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[Pathfinder] airwalkrr's Rise of the Runelords Reborn! IC
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<blockquote data-quote="airwalkrr" data-source="post: 6532214" data-attributes="member: 12460"><p>[ooc]The main reason I figured we could resolve interrogating the other goblins with a summary from me is because the other three, assuming you could get them all to talk, would be the same song-next verse type situations. They are all hostile, a bit crazy, and have the same opinions about "longshanks." That's not to say you cannot gain any more information, but I figure if you guys tell me what resources you are willing to expend, we can move on to more things. There are all sorts of things you can do in the town that could easily take up our IC time for a month IRL. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Since no one decided to roll Intimidate or Diplomacy as I requested, I still imagine you would have used one and/or the other, so I provided you with some information from the goblin that resisted the charm.</p><p></p><p>As for treasure, that is up to you guys. Discuss it OOC here or in the OOC thread. All you really have to divide up besides the money (one of the players will have to total the value of that stuff and divide it; I trust you) is the potions IIRC.[/ooc]</p><p>The guard tells Nuko that all the cells are the same, and if the goblins don't like it they are welcome to adorn the stockades in the market. He says the only reason the goblins are at the far end is so they don't stink up the whole place and make things "unpleasant" for the more "civilized prisoners." A cursory glance at the other empty cells shows this to indeed be true. They are all fairly dirty and have only straw mats for sleeping on. They generally only get used to hold brawling drunkards overnight so they can sober up. This is a small town, and violent crime isn't common. If there ever were any serious criminals, they would be sent to Magnimar for long-term detention.</p><p></p><p>Thrindar's channeling certainly seems to help the unconscious goblins quite a bit, and a bruise from the other conscious goblin vanishes with the wash of positive energy. You take that one in for questioning next. The goblin likewise succumbs to Nuko's charm and tells you all it knows. Appearing to know even less than the commando, this goblin claims never to have even SEEN the "leader," although the goblin does seem to know him as one of the longshanks. The goblin's story is that it skulked in through the North Gate as well, likely around the same time as the commando, but was separated from its war party. Satisfied that you have squeezed that one for all it knows, you return it to its cell.</p><p></p><p>Having one more charm spell, you take the less injured of the two unconscious goblins and bring the creature back to consciousness with the application of one more healing spell (or channel). This goblin resists the charm, but through intimidation and diplomacy you learn that this goblin was part of the group that attacked the Cathedral Square. A more clear picture eventually emerges. Two groups of goblins attacked, each from a different direction. One group from the North Gate, another through a tunnel under a building in town near enough to the Cathedral Square. The goblin doesn't know much about the building and didn't pay much attention to it, save to say that it was big with no one really in their way to stop them. From there, they hid near the Cathedral Square until they heard the sound of a thunderstone, which was their signal to attack. This goblin had been given the same orders: kill people and burn the town to the ground.</p><p>[ooc]Note that for today Nuko has cast three charm spells, including a use from his arcane bond. Thrindar has used two channels total plus either one more channel or a cure spell (your choice, Tailspinner).[/ooc]</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 6532214, member: 12460"] [ooc]The main reason I figured we could resolve interrogating the other goblins with a summary from me is because the other three, assuming you could get them all to talk, would be the same song-next verse type situations. They are all hostile, a bit crazy, and have the same opinions about "longshanks." That's not to say you cannot gain any more information, but I figure if you guys tell me what resources you are willing to expend, we can move on to more things. There are all sorts of things you can do in the town that could easily take up our IC time for a month IRL. :) Since no one decided to roll Intimidate or Diplomacy as I requested, I still imagine you would have used one and/or the other, so I provided you with some information from the goblin that resisted the charm. As for treasure, that is up to you guys. Discuss it OOC here or in the OOC thread. All you really have to divide up besides the money (one of the players will have to total the value of that stuff and divide it; I trust you) is the potions IIRC.[/ooc] The guard tells Nuko that all the cells are the same, and if the goblins don't like it they are welcome to adorn the stockades in the market. He says the only reason the goblins are at the far end is so they don't stink up the whole place and make things "unpleasant" for the more "civilized prisoners." A cursory glance at the other empty cells shows this to indeed be true. They are all fairly dirty and have only straw mats for sleeping on. They generally only get used to hold brawling drunkards overnight so they can sober up. This is a small town, and violent crime isn't common. If there ever were any serious criminals, they would be sent to Magnimar for long-term detention. Thrindar's channeling certainly seems to help the unconscious goblins quite a bit, and a bruise from the other conscious goblin vanishes with the wash of positive energy. You take that one in for questioning next. The goblin likewise succumbs to Nuko's charm and tells you all it knows. Appearing to know even less than the commando, this goblin claims never to have even SEEN the "leader," although the goblin does seem to know him as one of the longshanks. The goblin's story is that it skulked in through the North Gate as well, likely around the same time as the commando, but was separated from its war party. Satisfied that you have squeezed that one for all it knows, you return it to its cell. Having one more charm spell, you take the less injured of the two unconscious goblins and bring the creature back to consciousness with the application of one more healing spell (or channel). This goblin resists the charm, but through intimidation and diplomacy you learn that this goblin was part of the group that attacked the Cathedral Square. A more clear picture eventually emerges. Two groups of goblins attacked, each from a different direction. One group from the North Gate, another through a tunnel under a building in town near enough to the Cathedral Square. The goblin doesn't know much about the building and didn't pay much attention to it, save to say that it was big with no one really in their way to stop them. From there, they hid near the Cathedral Square until they heard the sound of a thunderstone, which was their signal to attack. This goblin had been given the same orders: kill people and burn the town to the ground. [ooc]Note that for today Nuko has cast three charm spells, including a use from his arcane bond. Thrindar has used two channels total plus either one more channel or a cure spell (your choice, Tailspinner).[/ooc] [/QUOTE]
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