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<blockquote data-quote="airwalkrr" data-source="post: 6528354" data-attributes="member: 12460"><p>[ooc]For future reference, prestidigitation does NOT provide contraception. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> But I did say the NPC was under your narrative control, [MENTION=88649]perrinmiller[/MENTION], so whether she gets pregnant or not is up to you anyway. If you want, Jamir can choose to believe the prestidigitation did the trick, just as some people ignorantly believe other methods of inneffective birth control work.</p><p></p><p>I will leave you to decide the division of treasure on a sidebar.</p><p></p><p> [MENTION=24234]kinem[/MENTION], remind me to take care or Nuko's visit to Veznutt if I do not remember it in the next post.</p><p></p><p>I'm going to start with the goblin interrogation since two characters have already posted interest in this. I will assume you go to the garrison to question the goblins as a group unless you say otherwise.[/ooc]As you leave the Rusty Dragon and head up Market Street towards the Garrison, you cannot help but notice the locals look at you in a different way. A woman smiles at you and curtsies as she walks past you in the market with her little girl. A halfling at the Grocer's Hall cheerfully tosses you each a fresh pear as you stroll by. A clothier in the Sandpoint Market offers to make each of you a cloak out of your choice of fabric for half price. A local family approaches you to ask your names and personally thank you for saving them from the goblins during the attack at the Cathedral Square. You are welcome everywhere you go.</p><p></p><p><a href="http://s898.photobucket.com/user/samthedagger/media/RotR/Sheriff%20Hemlock%202_zpsqweabfgc.jpg.html" target="_blank"><img src="http://i898.photobucket.com/albums/ac185/samthedagger/RotR/Sheriff%20Hemlock%202_zpsqweabfgc.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></a></p><p></p><p>You arrive at the Garrison, a stone fortress which serves double duty as Sandpoint's militia barracks and its jail. Sheriff Hemlock is there to meet you in the courtyard near the above-ground barracks. Without his coif, he looks a bit different. You cannot help but notice he is bald. Without anything covering his head, his Shoanti heritage is much more apparent. <em>(Knowledge: history)</em> But he is still wearing his chainmail and arm crops along with his badge of office. He nods at you and is curt. <span style="color: #FFD700"><strong>"The goblins won't talk. And we lost our translator in the fight. Just four captured, including yours, and two are still unconscious. All of them in irons down below. Make them talk. Do what is needed. I want to know <em>why</em> this happened."</strong></span></p><p></p><p>It is clear the Sheriff has no time for questions, but says, <span style="color: #FFD700"><strong>"Ask my guard,"</strong></span> to any directed at him. Before heading off, the Sheriff gestures towards a small stone house behind him. At this a nearby guard takes up a torch and asks you to follow him into the stone house which appears to hold only the entrance to a stairwell going below.</p><p></p><p>*****</p><p></p><p>The jail is located in an underground wing. It is dank and cold and full of empty cells, save for the last four, where four goblins lie clapped in irons. The guard hands you the keys to the cells, indicating which key goes to which and what goblins lie where.</p><p></p><p>There are four goblins in all. Each is chained in irons which are secured to the wall. The commando you brought in is conscious, although barely <em>(Heal)</em>. There is one other conscious goblin, hardly injured (if at all) who sneers angrily at you and charges out to the extent his chains allow. The other two goblins look like they have been beaten to hell. One of them lies barely breathing, crusted green goblin blood spattered about his cell. <span style="color: #FFD700"><strong>"I don't look forward to cleaning that up,"</strong></span> the guard mentions with disdain.</p><p></p><p>When Jamir asks about how the goblins got into town, the guard shakes his head. <span style="color: #FFD700"><strong>"These little brats haven't said a word. Sergeant Vayan did report that someone apparently 'forgot' to close the North Gate. Who it is she hasn't figured, but that canna' explain how damn near a hundred goblins managed to make it inside the city walls. We been investigatin' all through the night, and so far that's the only odd thing that's turned up."</strong></span> <em>(Knowledge: engineering)</em></p><p></p><p>The goblins do not respond positively to Nuko's attempt at reassurance. In fact, the commando seems to take it as an affront, (in Goblin) <span style="color: #FF0000"><strong>"Spare goblin? So you torture and kill goblin in dirty cells! Me know how longshanks be. Love to kill goblin with horse and dog. Take fire from goblin and kill on sight."</strong></span> <em>(Knowledge: local)</em></p><p></p><p>[ooc]The goblins are obviously hostile and are not responding to questioning. Nuko did not really worsen the situation though. From all indications, they were hostile from the start. Charisma-based skill checks or those charm spells may be the only way to get any information out of them.</p><p></p><p>There are a total of twelve cells in a row, six to each side. The goblins occupy the back four. There is also an interrogation room near the stairs which includes a chair anchored to the floor with iron restraints (for both Medium and Small characters) and a number of clubs. There is a small bit of dried goblin blood in the interrogation room. It is unclear whether the blood was from previous injuries or inflicted after the goblins were brought here. The clubs appear clean of goblin blood, however. The guard claims not to have been present for any interrogations and states he has spent the last eight to ten hours (he only knows it was dark when he started) scouring the town for clues about how the goblins might have gotten past the walls.[/ooc]</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 6528354, member: 12460"] [ooc]For future reference, prestidigitation does NOT provide contraception. :lol: But I did say the NPC was under your narrative control, [MENTION=88649]perrinmiller[/MENTION], so whether she gets pregnant or not is up to you anyway. If you want, Jamir can choose to believe the prestidigitation did the trick, just as some people ignorantly believe other methods of inneffective birth control work. I will leave you to decide the division of treasure on a sidebar. [MENTION=24234]kinem[/MENTION], remind me to take care or Nuko's visit to Veznutt if I do not remember it in the next post. I'm going to start with the goblin interrogation since two characters have already posted interest in this. I will assume you go to the garrison to question the goblins as a group unless you say otherwise.[/ooc]As you leave the Rusty Dragon and head up Market Street towards the Garrison, you cannot help but notice the locals look at you in a different way. A woman smiles at you and curtsies as she walks past you in the market with her little girl. A halfling at the Grocer's Hall cheerfully tosses you each a fresh pear as you stroll by. A clothier in the Sandpoint Market offers to make each of you a cloak out of your choice of fabric for half price. A local family approaches you to ask your names and personally thank you for saving them from the goblins during the attack at the Cathedral Square. You are welcome everywhere you go. [URL=http://s898.photobucket.com/user/samthedagger/media/RotR/Sheriff%20Hemlock%202_zpsqweabfgc.jpg.html][IMG]http://i898.photobucket.com/albums/ac185/samthedagger/RotR/Sheriff%20Hemlock%202_zpsqweabfgc.jpg[/IMG][/URL] You arrive at the Garrison, a stone fortress which serves double duty as Sandpoint's militia barracks and its jail. Sheriff Hemlock is there to meet you in the courtyard near the above-ground barracks. Without his coif, he looks a bit different. You cannot help but notice he is bald. Without anything covering his head, his Shoanti heritage is much more apparent. [I](Knowledge: history)[/I] But he is still wearing his chainmail and arm crops along with his badge of office. He nods at you and is curt. [COLOR="#FFD700"][B]"The goblins won't talk. And we lost our translator in the fight. Just four captured, including yours, and two are still unconscious. All of them in irons down below. Make them talk. Do what is needed. I want to know [I]why[/I] this happened."[/B][/COLOR] It is clear the Sheriff has no time for questions, but says, [COLOR="#FFD700"][B]"Ask my guard,"[/B][/COLOR] to any directed at him. Before heading off, the Sheriff gestures towards a small stone house behind him. At this a nearby guard takes up a torch and asks you to follow him into the stone house which appears to hold only the entrance to a stairwell going below. ***** The jail is located in an underground wing. It is dank and cold and full of empty cells, save for the last four, where four goblins lie clapped in irons. The guard hands you the keys to the cells, indicating which key goes to which and what goblins lie where. There are four goblins in all. Each is chained in irons which are secured to the wall. The commando you brought in is conscious, although barely [I](Heal)[/I]. There is one other conscious goblin, hardly injured (if at all) who sneers angrily at you and charges out to the extent his chains allow. The other two goblins look like they have been beaten to hell. One of them lies barely breathing, crusted green goblin blood spattered about his cell. [COLOR="#FFD700"][B]"I don't look forward to cleaning that up,"[/B][/COLOR] the guard mentions with disdain. When Jamir asks about how the goblins got into town, the guard shakes his head. [COLOR="#FFD700"][B]"These little brats haven't said a word. Sergeant Vayan did report that someone apparently 'forgot' to close the North Gate. Who it is she hasn't figured, but that canna' explain how damn near a hundred goblins managed to make it inside the city walls. We been investigatin' all through the night, and so far that's the only odd thing that's turned up."[/B][/COLOR] [I](Knowledge: engineering)[/I] The goblins do not respond positively to Nuko's attempt at reassurance. In fact, the commando seems to take it as an affront, (in Goblin) [COLOR="#FF0000"][B]"Spare goblin? So you torture and kill goblin in dirty cells! Me know how longshanks be. Love to kill goblin with horse and dog. Take fire from goblin and kill on sight."[/B][/COLOR] [I](Knowledge: local)[/I] [ooc]The goblins are obviously hostile and are not responding to questioning. Nuko did not really worsen the situation though. From all indications, they were hostile from the start. Charisma-based skill checks or those charm spells may be the only way to get any information out of them. There are a total of twelve cells in a row, six to each side. The goblins occupy the back four. There is also an interrogation room near the stairs which includes a chair anchored to the floor with iron restraints (for both Medium and Small characters) and a number of clubs. There is a small bit of dried goblin blood in the interrogation room. It is unclear whether the blood was from previous injuries or inflicted after the goblins were brought here. The clubs appear clean of goblin blood, however. The guard claims not to have been present for any interrogations and states he has spent the last eight to ten hours (he only knows it was dark when he started) scouring the town for clues about how the goblins might have gotten past the walls.[/ooc] [/QUOTE]
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