| Orsino; Ivid VIII |
One of the first things I was thinking of is getting it posted which NPC our different Alter Ego's are working with. We can keep track here, posting new NPCs as we go:
Erlick; Grimaldi; Orsino:
NPCs in Malvolio's Castle
Anubis in the cemetery
Our City Block
H: Butcher woman, (generational store)
Q: Hextor Temple (spies from up north)
R: 9 Hells Temple being built
L: Jail (former House Crandon castle)
P: Ruined church of Stern Alia now under 'Hell Hounds' (Horned Society) group
and
The Gnomes and Druids in The Grandwood
| Orsino; Ivid VIII |
Mike, we can probably segue this during the week:
Orsino goes to visit the Erinyes in the Castle who worship Mephistopheles. Can they cast a Remove Disease to expel his Filth Fever? How much?
I want to begin a dialogue with them (and for that matter, reconnect with the other Baatezu I've talked to in the castle).
If they don't have access to that spell -- I'll proceed to the canon of Dispater in #R in Nulbish.
| SolomonDirge |
Within the shadows of the southern reaches of the Grandwood Forest is a deep ravine known as the Darkenrift. A subterranean river called the Darkentide is exposed to the surface where it flows through the bottom of Darkenrift before continuing underground through the nighted realms of DeepOerth. The steep cliff walls of the ravine are riddled with dark cave mouths, which lead into tunnels and caverns of upper DeepOerth, said to be inhabited by diverse subterranean denizens, most of which are chaotic and dangerous to surface dwellers. Reports have been made of seemingly hypnotized farmsteaders and woodcutters wandering into the Grandwood and down in into Darkenrift, never again to be seen; it is this disturbing rumor that troubles the Horned King most, so he sends his most intrepid and daring minions out from Nulbish with orders to investigate and pacify this mysterious site by whatever means necessary.
| Orsino; Ivid VIII |
I do want to talk to our Druid friends, but I understand most of their time was in the Grandwood and now in the farms west of Medegia above Nulbish.
I really want to talk to the "farmsteader and woodcutter" survivors in Medegia who have seen their kin 'hypnotized' and wandering off to Darkenrift.
Aldo, before leaving the castle I want to research Darkenrift. I mention to Selephotism(?) that it sounds like Derro -- maybe with an Aboleth master.
| Orsino; Ivid VIII |
I do recommend putting dice rolls under Spoiler Tags so that Mike can consider and determine a DC *before* seeing what you roll:
'Hey, Mike, is the Erinyes Devil happy to see me or is that a horn in her pants?' Diplomacy: 1d20 + 8 ⇒ (2) + 8 = 10
This could cause problems if Mike sees your result before he can think about it. Consider the following instead:
Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23
.... And Mike can figure out a DC before seeing your result.
| SolomonDirge |
good idea, Ray
Selephotsiphem favors Orisino with the first smile he's ever seen crack the enigmatic sage's sour mug. He cackles, a sound like a rattlesnake shaking its rattle.... "Very good, my young pupil. Your theory is well founded, based upon the principles and precedents of the aboleths as the known lore describes. Your mind has sharpened at last in this new springtime, blossoming with fresh logic and new understanding."
The crimson-and-black robed sage points a crooked, almost skeletal index finger at you, its nail long, yellowed with fungus, and tapered to a claw-like sharpness, trembling tremulously. "You have surmised with reason, and that is meet, Orsino.... Deductive reasoning and logic will serve thee well not only as an investigator and scholar, but also as a wizard....*Hiss-hiss-hiss-hiss-hisssss*"
Selephotsiphem stares straight into Orosino's eyes, and his eyes dilate unnaturally to become pools of ineffable blackness that seem to bore into the young Naelax's very soul.
He then speaks in your mind, his lips unmoving: "There are certain items you shall require to fully explore some of the deeper caverns.... Those with entries submerged beneath the river, and those that are fully flooded with the murky waters of the Dartentide.... That river is long and very ancient, with tributaries that reach into the lightless depths of the Underdark...." Producing seemingly from the shadows up his sleeve a thin wand of spiraling coral inset with clear aquamarines and white pearls, he offers it to you. "This is only a loan... A wand of water breathing.... After you've cleared any threats in the upper caves and tunnels enough that you need not fear being ambushed while returning weakened and short on resources after a harrowing foray, use this to plumb the water-filled deeps of Darkenrift. And if you return alive with it well-spent, I shall consider it the cost of serving our sovereign."
| SolomonDirge |
Selephotsiphem
Gotta type that over and over and over.
Selephotisiphem
Yeah, I've been doing the same thing, as it doesn't roll easily off the tongue. Further, I realized immediately that it is neither a good nor subtle choice (in fact, it's kinda lame, granted), but I'm not changing it this late in the game, ya know?
| SolomonDirge |
Coinage of the Realm
All lands of Aerdy use the standard Core Rulebook conversion rate for coinage of different kinds. However, different provinces mint their own, slightly varying, coins.
The imperial currency minted in Rauxes is still accepted throughout Aerdy, in as much as any coinage is. The coins used are:
Platinum Orb: a rectangular, flat disc with the image of the Orb of Rax on both sides.
Gold Ivid: a circular coin with a milled edge, bearing the face of Ivid V on one side and the staff, orb and crown of the overking on the reverse.
Electrum Noble, Silver Penny, Copper Common: these are all circular coins without milled edges, bearing the heraldic symbol of the Great Kingdom on one side and that of the House of Naelax on the other.
The same coins are used in South Province, but the design differences are that the Platinum Orb has the symbol of the Great Kingdom on one side; the Gold Ivid has that symbol instead of that of the regalia of the overking; and the other coins have the boar's-head symbol of South Province rather than that of the House of Naelax.
In North Province, coins are the same as in South Province, save that the draconic shield symbol of that province replaces that of South Province on coins.
Old Medegian coins show the face of the Censor of Medegia on one side and the shield designs of Medegia and the Great Kingdom on the reverse. Here, the gold coin was known stubbornly as a "Gold Crown" and not a Gold Ivid as elsewhere. New Medegian coins, minted within the last three years of the Horned King's rule, bear the bat-winged Warduke's Helm symbol of Malvolio the Horned King instead of the old Censor's face, and retains the traditional shield designs of Medegia on the other side.
Foreign coinage (provincial coinage is not regarded as foreign) is not accepted in Aerdy outside of the eastern fringe lands where trade is still conducted with foreign nations, such as the Twin Cities, Rel Astra, Ountsy, etc. Also, it is accepted in a few parts of Ahlissa where piracy brings foreign gold into the land. In lands where such coin is accepted, it is devalued by 5-20% (5x1d4) for the purpose of purchasing goods or exchange for Aerdy coin. The one exception is the Sea Barons, who accept foreign coins with an exchange penalty of only 2%.
In some areas of Aerdy coinage is not accepted at all, or goods are scarce and expensive; details can be unlocked with high enough Lore of Society checks.
| SolomonDirge |
Where does Malvolio mint his currency?
The original Mint of Medegia was founded by the church of Zilchus in 253 CY, a year after Overking Toran II of Rax had stripped the See of Medegia and the office of the Holy Censor from the church of Pholtus and granted it to the church of Zilchus, allies of his royal house. For almost two centuries, it had been located within what was once the Temple of Zilchus in Nulbish, which now lies in ruins, a rubble-littered shell of its former opulence and splendor.
In 450 CY, after the Turmoil Between Crowns, Overking Ivid I passed the office of Holy Censor and the rulership of Medegia to the church of Hextor, where it remained for the duration of Medegia's existence as a Holy See. Shortly after the Hextorians succeeded to power, the Mint of Medegia was relocated to the Citadel of Merciless Massacre (Temple of Hextor) within Nulbish, where it has remained up to the present. It is possible that Malvolio has plans to relocate the Mint eventually, most likely to Castle Skullgard, but your party has not heard anything to that effect from the Horned King up to this point.
| Orsino; Ivid VIII |
I think since Grimaldi has a Thieves Guild (with Doppelgangers) ; And Orsino has some Devils --
Maybe Erlick should have The Advanced Mimic!
.
Orsino has the following:
1 Advanced Lemure Devil -- stays in Orsino's room in the castle
11 basic Lemure Devils
4 Hobgoblins who show promise as reliable -- all 15 currently keeping-clean "our" neighborhood
6 Hobgoblins
7 Bugbears -- in two different locations in the castle
1 Butcher maid, local of Nulbish
1 gang-leader "Hell Hounds" with his gang of former Horned Society brothers -- in the old church of Stern Alia
various allies of Malvolio's in the castle:
-Bearded Devils of Barbatos (Arch Devil)
-Sergeant Alexis Ferg & 16 Halberd-men-at-arms of Asmodeus (Arch Devil)
-Gray Marsha the Fighter of Belial (Arch Devil) & Archers (also former Horned Society brotherhood)
-Erinyes Devils of Mephistopheles (Arch Devil)
| Grimauldi/Kinky |
Thieves' Guild Senior
- Ginger Snap
- Meat Hooks
- Stinkfoot
- Mangy Mar
- Gimpy
- Pimples O'Malley
- Spittlepot
- Shuffle Toes Mort
- Stuttering Saul
- Swampy Max
- Thumbs Willie
- Two Times Jake
Thieves' Guild Junior Members
- Cross Eyed Gill
- Dopey
- Flea Bag
- Lard Rump
- Lazy Tim
- Mush Mouth
- Pinelope Pimples
- Pork Chop
- Shiver Spine
- Skinny Rob
- Slippery Pete
- Snaggle Teeth
- Snot Wad
- Swivel neck
- Yeller Belly
The Shifty Six
Doppleganger Gang marked with Crescent Moon Arcane Mark
Twenty-four Towns Folk
Rescued from Orcino's Sweep of the Commercial District
They are currently unnamed but will for the basis of the Beggar's Guild
which will serve as an entry point to the Thieves' Guild
| Grimauldi/Kinky |
Locations of interest to the Guild
- Warehouse B
- Safehouse N
- -------------------Jail L
- -------------------Emporium of Nulbish
By forming a crew out of Guild members and embedding them with the city works and stealing materials we have managed the work without letting outsiders know about the additional structures or tipping off the guard.
Meat Hooks turns out to be a decent contractor and takes Pork Chop, Mush Mouth, and Yeller Belly under his wing as apprentice craftsmen.
At the jail they work with Feyderin Standt to create a few secret doors accessing two unused areas on abandoned floors for Kinky's abattoir.
| Grimauldi/Kinky |
Thieves' Guild Chronicles
Kinky is investigating the guild to determine who is willing to do what. There is a place for everyone from cutpurses to cut throats. Strongmen to slip and fall guys. Seductresses and smugglers. Beggars and pickpockets can base out of the safehouse @ N; under the direction of Stinkfoot and Shuffle Toes Mort. Smugglers, strongarm robbers, and highway men stash their loot and lay low in the warehouse @ B; under the management of Mangy Mar, Stuttering Saul, and Slippery Pete. The truly demented and murderous will operate out of the Jail's secret cellblocks @ L; directly under Kinky with the assistance of Gimpy, and Snaggle Teeth.
The Shifty Six will be treated as a special force and answer to the three of us directly. In their free time they will move between the parts of the org. --I'd like to spend another 150gp spoiling these guys and securing their loyalty
Mike- if you want I can roll some investigation and diplomacy checks as well.
When we have decided more about our block in the north of the city I have some plans for the Guild there as well
| Orsino; Ivid VIII |
The Group's List of Places to Build in Our Neighborhood:
1) A Visitor Center / Custom House where visitors to Nulbish have to 'check-in' not necessarily to be taxed but for *us* to see what they have (and we can use it to gather information about what enters the city)
2) A Fresh Water depot where Nulbish citizens can come for water (a nice place for us to have a spy eavesdropping on a place everyone comes to)
3) A hidden place where we three can change our Identities
4) A warehouse where we can store visitors' goods
5) A brothel (another nice place for us to have a spy eavesdropping on a place everyone comes to -- and even earn a little money as income)
6) A bank or strongbox location that we secure
7) A Pawn Shop
8) A Tavern/Inn/performance center
9) A Brewery
10) A Teamsters Guildhall / Beggars Union house
| Orsino; Ivid VIII |
| 1 person marked this as a favorite. |
Thieves' Guild Chronicles
Kinky is investigating (his) guild to determine who is willing to .... operate out of the Jail's secret cellblocks
.
I would only say -- and to Erlick too -- that each of us is really ambitious and hungry on what we can use #L for. I would propose that, until such a time as we can spend a chunk of a Sunday negotiating, we try to keep our 'I got dibs on #L' propositions very open-minded.
| Grimauldi/Kinky |
Grimauldi - Jester's Journey
In the court of the Horned King Grimauldi has been developing several assets
- Carbuncle the imp
- Kaylin and the household staff
- Princess Leanna (House Rax Nyrond) a marriage suitor / hostage
- Kaybertious Pennington - The civil engineer
Grimauldi informing Malvolio and the court of progress in the city by means of extensive flattery. Always blaming the state of affairs on the deposed former ruler of Nulbish.
The jester frequently appears at the site of completed works and cajoles locals into parading around the projects applauding the workers and appreciating the designs.
His relationship with Kaylin and the staff of Skullguard is enhanced by bringing goods back from his trips. Spices, wines and spirits, and of course good old fashioned bribes. -- He spends 100 gp on this effort -- Some of those goods make it to his cousin in her tower and Kaybertious to a lesser degree.
--What do imps like as treats? Fresh meat? Trinkets? Games?--
| Grimauldi/Kinky |
Grimauldi/Kinky wrote:Princess Leanna (House Rax Nyrond) a marriage suitor / hostageHis Cousin in her tower
Thanks Ray. I hear you. I think that the work of adding some access from the outside needs to be done anyway. I thought of have a couple of secret doors to different areas so we can use it for multiple reasons without bumping into each other. The Arkham asylum take on the jail is what I'm going for. I know you are not a Batman fan, but Arkham asylum is a place where a mad clown crime boss cracks his deadly jokes. So it's definitely my desire to emulate that with my most twisted criminals. However 8 levels of jail can house a lot of mayhem.
I figured we were trying to fill out some ideas between sessions rather then waiting for sundays.| Grimauldi/Kinky |
The Group's List of Places to Build in Our Neighborhood:
1) A Visitor Center / Custom House where visitors to Nulbish have to 'check-in' not necessarily to be taxed but for *us* to see what they have (and we can use it to gather information about what enters the city)
2) A Fresh Water depot where Nulbish citizens can come for water (a nice place for us to have a spy eavesdropping on a place everyone comes to)
3) A hidden place where we three can change our Identities
4) A warehouse where we can store visitors' goods
5) A brothel (another nice place for us to have a spy eavesdropping on a place everyone comes to -- and even earn a little money as income)
6) A bank or strongbox location that we secure
7) A Pawn Shop
8) A Tavern/Inn/performance center
9) A Brewery
10) A Teamsters Guildhall / Beggars Union house
It seems like we need a map to decide on locations exactly but the list is great. My first thought is that the Green Knights Grotto is the spot for the customs house. It keeps being pointed at in our conversations. So maybe another building should be repurposed for the Inn/Theater
| SolomonDirge |
I love Batman -- even if I don't know hardly anything beyond a little Adam West and the first two Michael Keaton movies.
But "Arkham"?!?
That's Lovecraft, bisnatch! Lovecraft, Massachusetts!
The writers of Batman stole it from Lovecraft as a nod to his brilliant horror insanity writings and named the insane asylum in Gotham (Batman's home town) after Lovecraft's Massachusetts witch-haunted town.
| SolomonDirge |
Gray Marsha makes a diabolical proposition to Orsino as they lay together after carnal relations in her tower chamber bed; this is in response to hearing from Orsino that he and his companions have been commanded to undertake a quest with his companions to purge Darkenrift of the chaotic and rapacious creatures dwelling therein: "Bring to me nine chaotic sapient creatures from your forays into the Darkenrift. I will purchase them from you at a rate of ten crowns (gp) per head. Then, on the next New Moon of Luna, you and I shall sacrifice them to Belial and pray for our hearts' desires. Will you do this for me, Orsino? For us?"
| Orsino; Ivid VIII |
Orsino does some research after sporting with Gray Marsha regarding what specific kinds of rituals -- "during a new Moon of Luna"; with "nine chaotic sapient creatures" ; and in the theme or style of 'Belial' and 'desire' -- could be made. What can she do with such? (Keeping in mind that the results of which would likewise have to be more valuable than 90 gold.)
I'll tell her that after banging her my mind is cloudy and I have to think aout it. Then research it.
Using Malvolio's library -- and the new library of canon Jander of Dispator -- please feel free to add Circumstance Bonuses to my Roll.
All We Want To Do is Eat Your Brains: 1d20 + 19 + 1d6 ⇒ (13) + 19 + (5) = 37
| SolomonDirge |
The Shifty Six
Doppleganger Gang marked with Crescent Moon Arcane Mark
Twenty-four Towns Folk
Rescued from Orcino's Sweep of the Commercial District
They are currently unnamed but will for the basis of the Beggar's Guild
which will serve as an entry point to the Thieves' Guild
The Shifty Six: Babadeal, Kerdulbask, Naiapscan, Pelfridnes, Tanaxibet, and Yaboyho
Townsfolk to become the Beggar's Union auxiliary to the Thieves' Court:
Azafla Heend (LN female human [Baklunish-Oeridian] commoner 1)
Bendra Jooblins (NE female human [Oeridian-Flan] unchained rogue 3)
Caspria Wocock (N female human [Oeridian-Flan] commoner 1)
Declan Protts (N male human [Oeridian-Flan] commoner 1)
Despinder Crocken (N male human [Oeridian-Suel] expert 1)
Dinkster Frappwald (LN male human [Oeridian-Flan] expert 1)
Eedra Paquen (LN female human commoner 4)
Fanx Jalabers (N male unchained rogue 1)
Flork Krubb (NE male half-orc warrior 1)
Gabby Daulwag (N female human [Oeridian-Flan] commoner 1)
Gundrey Flinchnever (NG male human [Oeridian-Suel] warrior 2)
Neelix Murdwalter (LE male human [Oeridian-Flan] warrior 1)
Octon Braunbaker (LE male human [Oeridian-Suel] unchained barbarian 1)
Praydern Oxenwilde (LE male human [Oeridian-Suel] diviner 1)
Qualton Blerddle (N male commoner 3)
Raskin Bobbins (LE male human [Oeridian-Flan] adept 1)
Sorkynn Trawler (N male human [Oeridian-Flan] commoner 2)
Trilbert O'Farrowell (LN male human [Oeridian-Flan] expert 2)
Taslo Voggendorf (NE male human [Oeridian-Suel] unchained rogue 2)
Ursk Grottle (CE male half-orc unchained barbarian 2)
Valkwynn Kragletter (LN male half-elf bard 3)
Wilma Fleetfoot (N female halfling [tallfellow) unchained rogue 2)
| SolomonDirge |
Emporium of Nulbish
I missed a few names on the list so someone else might fill that out
One of the members is a Rogue and Kinky would like to try to recruit him for intel on shipments. I can roll some skill checks if you tell me what to try Mike
Sanatas Vorne (NE male human [Oeridian-Suel] unchained rogue 4) at the Emporium is at your service ... for the right price ... which is a bribe of 20 gp. A high enough Diplomacy check will secure accurate information.
| SolomonDirge |
Thieves' Guild Chronicles
Kinky is investigating the guild to determine who is willing to do what. There is a place for everyone from cutpurses to cut throats. Strongmen to slip and fall guys. Seductresses and smugglers. Beggars and pickpockets can base out of the safehouse @ N; under the direction of Stinkfoot and Shuffle Toes Mort. Smugglers, strongarm robbers, and highway men stash their loot and lay low in the warehouse @ B; under the management of Mangy Mar, Stuttering Saul, and Slippery Pete. The truly demented and murderous will operate out of the Jail's secret cellblocks @ L; directly under Kinky with the assistance of Gimpy, and Snaggle Teeth.
The Shifty Six will be treated as a special force and answer to the three of us directly. In their free time they will move between the parts of the org. --I'd like to spend another 150gp spoiling these guys and securing their loyaltyMike- if you want I can roll some investigation and diplomacy checks as well.
When we have decided more about our block in the north of the city I have some plans for the Guild there as well
Kinky's gold and effort is well spent, seemingly securing their loyalty and raising morale. With a high enough Perception or Sense Motive check, Kinky can accurately appraise and assign his followers to optimum productivity, generating additional income equal to 1d% x 1d6 gp over the next month.
| SolomonDirge |
Grimauldi - Jester's Journey
In the court of the Horned King Grimauldi has been developing several assets
- Carbuncle the imp
- Kaylin and the household staff
- Princess Leanna (House Rax Nyrond) a marriage suitor / hostage
- Kaybertious Pennington - The civil engineer
Grimauldi informing Malvolio and the court of progress in the city by means of extensive flattery. Always blaming the state of affairs on the deposed former ruler of Nulbish.
The jester frequently appears at the site of completed works and cajoles locals into parading around the projects applauding the workers and appreciating the designs.
His relationship with Kaylin and the staff of Skullguard is enhanced by bringing goods back from his trips. Spices, wines and spirits, and of course good old fashioned bribes. -- He spends 100 gp on this effort -- Some of those goods make it to his cousin in her tower and Kaybertious to a lesser degree.
--What do imps like as treats? Fresh meat? Trinkets? Games?--
As a result of Kinky's generosity toward his followers and the friendly hostages in Castle Skullgard (including indulging Carbuncle's fondness for perverse and deviant games and riddles), he feels more confident in their loyalty and morale.
Does either Kinky or Grimaldi openly wear the royal signet ring of Nyrond given to him by his father, King of Nyrond Lynwerd?
| SolomonDirge |
| 1 person marked this as a favorite. |
Orsino does some research after sporting with Gray Marsha regarding what specific kinds of rituals -- "during a new Moon of Luna"; with "nine chaotic sapient creatures" ; and in the theme or style of 'Belial' and 'desire' -- could be made. What can she do with such? (Keeping in mind that the results of which would likewise have to be more valuable than 90 gold.)
I'll tell her that after banging her my mind is cloudy and I have to think aout it. Then research it.
Using Malvolio's library -- and the new library of canon Jander of Dispator -- please feel free to add Circumstance Bonuses to my Roll.
** spoiler omitted **
It will definitely get the favorable attention of the archdevil Belial, manifesting as a temporary boon that can be spent like a hero point, expiring after 28 days if not spent before then.
| Grimauldi/Kinky |
Grimauldi/Kinky wrote:Grimauldi - Jester's Journey
In the court of the Horned King Grimauldi has been developing several assets
- Carbuncle the imp
- Kaylin and the household staff
- Princess Leanna (House Rax Nyrond) a marriage suitor / hostage
- Kaybertious Pennington - The civil engineer
Grimauldi informing Malvolio and the court of progress in the city by means of extensive flattery. Always blaming the state of affairs on the deposed former ruler of Nulbish.
The jester frequently appears at the site of completed works and cajoles locals into parading around the projects applauding the workers and appreciating the designs.
His relationship with Kaylin and the staff of Skullguard is enhanced by bringing goods back from his trips. Spices, wines and spirits, and of course good old fashioned bribes. -- He spends 100 gp on this effort -- Some of those goods make it to his cousin in her tower and Kaybertious to a lesser degree.
--What do imps like as treats? Fresh meat? Trinkets? Games?--As a result of Kinky's generosity toward his followers and the friendly hostages in Castle Skullgard (including indulging Carbuncle's fondness for perverse and deviant games and riddles), he feels more confident in their loyalty and morale.
Does either Kinky or Grimaldi openly wear the royal signet ring of Nyrond given to him by his father, King of Nyrond Lynwerd?
He doesn't dare to show the ring to the court or the guild. A mixture of excitement and fear surround the prospects that it represents. He fingers it in his pocket while dreaming of presiding over the Kingdom of Nyrond. He toys with the idea of showing it to his companions but has yet to decide how to do so.
| Grimauldi/Kinky |
Grimauldi/Kinky wrote:Grimauldi - Jester's Journey
In the court of the Horned King Grimauldi has been developing several assets
- Carbuncle the imp
- Kaylin and the household staff
- Princess Leanna (House Rax Nyrond) a marriage suitor / hostage
- Kaybertious Pennington - The civil engineer
Grimauldi informing Malvolio and the court of progress in the city by means of extensive flattery. Always blaming the state of affairs on the deposed former ruler of Nulbish.
The jester frequently appears at the site of completed works and cajoles locals into parading around the projects applauding the workers and appreciating the designs.
His relationship with Kaylin and the staff of Skullguard is enhanced by bringing goods back from his trips. Spices, wines and spirits, and of course good old fashioned bribes. -- He spends 100 gp on this effort -- Some of those goods make it to his cousin in her tower and Kaybertious to a lesser degree.
--What do imps like as treats? Fresh meat? Trinkets? Games?--As a result of Kinky's generosity toward his followers and the friendly hostages in Castle Skullgard (including indulging Carbuncle's fondness for perverse and deviant games and riddles), he feels more confident in their loyalty and morale.
Does either Kinky or Grimaldi openly wear the royal signet ring of Nyrond given to him by his father, King of Nyrond Lynwerd?
Perception check it is...
| Grimauldi/Kinky |
Grimauldi/Kinky wrote:Kinky's gold and effort is well spent, seemingly securing their loyalty and raising morale. With a high enough Perception or Sense Motive check, Kinky can accurately appraise and assign his followers to optimum productivity, generating additional income equal to 1d% x 1d6 gp over the next month.Thieves' Guild Chronicles
Kinky is investigating the guild to determine who is willing to do what. There is a place for everyone from cutpurses to cut throats. Strongmen to slip and fall guys. Seductresses and smugglers. Beggars and pickpockets can base out of the safehouse @ N; under the direction of Stinkfoot and Shuffle Toes Mort. Smugglers, strongarm robbers, and highway men stash their loot and lay low in the warehouse @ B; under the management of Mangy Mar, Stuttering Saul, and Slippery Pete. The truly demented and murderous will operate out of the Jail's secret cellblocks @ L; directly under Kinky with the assistance of Gimpy, and Snaggle Teeth.
The Shifty Six will be treated as a special force and answer to the three of us directly. In their free time they will move between the parts of the org. --I'd like to spend another 150gp spoiling these guys and securing their loyaltyMike- if you want I can roll some investigation and diplomacy checks as well.
When we have decided more about our block in the north of the city I have some plans for the Guild there as well
Diplomacy check
| SolomonDirge |
I do want to talk to our Druid friends, but I understand most of their time was in the Grandwood and now in the farms west of Medegia above Nulbish.
I really want to talk to the "farmsteader and woodcutter" survivors in Medegia who have seen their kin 'hypnotized' and wandering off to Darkenrift.
The druids of Beory disclose several incidents where they had to use powerful nature magic to break enchantments on farmers and woodcutters, and incidents when they were unable to do so, and watched helplessly as hypnotized folk sleepwalked down the treacherous ledge-paths on the Darkenrift's walls, descending to the deepest caves near the Darkentide River where it ran through the crevasse. Those folk have never been seen again since then. The druids are not sure whether these events had anything to do with the evil fey infestation that they, the party, and others have begun to quell.
Interrogation of the family and neighbors of those who've gone missing unearths some bizarre information with a high enough Diplomacy check....