2) to what I suspect is the Kulkis' headquarters"
"Don't worry Omari. The plan is just to explore the place" padding his always observant and tactical friend in an attempt to ease him he adds "Besides, as you said, we need to remove the resistance from the market. There is no better way to do so than by showing up ourselves and provoking anyone still loyal to the Kulkis to attack us. If they are just fair merchants and arena fighters with no desire to cause problems, they are not going to attack us. And if they are... well... you are right, we just need to show them manners and ensure control of the place"
Manuun
|
Before following Omari into the cell block Manuun concludes his business with the alchemical merchant. I buy all three potions
When Omari is offering their hard earned money to a stranger he wants to intervene, but then he rememeber how the girl saved him from the gnolls and how much she means to Ohrmizd and agrees.
The Sylph is looking at Haleen looking to see if she will agree to Omaris offer.
| Haleen __ |
Halleen is the first to jump in to help others fix their problems. But she never asked for something in return and for sure won't start now. She always worked out her problems with herself.
"I think I'll be fine. If I understand you right, then this Princess will repopen Kelmarane as a trade post on behalf of the Pactmasters. Which means this place is going to see more business appearing within two weeks, than the gnolls could have dreamed of for a year."
"There will be a real market, and legit merchants. And for sure the stage will be open also. Not only for fights, but also for performances. Music, dance, theater. this will become a lively place with lots of people spending lots of money!" Haleen paints the bright future.
"I don't want to freeload on your job, that is almost done. But if you can put a word in with the princess, to get me a good start in this business I'd be grateful."
Manuun
|
"Of course we will do that. You freed us from the jail a few days back and from what I have heart you did even more back in the day for Miz and his friend."
Manuun checks if one of his friends wants to convince Haleen further before suggesting they move up to the Gnolls quarters like Omari suggested.
| Ohrmizd |
"We will make sure the Princess only hears good reports about our favorite girl" Ohrmizd winks an eye and shakes Haleen, happy to be back with her "I am happy you are well. You should have left a more clear note. We will help with Scarface"
Finding no bow or other weapons in the guard quarters, Ohrmizd just methodically finishes searching this floor. After making sure there is no resistance or useful equipment left in this area, the Keleshite is happy to check out the stairs pointed out by Omari C2.
| Foxy Quickpaw |
(C9) Four rows of raised wooden bleachers are positioned to offer an excellent view of the battle stage on the ground floor, about twenty feet below. A thin walkway bisects the stalls, separating what must have been general seating to the east from seating designed to accommodate a small orchestra. A few large drums with moldering skins stand at the forefront of this section, the only signs of the music that must once have filled the battle market.
(C10) This strange shop is the largest storefront in the second floor arcade, and the only one currently in use. A bizarre alchemical apparatus against the west wall - the infusium - is a maze of glass beakers connected by rubber tubes. Seven of these tubes project from the apparatus, ending in syringe-like needles.
All the other stalls are empty, abandoned storefronts (S and C17)
As you open the door to the guard room (C11) you hear the tip tap of small feet fleeing upstairs.
| Ohrmizd |
C9
Ohrmizd checks the bottom view from this position, then tests one of the drums hitting it softly with her scimitar "Seems they are livening up the place with music. Shall have been an interesting show to be honest"
Perception: 1d20 + 8 ⇒ (3) + 8 = 11
C10
Ohrmizd checks the strange alchemical apparatus with interest, trying to guess what might it serve for "Do you think we can get a nice price from this junk?"
Perception: 1d20 + 8 ⇒ (17) + 8 = 25
K. engineering: 1d20 + 1 ⇒ (7) + 1 = 8
S and C17
Despite them being empty, Ohrmizd checks the other stalls to make sure the gnolls have not left something hidden.
Perception (S): 1d20 + 8 ⇒ (16) + 8 = 24
Perception (C17): 1d20 + 8 ⇒ (11) + 8 = 19
C11
When the group listens the steps going upstairs Ohrmizd rushes after "Did you hear that? There is someone trying to escape!"
Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Manuun
|
When he hears the steps going up the Guardroom Stair Manuun Rushes up trying to catch the person before he can get away.
| Foxy Quickpaw |
Ohrmizd finds nothing, nothing and again nothing. Looks like someone was very thorough in getting everything valuable already. If there ever was something.
The strange apparatus will be a hard sell, as it's incredibly heavy and not offering itself for easy transportation.
Following upstairs Manuun doesn't see who it was, that he heard. Another guard room is at the end of the stairs, but the door is open (C12).
| Ohrmizd |
C12
Ohrmizd rushes upstairs and checks for the fleeing creature.
Perception: 1d20 + 8 ⇒ (20) + 8 = 28
Survival (track): 1d20 + 9 ⇒ (8) + 9 = 17
| Omari the Landless |
Omari lopes after his impetuous friends, an arrow on the string of his longbow...
Up to C12
Foxy: 1) There was neither a proprietor nor customers in the infusarium (C10), right? 2) As we got to observe C9 and the S rooms, were the ceilings normal height? (this would indicate space above them, which we currently don't have access to ; the construction of Level 3 (that you are showing on slide 2) as a 1/2 level is very odd...).
| Foxy Quickpaw |
It is not possible to follow any tracks on this hard floor which was used frequently. But Ohrmizd hears some noise from the far end of the corridor (C14)
Tell me about odd. It took me ten minutes to stare at those maps and reading through the text to find where you get up to level 3. And the wrong numbered C17 on level 2 didn't help either. But there is nothing more. If you take a seat on the thrones you can watch almost everything. And as you already know, Undrella wasn't seen in the infusium lately. No one else there either.
Manuun
|
After a short check in the side Rooms (C13 and C15) Manuun rushes along the corridor towards that closed door at the end.
Casting Sift while proceeding.
Perception looking for traps and other hideen features: 1d20 + 8 - 5 ⇒ (16) + 8 - 5 = 19
| Ohrmizd |
Appearing at the top, Ohrmizd extends his left arm holding the door open with his shield, while making her scimitar spin with the other one "I heard something ahead, I promise you"
"Ei! You! Running is not going to save you! Come here to talk or we will assume you are an enemy when you find out there are no more floors to which to crawl up!" the Keletshite shouts menacingly while calmly walking towards the next area. C14
Intimidate: 1d20 + 9 ⇒ (20) + 9 = 29
I set Ohrmizd token in the map. The location is actually quite interesting!
| Omari the Landless |
Omari continues to follow Ohrmzid, arrow on the string, eyes peeled for hidden surprises (like some little sneak trying to escape using Orhmzid as a distraction...)
Perception: 1d20 + 3 + 2 + 2 ⇒ (20) + 3 + 2 + 2 = 27
+3 ranks +2 wis +2 racial (eyes of the hawk)
| Foxy Quickpaw |
The neighboring rooms (C13) contain the bunk beds for the gnoll guards. This information is given away by the strong smell and the shed fur.
To the right of the corridor is the observatio platform (C13) that hosts the three thrones that could be seen from the area below already.
Manuun finds no hidden features.
Listening for signs of the hiding creature are hard to notice over Ohrmizd's shouting (Please tell what you want to do with that roll. Because depending on the intended effect there are worlds between the time needed to get the effect).
Nevertheless Omari manages to catch something in between.
| Ohrmizd |
"Ei! You! Running is not going to save you! Come here to talk or we will assume you are an enemy when you find out there are no more floors to which to crawl up"
Emphasis mine. But overall feel free to interpret how the creature hiding would react to being intimidated by someone telling her/him that. Manage times as you see it benefits the enjoyment of the story, you are the GM and this is your narration/game.
Manuun
|
Manuun waits for a minute to see if Ohrmizds Demand shows some effect.
"Well as you say, where should he go, lets get into the last room and see whos this little bugger."
Manuun suggests going into C16 and will proceed with tis course of action unles somebody intervenes. If the door is locked, Manuun will open it with his tools.
| Foxy Quickpaw |
Ohrmizd's request is answered with silence. So all move on into the next room (C16). This decadently decorated chamber is part of the residence of the battle market master. Three chairs sit next to a blazing fireplace, and a curtain hides a private bedroom. A huge bed stands in the other half of the room behind the curtain.
The options to hide are limited and so the 'little bugger' is found hiding under the bed, besides a large chest. It's a goblin clad in a colorful jester’s outfit. He hisses and snaps with his large mout full of sharp teeth at everything reaching for him.
| Omari the Landless |
Standing where he has clear line of sight, Omari looks at the bitey goblin and asks (in Kelish) "Do you feel like surrendering, or do you feel like being used for target practice?". He half draws his longbow for emphasis.
| Ohrmizd |
Ohrmizd gives some space for the goblin to answer Omari, but when he sees the opportunity he asks "Who are you little bugger?"
Manuun
|
"Well I might pee my pants if I were in his position, but I Surely wouldn't come out seeing you all stand there menacingly."
Manuun assumes the "Little Bugger" is scared enough as it is and instead starts taking in the room and looking for valuables, using detect magic if necessary.
Iam fine to resolve that after the "Encounter", just wanted Manuun do something else than scaring the courtjester.
| Haleen __ |
"That's Jank. He's Kardswann's major domo." Haleen explains as she comes up to join the exploration of the rooms she also hasn't seen yet. "Poor sod. He's standing at the entrance of the upper floor at all times."
| Heshan Antar |
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So... that dis not work. Instead, his face softened as he bended his knees to be more at eye level with the creature.
"In case you are wondering, we do not associate with the genie. We can help you out if you are willing to come out."
Diplomacy: 1d20 + 6 ⇒ (17) + 6 = 23
| Ohrmizd |
Looking at Heshan, then nodding to Manuun and looking at Roryx and Omari, Ohrmizd makes some space to give the opportunity to Heshan to handle the jester. He moves to the room's door if necessary.
The Keleshite readies himself to fight if necessary though, not trusting the goblin's good will.
| Ohrmizd |
"The master is no more. He will not laugh at you anymore" Ohrmizd locks his stare at the goblin and tries to detect evilness, chaos, goodness or loyalty on him while the others continue the conversation.
At the same time he tries to sense if the goblin feels relieved or deceived the master will not laugh more at him.
| Ohrmizd |
"Yes, he is the new master, and we are his advisors" the inquisitor points at the goblin "And you little bugger, you better tell us where the old master guarded his treasure before we decide you are resisting the new ruler and punish you accordingly"