
Vesica "Tavern Tale" |

Tavern Tale arrives just in time to hear Tallen's question to the mayor.
He's not very subtle or tactful, the bard thinks. Still, it'll be interesting to hear the mayor's response; after all, if a townsperson is in on the abductions for some reason, who better than the town's mayor to orchestrate such a thing?
Tavern Tale takes a few moments to judge the mayor's response and then subtly looks around the gathered townsfolk to see if anyone present seems less-than-pleased by the turn of events.
Vesica Sense Motive Check (mayor): 1d20 + 5 ⇒ (20) + 5 = 25
Vesica Sense Motive Check (crowd): 1d20 + 5 ⇒ (5) + 5 = 10

Sea Ranger |

Sea Ranger grins at TT when she shares the spoils and the surprise loan from the paladin. "Guess I'll be able to afford a room tonight after all. Thanks, we'll get her paid back soon." The druid's smile fades a bit as he continues. "Maybe sooner than later, if there is some sort of evil at work here - given the rather strange circumstance of crocodiles leaving the swamps to feed on farmers outside the village and lizardmen actually entering town to kidnap folk. And cultists? If the lizardmen and the cultists are working together, then something VERY strange is happening here in Orlane."
The half-elf enters into the town hall as well, having missed his companions speak - but he figures they'd be the ones doing the talking anyway. Sea Ranger isn't comfortable taking the lead in any kind of negotiation.

EltonJ |

EltonJ wrote:"Now I'm sure we could get to the bottom of the abductions," he briskly said.”Yes, yes, yes, I’m sure we can but first let’s talk renumeration. How much do you offer for us to take care of this problem?”
"I can offer a reward of five hundred gold pieces," says the Mayor. "If you can get to the bottom of these abductions."

Vesica "Tavern Tale" |

TT does some quick math in her head. That comes out to...over 70 gold pieces each!
"I'm in!" she blurts out excitedly.

EltonJ |
1 person marked this as a favorite. |

"Agreed! Tells us all you know of the gongs on here in the village...and leave nothing out!"
Gothia starts to clean her sword as she listens to what the Mayor has to say.
"Gongs? Don't you mean, goings on?" the Mayor looks at you. "Well, the abductions began a month ago. We used to have three inns here, now we only have two. People began to leave, and many people were frightened. A new faith arrived in the village, calling itself the Cult of the Reptile God."
"We think it's center is somewhere in the swamp. I've sent men to investigate, but none returned."

Vesica "Tavern Tale" |
1 person marked this as a favorite. |

Catching Tallen's reaction to her overenthusiasm, Tavern Tale slips to his side to whisper in his ear. "Sorry--I got overly excited at the prospect of having some real coin in my purse again. But I don't speak for the entire party--if you want more, feel free to open negotiations with the mayor. Or have someone else do so. Heck, I could probably do the negotiating myself. In fact--I'll do it now!"
The petite bard steps forward and addresses the mayor. "Your honor, it seems I may have spoken in haste when accepting your initial offer. I'd forgotten that our fellowship's last encounter--with a tribe of goblins led by a foul little necromancer and his zombie goblins--was high on danger but terribly low on spoils. Turns out the necromancer had used nearly all of the tribe's wealth for components required to create his undead servants, so even though our party killed every last goblin and made the Dim Forest safer for merchants and other fine folk to travel again, we only gathered a handful of silver and copper coins for our efforts. If you can afford it, could you raise your offered reward a bit, say to 100 gold pieces each? We are experienced, capable, work well as a team, and are very thorough. I'd tell you to ask the goblins of the Cracked Bone tribe to speak to that last point, but we left none alive...or undead for that matter."
The bard bows respectfully to the mayor and takes one step back towards her comrades-in-arms.
Vesica Bluff Check (when opposed by Sense Motive): 1d20 + 11 ⇒ (9) + 11 = 20

Sea Ranger |

Sea Ranger considers TT's performance while trying to keep a straight face - especially after hearing about the reward. She's pretty good at story telling, she'll probably put on an entertaining show tonight at the inn... He thinks idly as he considers the idea of having a fair amount of gold in his purse. The druid isn't looking to get rich or anything, but it would sure be nice to have options beyond living off the land every day. "Uh... sir... do any members of this cult live in the village? Or do they all dwell in the swamp? Do they wear anything that marks them to any that see them? And are they human? Lizardman? Or both?"

Brenfine Loudain |

Brenfine hears Vesica begin on her story, and quickly realizes the bard is spinning a lie. With a slight sigh, she holds her tongue, realizing that it would be a problem for their team to undermine the group and instigate strife within their burgeoning unity.
Guessing her groups responses, Brenfine walks over to Gothia and places a hand on the paladin's sword-arm. "I expect you are as uncomfortable with Tavern Tale's story as I am, but now is not a time for truth in place of trust. We are about to test ourselves against a cult of evil, causing strife within the team would not help us achieve the greater good for the whole population of this village. Still tongue, wise head, my friend. We have a greater purpose here. Besides, we can redistribute any extra coin she gets for the team back to those we rescue so they can start their life over again.

Gothia VonSalais |

Gothia sighs and smiles at Brenfine and nods towards the bard.
"I have nothing against a little 'white' lie as long as it is in the pursuit of a greater good. Some of my fellows are a bit more strict than I, but having travelled some I have seen and heard many "stories" that bear little resemblance to reality, but still the overall good they did outweighed the slight misdirection of the truth."
She watches as the other bargin for the final ereward.

Vesica "Tavern Tale" |

"That seems quite fair to me...even generous," Tavern Tale tells the mayor. "I find the terms acceptable." Turning to her comrades she asks, "Is this arrangement agreeable to you all?"
@GM: Was there any result from the Sense Motive check TT did on the mayor a few posts back? (It was a natural 20 + 5 = 25.)

EltonJ |

"That seems quite fair to me...even generous," Tavern Tale tells the mayor. "I find the terms acceptable." Turning to her comrades she asks, "Is this arrangement agreeable to you all?"
@GM: Was there any result from the Sense Motive check TT did on the mayor a few posts back? (It was a natural 20 + 5 = 25.)
Let me check something.
He is genuine and concerned about the evil cult that is engulfing the village of Orlane.

Vesica "Tavern Tale" |

"Seems to me we should strike while the iron's hot and the trogs' trail is still fresh," Tavern Tale replies to Tallen. To Sea Ranger she adds, "Were you going to check for tracks to determine where those scaly creeps came from?"

Sea Ranger |

Sea Ranger shakes his head slightly to dispel the daydream of being even slightly wealthy as TT speaks to him. "Uhh... right, yes. I'm on it."
Heading outside, the druid kneels down to find the lizardman tracks, and if he can find anything, does his best to follow their backtrail to get some idea of where they came from.
I rolled these right after combat ended, not sure if they're good enough to do much.
Perception check: 1d20 + 12 ⇒ (2) + 12 = 14
Survival check: 1d20 + 9 ⇒ (6) + 9 = 15

Brenfine Loudain |

"I appreciate your flexibility in his situation, my friend. It would appear a number of our group find the truth to be ... malleable." Brenfine checks her weapons when she finishes.
As the group sets off to follow the tracks, she readies her bow and knocks an arrow, ready to fire should they see any of the reptilian folks in the distance.

Vesica "Tavern Tale" |

While Sea Ranger examines the tracks, Tavern Tale examines the throng of grateful villagers, trying to pick out one who seems particularly wise or kind. She approaches that person and asks if they have time to answer a few questions.
If they're amenable, she'd ask:
1) What sort of weirdness have they seen in the village?
2) Have they seen trogs raiding before?
3) Do they think the trogs have an ally (or allies) among the villagers and, if so, who do they suspect?
Vesica Sense Motive Check: 1d20 + 5 ⇒ (6) + 5 = 11

EltonJ |

I rolled these right after combat ended, not sure if they're good enough to do much.Perception check: 1d20 + 12 ⇒ (2) + 12 = 14
Survival check: 1d20 + 9 ⇒ (6) + 9 = 15

EltonJ |

If they're amenable, she'd ask:
1) What sort of weirdness have they seen in the village?
2) Have they seen trogs raiding before?
3) Do they think the trogs have an ally (or allies) among the villagers and, if so, who do they suspect?
There is two people, two elves, that wish to speak to you. They are both male.
They address themselves as Dorian, a mage; and Lywillian, a rogue. The first one approaches you -- but speaks to you behind the town hall.
"We were asked to come here to investigate the Cult of the Reptile God by the mayor himself," says Dorian. "We are seasoned adventurers, I am a mage of some skill and Lywillian is a rogue of some skill also. The trogs kidnap people who don't belong to the cult, taking them into the swamp so they are never seen again. From our investigations, about a fair number of the villagers belong to this cult. Including the proprietor of the Golden Grain Inn. Be careful where you choose to lay your head, because of your actions you may get kidnapped."

Vesica "Tavern Tale" |

Tavern Tale approaches the two figures, readying a scream if they try to kidnap her. Unlikely with the others closeby, but you never know!
She listens to Dorian's tale, her good eye widening a bit at his revelation about Bertram and his inn; all the while, she's trying to get a read on the elf's trustworthiness. When the elf finishes talking, she thanks him for the warning and returns to the others.
I thought there were more villagers present, so my previous Sense Motive roll was to try to pick out someone who looked trustworthy. I'll roll a separate Sense Motive check to try to get a read on Dorian.
Vesica Sense Motive Check: 1d20 + 5 ⇒ (5) + 5 = 10
Also, Vesica made the Sense Motive DC against a Bluff Bertram made in THIS POST, but I don't believe I ever got a result; it might be important in forming a plan for how to proceed in the investigation.

EltonJ |

Something in either the innkeeper's eyes or tone doesn't quite sit right with Tavern Tale, so she remains silent while trying to figure out what set off her inner alarm just then.
Vesica Sense Motive Check (Bertram): 1d20 + 5 ⇒ (18) + 5 = 23
You know he's lying.
GM ONLY Sense Motive Check (against Dorian):
Vesica Sense Motive Check: 1d20 + 5 ⇒ (5) + 5 = 10
As far as you know, he's telling the truth.

Sea Ranger |

Sea Ranger speaks with the others after investigating the area where the lizardmen were killed. "They came from the swamp. Tracking them further will be... difficult. But if that's where we're headed, we might look into getting something to protect against mosquitos. Their bites are annoying, but of more concern are the diseases they carry. I'll ask around, and see if anyone here makes a salve to ward them away."
Any anti-mosquito salves in the village? Sea Ranger wouldn't mind asking around.

Vesica "Tavern Tale" |

TT rushes back to the others and reports everything she was told. "Those two elves said they'd been hired by the mayor to look into the disappearances. Dorian's a wizard; his pal Lywillian is a rogue of some sort. Anyhow, they believe several villagers are members of this cult...including Bertram the innkeeper. Dorian warned me not to stay at his inn lest we become kidnap victims ourselves!"
"I got the feeling earlier that Bertram wasn't being fully honest with us, but...I can't figure out why he'd direct us to the mayor. My read on the mayor is that he's honest for the most part but overwhelmed by the situation in the village. I don't know...maybe we should scope out the village some more before heading into the swamps."

Vesica "Tavern Tale" |

Tavern Tale squirms visibly at the thought of being bait for a bunch of cultist-kidnappers. She eventually calms down a bit before offering her opinions and some things to consider.
"If we use the 'ambush the ambushers' plan, how would we execute it? Everyone in one room or split up into smaller--and more attractive targets--couples or trios? If we went with Chestman's idea of using a distraction to occupy Bertram while another group searches his room or other parts of the inn, well...I can be very distracting when I want to be. But, again, we'd be splitting the party and leaving ourselves somewhat vulnerable. Thoughts? Other ideas?"

Vesica "Tavern Tale" |

”First, innocent until proven guilty. We can’t assume the innkeep is a cultist on word alone, so breaking into his room is not yet justified. Second, being evil doesn’t make someone guilty either. Both make him worth investigating, but not treating as a criminal.”
Tavern Tale's face scrunches up a bit at Krishka's words, but deep down she knows the half-orc makes some good and valid points.
"So...what does that mean exactly? Do we have to have him confess, find some other evidence that implicates him, or...wait in our rooms and prepare for one or more attempted kidnappings tonight? I can still provide a distraction so Gothia can hopefully check for evil without Bertram noticing."

Brenfine Loudain |

Brenfine listens and thinks over all that is being said. "We need more information. I believe we should not isolate ourselves over night, I'm not comfortable risking any of you to this cult. If Gothia has the ability to get a read on Bertram is good or evil that would help. Given how successful the cult has been at capturing people, it makes perfect sense that they have help within the city."
"The idea of searching Bertram's room sounds good if we have some evidence to back up the rumors. Invading the man's privacy on the word of strangers does not sit well with me."

Sea Ranger |

Sea Ranger speaks with a few villagers as they make their way back to the inn and gets a good idea of where to procure some mosquito repellent. Keeping the information in mind, the druid follows the party back to confront Bertram - whether openly or in a more subtle manner. Now that he has some gold, a room and another couple of beers would also sit quite well...

Vesica "Tavern Tale" |

Tavern Tale leads the party back into the Golden Grain Inn. She waves her hand at Bertram, grinning broadly. "Guess what we just did! We saved Orlane from the raid of three troglodytes, all by ourselves!" She skips merrily toward the innkeeper, trying to inconspicuously be in Bertram's sightline to Gothia. "You should have seen it--those nasty reptile men never knew what hit them! We all pitched in during the battle, but Chestman here finished off two of the raiders himself by bashing their skulls in! We took a third one alive, and it'll be questioned once it comes back to consciousness."
Grinning triumphantly, TT's smile lessens and her tone shifts toward being gracious. "And we couldn't have done it without your suggestion to go and speak with the mayor. He seemed relieved that someone had finally stood up to the raiders and hired us to root out the rest of the cult. Your village owes you its thanks!"
Hopefully that gave Gothia enough time to work her magic, the bard thinks to herself. Now let's see how Bertram reacts to this "good news".... Still appearing almost giddy with excitement and pride, TT tries to get another read on the innkeeper through his reaction to her proclamation.
Vesica Bluff Check (when opposed by Sense Motive): 1d20 + 11 ⇒ (6) + 11 = 17
Vesica Sense Motive Check: 1d20 + 5 ⇒ (19) + 5 = 24

EltonJ |

Bertram looks at you. At first, he feigns non-chalance.
Bluff: 1d20 + 5 ⇒ (20) + 5 = 25
"Well, it must be a good thing that I referred you to the mayor," says Bertram. "I didn't know that there was troglodytes in the village. Or that there was a cult operating in the village."

EltonJ |

You notice that evil is present here. Bertram Beswill, the proprietor of the Golden Grain Inn, smells neutral. But half the people here smell of the stench of evil. Perhaps they are cultists themselves. You know you cannot smite them all, or if they were perpetrators of evil crimes.

Gothia VonSalais |

How many people are here?
A hard look crosses the paladin's face as she examines the owner and his patrons. Shaking her head, she moves towards the exit.
"Sorry, my head seems to be spinning...I think I need some fresh air. Come my friends and let us get a breath of fresh air."

Vesica "Tavern Tale" |

Tavern Tale turns to Gothia in concern. "Oh dear! By all means, get some fresh air." As she helps Gothia to the front door, the bard throws out another misdirection loud enough to be heard by everyone in the room: "If you have to rest, we can leave someone with you while the rest of us start to sweep the village for an more troglodytes, like we'd planned...."
Vesica Bluff Check (when opposed by Sense Motive): 1d20 + 11 ⇒ (9) + 11 = 20