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You notice Felkin recoil from the threat, and the two in the back straighten up. Rizmaz narrows his eyes and perhaps growls a little, but you can't quite tell. Greebax stares blankly, seemingly not knowing what to do. ------------------- As you walk away with the two men, they continue their conversation with you. "We were just yesterday discussing that very scenario, my friend," Aziz recalls. "My consortium would most likely pay a ransom for me, if the price was deemed to be a commensurate amount to the money lost without my services. Arakk here is a noted sage from Greyhawk whose Sage's Guild would probably pay at least a small sum to retrieve, but what of the others? What is to be done with us if we're not here to be ransomed? The goblins are likely from a rival tribe, and the two families most likely have no one to help them. The dwarves are being used as master craftsmen and will likely not be released from their toil. What of the rest of us? Are we here to feed the ghouls? We've been kept here for over a month. What are they waiting for?"
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It could be either one, really. You're not sure of the goblin's capacity to mimic the difference between a ghoul and a zombie, but with undead present it seems as if that is what they are alluding. Felkin, however, isn't even attempting to be slick about his deception. He clearly realizes he's been caught and simply smiles to "cover it up." It's obvious to you that he's lying. ------------------------------------ As you're talking to the goblins Arakk and Aziz approach you. "Peace be upon you. I am Aziz ibn Sasan al'Mouqol. This is my friend, Arakk." Arakk extends his hand in greeting. "Please, my friend," Aziz continues, "let us move away from these unclean beasts and speak." The cleric motions for you to accompany him to their section of the cell. "We have noticed you speaking with many people in the cell, and we wonder - what are you planning?" Arakk asks. "Why would you speak with those creatures?" Aziz is dressed in the manner of the Baklunish people, while Arakk looks a mixture of perhaps Flan and Oeridian, and wears clothing similar to what you've seen on people from Greyhawk.
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Rizmaz and Greebax look at each other and laugh, perhaps evilly, at the mention of the gnome. "Felkin biggoblin in holdyplace. Felkin and Greebax and Rizmaz not know gnomeygirl man knows." As he says this, Rizmaz and Greebax are behind him acting out a (comical?) scene. Greebax has his arms extended, his head cocked to one side and tongue out, groaning while he "attacks" Rizmaz and tries to bite him. Rizmaz tries to fend him off while cackling with laughter. Felkin turns and glares at them and they stop. He turns back around and flashes an "I'm not lying" smile.
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"Your Sylvan is acceptable," Mialee says, looking at Quarion. They listen to your summation of the events. Quarion snorts in derision and walks off when you ask about the others, leaving you with Mialee. "Well that summarizes his thoughts of the situation," she says. "He's having a hard time accepting that he was captured. Don't take it personally." "Most people keep to themselves, actually. You're the only person who has asked questions. Should I be suspicious of that? Your impressions are decidedly human, even for a Druid. Of course, the other prisoners are all decidedly human as well, so perhaps it's not unfounded." "The families are distraught at the prospect of being separated from each other, and the parents are concerned with what will happen to their children. Any parent would feel that way, I suppose." "That halfling there is trying to go unnoticed and yet notices everything. I'm not sure what he's playing at." "Most of the others aren't taking it too poorly that they've been captured. Perhaps that is the human spirit?" She pledges her assistance should the time come, and it seems genuine. Although perhaps eloquent and intelligent, she doesn't seem very capable socially.
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"Your Sylvan is terrible," says Quarion with an expressionless face. He switches to common and says, "We shall speak in the common tongue so that I don't have to listen to your accent." "Nalle ú baug", the female says to him. "Forgive my new friend, Hedrick. Arrogance runs in the veins of my Gray Elven kin." "And sufferance in yours," he retorts. She turns back to you. "I am Mialee, and we would of course stand by you, but what chance do we have?" "Do you have a plan?" Quarion asks. It's upsetting that his Common is flawless. "I'm afraid without my spellbook I'm not much help," Mialee says. "Quarion, though, is a warrior of some skill. If we could somehow get weapons it would be much easier, obviously."
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Your weapons, waterskin, and backpack were taken, which probably included most things on your list besides perhaps your coins and holly and mistletoe. They left your belt pouch. If you wanted to have something specifically in your belt pouch you might still have it, though it won't hold much.
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"No," the halfling says, glaring at you. There's not exactly malice in his voice, but it's close. Malkus remarks how that is the most the halfling has said to anyone. "Maybe he likes you," he jokes. You're good at noticing the natural world, and the halfling doesn't seem unnatural in any way. Perhaps he's just a normal, murderous halfling.
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Is that a Spellcraft roll for the detect magic or is that a Perception check? I'm assuming Perception based on the modifier. Take your time here. We can advance a few days, or you can lay out your plan and we can advance based on your intentions. It's up to you. Hedrick's search of the room reveals a few magical auras and raises a few questions. Both of the elves have magic on them, as do the halfling and Aziz. It makes you wonder why such a rudimentary spell wasn't cast so they weren't stripped of their items, and if it was why they were allowed to keep the items. You're not sure why you were allowed to keep your armor, either. As for the room, it's not much different than the last cell, just a little longer. You search as best as you can, but some people refuse to move while you do your thing. Whether they're hiding something or just don't want to help isn't really clear. You don't find any secret compartments or unclaimed items. It's stone floor matches the other room, and there is some straw on the ground for people to use.
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After observing the room for a bit you agree with Malkus' assessment as being pretty spot on. Mialee is most likely a wizard or sorcerer. Arakk doesn't seem like he'd be very useful in a fight, but his new friend Aziz could prove useful as another spellcaster. They both seem to possess the gift of gab. No doubt that's why they got along so well. You get no vibe from the halfling, and that's a little unsettling. You expect Boldo is used to intimidating people and getting his way. Quarion spends time around Mialee, though they don't seem to really talk to each other. Perhaps he feels it necessary to protect her. Gus has taken up a spot by Aziz, though they don't talk either. His orcish-ness could be useful. Elvessa and her son try to keep to themselves. The boy tries to comfort the little girl named Eya, but the girls father Telam won't let him. Annor and Nevin seem capable of taking care of themselves, and could probably help in a fight. They've taken up a spot close to the two families. Telam doesn't let his girls out of his arm's reach. His wife seems very despondent.
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That day the guards come to escort you away. They rough you up quite a bit. Apparently Nabbit sold your exchange on the premise of you abusing Jekku, who is quite valuable to them. Bruised and bloodied, you are dumped into the other cell. The guards take a few of the prisoners and escort them out, presumably to your old cell. This room is bigger than the other, and has more prisoners as well. You see faces you remember from the River Road, and some you don't. Malkus is among them, and he seems happy to see you alive. There is quite a mix in this cell, but it seems all of the dwarves are in the cell you just left. There are humans, mostly, but you see an elf or two, a halfling, and more than one goblin, among others. A Rhennee sits in one corner singing a somber song. ♫ ♫ "There ain’t no gods here
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Initially ignoring your questions, persistence pays off and the gnome, over the course of two weeks, begins to converse with you. You manage to change his initial indifferent attitude to friendly via Diplomacy. Through 5 minute snippets of conversation here and there you learn a little bit about Nabbit. He's here looking for his sister Brinx. She was kidnapped by a tribe of goblins known as Dust Diggers over a month ago. He followed her familiar here until it was killed and he was captured. He managed to ingratiate himself with his captors, and when he was given to the castellan he retained much of his freedom. He's learned that the Dust Diggers were attacked and destroyed by Sabina's orcs, and a few of them were taken captive. He thinks one in the other cell knows where his sister is, but he can't get any solid leads. His sister isn't in the other cell, and he's beginning to lose hope. He obeys the orcs and Ghost Knights out of fear he will be killed. For now he performs any tasks necessary, and when he has time he comes down to question the goblin in the other cell. If you were interested in learning about the other cell or more of a layout of the castle, he might be willing to help, but you'd have to change his attitude from friendly to helpful with another Diplomacy check, DC 10.
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Oskor confirms that they did put the gear under the stone paver. You learn the names of the other dwarves - Hangrim, Holfyar, and 3 others (who I will leave unnamed in case someone joins as a dwarf. For now just assume that you know their names). The dwarves describe to you the way they think would be easiest to go. Jekku is a talented politician and merchant, but he doesn't seem to have any special abilities that could help out otherwise. He is older, in his 50's, and doesn't have any skills with weapons. His company is very pleasant, and he tells you stories of life in the Gnarley Forest. He begins to enjoy your company very much, and constantly tells you that you remind him of his home in the forest. He ultimately confides in you that he is not welcome back to Lockswell Manor, and that he and his brother had a falling out. He misses his home, but has always been more comfortable in Greyhawk. He continues to serve his family even though they don't acknowledge him. The orcs do indeed come the same way every day, from square B5. They take prisoners to and from the other cell as well. Occasionally you think you hear the door at A4 open or close, but you never seem to catch it happening. Looking at it from the cell's cage door you see that something has been chiseled away from the top of the door. It looks as though there was an inscription in the stone that has been hacked away. With the bonuses from the spells factored in, roll Diplomacy.
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Weeks pass in the same way. The dwarves are taken nightly and return weary from work the next morning. With Hedrick's suggestion, they begin to make mental maps of the castle, which they begin to describe to you. Food and water are brought once a day, so the water you are able to create helps prevent people from starving. They see Lady Sabina very little, but they say they only see her at night. She always has a knight by her side, a man they call Dragos. Two other knights come and go, leading platoons of orcs who usually return with more slaves. The knights have a coat of arms on their black shields of a red ouroboros that the dwarves do not recognize. You see the gnome only occasionally, but you speak to him when you can. Roll a d20, Diplomacy check.
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You check the floors and realize they are made of stone pavers. Not quite as thick as the walls, but still stone. You find one that is loose under a particularly thick patch of straw. Lifting it up you find some crudely made daggers. There are 3 of them that look like some type of rock or stone with torn cloth to cover what makes for the handles. There are also two clay pots with drinkable water, and 1 small flask (labled in Common as a potion of cure light wounds. Your roll is good enough that you notice that the orcs don't have good quality weapons. You're no smith, but you can tell good items from bad. They wore simple hide armor. You also noticed that they don't look well fed. Jekku isn't sure how long the dwarves have been here. He arrived with you and the dwarves were already here. From conversation he guesses they've been here a while, but most people have lost track of time. He sleeps when the dwarves go to work, assuming that they work at night, and he keeps a mental record of how long you two have been here. By his estimates you've been here for four days. He bids you good night and he goes to his spot to sleep for the "night." Let's switch to the discussion thread, and we can discuss what you want to do.
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A commotion announces the arrival of the gaolers. You see an orc unlocking the gate, and two orcs enter the cell. Each has an axe and seem to be watching you and Jekku. You can't tell if other orcs are out of your line of vision. The orc who opened the door, presumably speaking Orcish, barks out orders and the defeated looking dwarves begin to move forward. Heads lowered, they march out of the cell to what are most likely insults yelled by the orcs. Once the dwarves are out of the cell the two orcs back out, and the gaoler locks the gate, leaving you and Jekku alone in the cell.
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"HEY! What's that light...HUH? WHO IS THAT?! WHAT DO YOU THINK YOU'RE DOING?!" A light begins to come closer as the voice gets louder. "Don't make me blow this horn! They told me to blow this horn if anybody tries anything!" A short humanoid stands a few feet from the cage door, peering inside.
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The room is about 20' x 20'. Near one of the corners is what appears to be a gate of iron bars. Straw lines most of the floor, and a latrine has been made in the corner opposite the door. Chancing a glance through the iron bars, you see a door about 15 or 20 feet away, and what appears to be two passageways leading off from the hall leading into the cell. You can view it here.
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Near Pascorel is correct, and the so-called Cockatrice Riders who protect it and keep it free. They're not exactly a group of benevolent people, but they have no love for the orcs, and in fact have taken this castle from them once before before being driven back out. Presumably this group of orcs either beat them for it, or was just the next in a long series of owners. "If he is alive, it is likely that he can be found in the next cell," says the human, showing himself for the first time. "If we are lucky," he continues, "we will remain as slaves and be sold in Elredd or somewhere farther south. If we are unlucky, we will be amusement for the Lady's...hungers." You recall the man from your trip. He only joined the group a few days before the attack. You don't recall his name, but he quickly extends his hand and introduces himself. "I'm Jekku," he says. "Jekku Lockswell. This is Oskor Ironstriker, though I don't know the names of all of his associates." You recall (natural 20) that the Lockswells are nobles within the Domain. They hold lands in the Gnarley Forest off the Yarpick Creek, as well as maintaining a household in Greyhawk. You used a couple of spells during the attack, so you're down a few, but you sense that your spells are otherwise still prepared.
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Your training as a healer helps you recognize what you've just been through. The pieces begin to come together and you realize that the unnatural creatures were ghouls. You must have been paralyzed after a bite, and the ghoul fever could have turned you into a ghoul. The weakness you feel, aside from being hungry, comes from the fever. It saps your vitality and dexterity. "Aye, ghoul fever. Ye be one a' tha lucky ones. A few were lost. As fer tha orcs, they be workin' for tha' woman. Lady Sabina they call 'er. She has some men wuth 'er, wut she calls 'er Ghost Knights. She be tha new mistress of Castle Sulafrae (Sulafrait), wur ye find yerself now." You can find Castle Sulafrait in the south west corner of the map, though your character might not know the location. With your Raised on the Selintan trait I would expect that you are probably from the Domain of Greyhawk, so we can nail down where Wintershaven is. The Selintan River connects the body of water to the north (the Nyr Dyv) with the body of water to the south (the Woolly Bay). If you'd still like to be from the area, you can take two free ranks of Knowledge: Local (Greyhawk) and have a decent idea of where it is. Your group was on the River Road which follows the Selintan when you were attacked.
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The faint light doesn't do much to help, but you manage to get an idea of the room you're in. It's probable that you're underground, but you're not positive. You are in a room that you guess is around 20'x20', with one entrance, which is where the light is coming from. The floors and walls are stone. "Easy, lad. Ye've been ou' a couple days now. Tha ghoul fever jus' broke las' night. Jus' take i' easy 'til I get ye some food." The voice isn't familiar, and you don't recall any dwarves being in the group you were with. Your eyes focus on a gruff looking dwarf near you. You scan the room some more and see what looks like five other dwarves and a human male, though it doesn't look like Malkus. You realize that you are still in your armor, but you don't have any of your other belongings.
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Darkness. You hear the sounds of the scared - panicked breathing, crying, praying, mumbling. Where are you? You're not sure how long you were out. Why are you so weak? It's like you haven't eaten in days. Your head hurts with dehydration and hunger. The conversation seems so long ago. Where is Malkus? What about the score of people with you? You begin to remember flashes of the attack. The Greyhawk Militia, no...they were disguised orcs...attacked from the sides. The other ones, you shiver as you think of them, came around after you were already wounded. You did what you could. You remember Malkus attacking one but you're not sure what happened. The unnatural creature with the foul breath got to you, and all you remember after you began to fall is the woman in the background with the glowing red eyes. Your eyes begin to adjust to your surroundings. There is a faint amount of light, and you begin to see shapes. Roll Perception. |