Final words...

Unfortunately, the nicest room was also the largest one -- where you interrogated the mook.
Across the hall is a small room that would fit two -- if they were friendly.
There's one other room on the level that could fit three or four friendly people.
The room at the end of the hall is a nice bathroom, with a big bathtub.

The mook wakes up a little over an hour later, his spirit broken and shamed by being taken out twice by a gnome librarian without ever landing a blow.

It's kind of pathetic to look at, but at least he's ready to talk.
Unless Zook is there. Zook reduces him to whimpering terror.
 

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Awake in the jail...or something somewhere

Veyk
[sblock]
No armor appears, shiny or otherwise.
The bars rattle, but seem quite sturdy.
The door does not open, even when pushed.

As you conduct these experiments, the inquisitive who ran you in comes down the hall. He looks displeased.
"I've just been informed you work for an authority that puts you out of my jurisdiction."
The word "authority" sounds like a curse when he says it.
"Apparently the corpses are part of some higher power's plan. What the boop do I know? I just took an oath to serve and protect the people of Breland and fulfilled it for ten years. Who am I to get concerned about a stack of corpses head-high?"

He unlocks the door and opens it.

"Nobody. On your feet!"

He throws you a chit.

"Give this to the clerk at the head of the stairs. He'll see you get your gear back."

The inquisitive stomps out, trailing sulfurous obscenities.

It doesn't take much of a Sense Motive check to figure out this would be a good time to leave.
[/sblock]
 

[sblock=Veyk]
He catches the chit with ease.

Bhalag chuckles softly. " Nobody, eh? In a way, he is more right than he knows. "

Giving himself a light dustoff, Bhalag leaves the cell and goes to look for the appropriate clerk to get his stuff back. Once he is in possession of his gear, he does a thorough inventory to make sure that it all there, including a careful inspection of his cloak to make sure the tailors marks are still upon it, to be sure it has not been switched.

After everything is in order, Bhalag asks the clerk where he can get changed, and when he can be expectinging to meet with his new " benefactors " .
[/sblock]
 

The Mook is quickly bundled into the smallest bedroom across the hall, then, and the sheet taken from that bed to roll him up in. The interrogation room is then claimed by Kae for herself and Ambra, the men being shooed out to take up the last bedroom. All that assuming, of course, that nobody wants to test Kae's breezy implacability as she organizes things.
 

At the Jail

[sblock]
The blond nymph at the top of the stairs hands you your gear and looks at you with azure-eyed innocence when you ask about your "benefactors".
"Ah'm sure Ah don't know anythin' about it, handsome."

Even changeling social intuitions fail to penetrate the depths of her blond ignorance and with a flutter of eyelashes, she closes her window in your face.

You go through your gear meticulously and compare it to the itemized list which was signed by the chief inquisitive and countersigned by a clerk.
The lawfulness of the whole procedure is striking.

Not a copper is missing: the cloak of colors is a trifle rumpled, but unswitched.
Bhalag's ID papers are neatly in the "Identity Paper Case, 1, metal, unadorned". The others appear to be missing.
Continuing on, you find another discrepancy. Admittedly, you did walk in with "Daggers, two, matched set, balanced for throwing, with sheaths" but these daggers are a pair of military surplus Brelish scout knives, the kind with hollow handles you can hide a flint and steel and fishhook in.

You unscrew the cap on one and find your other four identity papers.

From somewhere down the street you hear someone singing and accompanied by something stringed.

Sweet dreams till sunbeams find you
Sweet dreams that leave all worries behind you
But in your dreams whatever they be
Dream a little dream of me

Yes, dream a little dream of me...


[/sblock]

OOC
[sblock]
And here's the truth: I don't have time to run two adventures. So.
If you take the blue pill -- and leave the other dagger unopened -- you go back to the Inn. I give you some xp and you get two free and open plot hooks for treasure.
You take the red pill, I get you back with the group and you find out how far down Final Words goes.
Your call.
[/sblock]
 

[sblock=Veyk]
Rather impressed by his cousins, Bhalag carefully unscrews the handle of the other scouts knife.

(I certainly enjoyed this little side trek enough to be able to live with a greater number of companions. Besides, why settle for some XP and two free plot hooks when you can have more XP, more plot, and more plot hooks I suppose, hehehe... Anyway, thanks for taking the side trek this far, ajanders.)
[/sblock]
 

Is that a dagger I see before me?

Veyk
[sblock]
The note in the second knife reads.

"Bhalag should find his friends, stay visible, and await developments.
This note is tasty and good with milk."
[/sblock]
 

[sblock=Veyk]
Bhalag rolls the note up and slides it back into the second dagger.

He heads back to where the ambush took place, and tries to find a leads on where his companions may have gone.

( I take 10 on Gather Information, for 13, and it takes 1d4+1 x10 minutes. But you probably already knew that, hehehe... )
[/sblock]
 

The Hunt is on

veyk
[sblock]
OK, several re-readings of the Urban Tracking Feat later....

1. Sharn is a metropolis.
2. You are tracking between 4 and six people.
3. The party could not figure out how to "lie low".
4. The combination of humans, gnome, and half-orc means somebody's always going to not match racial demographics.

Mechanically, then, you need to make Gather Information checks against a DC of 17. Unless you have the Urban Tracking feat, you take a penalty of 4 on this roll.
If you have five or more ranks in Knowledge: Local, you gain a bonus of +2 on this roll.
Asking specific questions may give you an additional situational bonus.

You may use changeling social graces here, but I don't think taking 10 will get you over the DC. The time savings, however, will apply.

You need to make six Gather Information checks as described above. You may want to use action points.
[/sblock]
 

[sblock=Veyk]
(I read the entry too. Seems like I can keep making rolls until I get it right, at least for as much time as I have? So, I'll roll in sets of 6 until I have enough, but if I any are close then maybe I'll action point it to save time.)

1d20+3=14, 1d20+3=9, 1d20+3=14, 1d20+3=14, 1d20+3=8, 1d20+3=10
(There goes the first hour, at least.)

1d20+3=23, 1d20+3=6, 1d20+3=13, 1d20+3=7, 1d20+3=19, 1d20+3=10
(Two down, four to go.)

1d20+3=20, 1d20+3=16, 1d20+3=9, 1d20+3=21, 1d20+3=5, 1d20+3=15
(Two more down. I guess I'll roll 2 action points.)

1d6=5, 1d6=2
(So... does that get me in? After three hours of searching and two actions points, I hope so...)
[/sblock]
 

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