Dungeon Adventure Path: Life's Bazaar

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Tekk advances next to Sando and casts a spell with firm and confident voice; some of Sando´s wounds close at once. "I..I´m agree with the trap hunter idea." says with his usual voice.

[Convert Cause Fear in Cure Light Wounds]
 

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OOC: Tekk's spell cures 7 hp for Sando, bringing him up to full. As no one has posted, I'm going to move things along a little bit, if possible. What I need to know is this, where do you go to look for a traphunter? Who goes to look and what do they want to know? Any criteria for the traphunter? As soon as I get 3 answers to this post, I'll push things along.
 

Sando is the best qualified to find a traphunter. He will try in the Gnomish quarter first. going Dwarven after that then Human.

He will be very observent and look for signs that the person is up to his moral codes. (ie not evil.)
 

Argent Silvermage said:
Sando is the best qualified to find a traphunter. He will try in the Gnomish quarter first. going Dwarven after that then Human.

He will be very observent and look for signs that the person is up to his moral codes. (ie not evil.)

Rothgar has no objection to this other than to note that hobgoblin wasn't even on the list. Then he placates himself with the thought, it isn't usually an honorable profession.
 

Tekk doesn´t know much about thieves and trapfinders, so he lets the others do the work. If he has time (that is, we´re going to come back to the tunnels tomorrow, game time) he´ll spend all the remaining healing spell, starting on those that are more wounded, and talking with them to know what clues do they have about the kidnappings [ooc: to justify IC knowledge of what happened before]
 

Cassandra is fine with going upstairs. She probably has no clue as to where to find a decent trap disarmer so she's fine with anyone else doing the searching.
 

The party heads back up the staircase, through Ghelve's Locks, and into the streets of Cauldron. Lamps flicker in the moonlight. The pavement is mostly dry from the rainshowers of the previous night.

OOC: Tekk is able to heal everyone's wounds in the time that Sando is gone. Qoll politely excuses himself to check into some affairs left behind by the fire at the old shrine of Wee Jas.

Sando: Finding a traphunter proves to be a slight bit rougher than you'd imagined. The gnomes you speak to don't know of any currently in town, the few dwarves in Cauldron are somewhat offended by the implications of your questions, and the few humans you ask about it aren't of much help, but, then again, there're a lot of humans in the town (Gather Information to make contacts; rolls of 6, 1, 12; +0 Cha; totals 6, 1, 12; failure). The one thing you do manage to pick up is the suggestion that you might be able to find one if you could get in touch with the Last Laugh. How you'd do that is beyond you at the moment.
 

"W..w..what?" says Tekk when he hears the news. "No Last Laughs for us, thanks. If we c..c..c..can´t find a reli... good one, we´ll have to do it with c..c..c..caution and brains"
 

"Uhh, yeah. I'm with Tekk on this. No Last Laugh people in the group. They only cause troubles. We still got business with them anyhow, but that'll have to wait, as they probably left the place." Cassandra blurts out. "Let's just head back once we rested and hope for the best of it.
 
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Someone said:
"W..w..what?" says Tekk when he hears the news. "No Last Laughs for us, thanks. If we c..c..c..can´t find a reli... good one, we´ll have to do it with c..c..c..caution and brains"

"You are going to be busy my friend. It seems the only way this group knows how to find traps, is by setting them off." Rothgar laments.
 

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