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Paths of the Damned, Pt. 2: Rats in the Walls

Ottokar, glad he had caught his tongue before he embarrassed himself, is happy to be away from the situation. He looks to Durmedin.

"So you're testing for the engineering school, eh? That's impressive, my friend. I would love to get something to eat and I could use some ale, certainly. We can figure out our next move."
 

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IC:
"You can discuss what you like, I'm going to talk to the Captain and tell him that the Dwarves aren't cooperating with our enquiry."

OOC:
[sblock]That conversation went something like this didn't it?
PC: "Hi, we're from the police we'd like to talk to you about a murder."
NPC: "Sorry, I know nothing, and I'm not going to let you in to talk to anyone who does because you are not a member"
PC: "Oh, all right then."

Is there any reason why we should accept this? Is the Guild exempt from local law and oversight? Because if it isn't Winifred is going to get the Captain to come down like an avalanche on that arrogant little dwarf.[/sblock]
 

[sblock=OOC for Wilphe]The Dwarfen Engineers' Guild is exempt to a large degree from local law and custom -- think of it like a consulate. You can, of course, press things with Schutzmann, but there very well could be repercussions from that that could make life difficult for the party even under the best circumstances possible.[/sblock][sblock=OOC]If you want something to eat, there are a lot of good, inexpensive restaurants in the Little Moot (a neighborhood in the middle of the Altmarkt district north of where you are now -- characters that have been in Middenheim for a little while would be familiar with it and its restaurants. You could also go to The Last Drop, which is in the same district, although all the way to the northwest of it -- it's kind of an disreputable place, like the Mos Eisley cantina of the City of the White Wolf. There isn't much of anyplace to dine in the Wynd, where you are now.[/sblock]
 

Mr_Spicoli said:
Ragnar, maybe you could help me with some of the smithy work and forge us some weapons & armor, whaddaya say!? Don't worry, they'll be plenty of Ale on hand for vigor! We can also start to ponder which place to visit next of the two."

"Aye, I'd join ya," Rangar says as they continue to walk. "I was hopin' ta beat on somethin' this day, mebbe beatin' on iron 'n steel'd be better than nuthin'."
 

"Fine, we do it their way, but that doesn't mean we have to like it. Let's eat, the day is busy enough as it is. Then let's go to the Thelogical College, hopefully their be more helpful. And if they aren't, well we already have a member there don't we Ottokar?"
 

Wilphe said:
"Fine, we do it their way, but that doesn't mean we have to like it. Let's eat, the day is busy enough as it is. Then let's go to the Thelogical College, hopefully their be more helpful. And if they aren't, well we already have a member there don't we Ottokar?"

Ottokar nods.

"We should receive some help, most likely. We are trying to root out chaos and recover a precious icon, after all. Why not give us aid?"
 

You all have an excellent meal at one of the halfling restaurants in the Little Moot before continuing on -- it's probably not as fine as it would have been before the siege, but the chefs do an excellent job with their meager supplies. The Collegium Theologica is in the Freiburg district, clearly one of the nicer districts, with its well-appointed houses and wide, tree-lined boulevards. The college itself is a beautiful stone building with ornate gargoyles lurking here and there on the roof.

A quick inquiry at the gate directs you to the spot where the watchman was killed. Apparently, he was patrolling outside the Collegium; his relief found him the next morning, a dart in his neck. The area itself is nothing special -- just one of the streets that passes in and around the college -- and there are no specific indications of anything that can help you at a casual glance.
 

Durmedin will do a thorough search of the area where the guard was patrolling. He will be looking for anything unusual from footprints,scuff or blood marks to traces of hair, clothing or dropped items.

He will then investigate the surrounding environment, looking carefully for hiding places that would be a suitable location from which to stealthily shoot a dart. This will include searching for and on any trees that would provide a hiding spot. Also any nearby buildings, their windowsills and rooftops that would provide a good shot at the guard’s patrol route.

He will then examine the walls and windows of the nearby buildings as well as the collegium for traces of climbing and climbing apparatus.
 

Feeling somewhat relieved to be around fewer dwarves, Torillan will help Durmedin as much as possible, using his keen eyes to notice anything unusual. [Perception 45%]
 

Torillan, Durmedin: The only interesting thing you notice is that the killing took place very close to a window of the Collegium's library.
 

Into the Woods

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