[Vile] Puppy-Kicking PCs at Work, part 2


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[OOC Although I wouldn't allow Wild Empathy to influence most Ride and Handle Animal checks, it can in this instance since the problem is getting them to overcome a fear of unnatural heights and structures. They are effectively Unfriendly towards the idea of crossing; if you can get your horse to Indifferent (DC 15), you'll get +4 on the Ride or Handle Animal. If you get it to friendly (DC 25), no check will be necessary. You can't really effect any animal except one you're riding/leading, although Gwyn could get his horse across, and come back on foot to lead others. That is, if he cares about anyone's mount besides his own. :) Wild Empathy checks, like most diplomacy checks, take one minute each unless you want penalties for rushing.]
 

Gwyn ignores the dog for now, concentrating on lulling his horse into complacency so that it can be easily lead over the bridge.

OOC: Wild Empathy at +5, not rushing, followed by a Handle Animal check at +2 base, if necessary.
 

"I hope that blasted thing doesn't try anything stupid while we're crossing, or I may get annoyed," Lydia mutters darkly. When Alev makes his suggestion to the dog though, she gives a high, trilling laugh. "Well said Peacock! You'd make a lovely addition at a party with wit like that."
 

Telsar said:
When Girdra now finally notices what the half-demon tried to hit, she says “Well, I’m partially right. Nothing that looks like that lives in my forest. Hmmm… Alicia, dear, what exactly is an Ezyvileay? If it’s just some sort of dog out there, maybe he and I need to have a little chat.”

Alicia tries to explain,
"Easyvial, Ezuvel, Ezz... AH! Stupid Puppy-man. Half man, half dog, ugly, smelly, sanctiminious Slestial. Stealer of whores."

--
She looks back towards the trail to see if she can spot the dog, "Get horses over, and I'll guard your backs."
 

Flashback, Quentin’s Cubbyhole

T’aria nods as the man explains the back door. “Of course.” She flips him two gold expertly. “If I decide I am staying longer, I’ll pay the rest later. Is there a stable nearby? I have a horse.”

After hearing the sweaty man’s answer, she heads off toward her new room, stopping briefly to stare at the rat. That is not right, she thinks with a brief snicker, amused at it.

Once in the room, she stows her things, then methodically searches for any secret hiding places, peepholes, doors, places to cache things, etc in her room.

[OOC: Take 20 on a search check. Also, she’ll locate the back entrance, and take find a stable willing to put up Shadow for the time being. Other than possibly checking out the neighborhood a bit (finding easy routes to and from the Cubbyhole), there’s nothing else she wants to do before lunch with Shadow – except the meeting that’s already been roleplayed out. Lie low, for the most part. Probably best at the moment. Let me know how much I spend for Shadow’s stabling for two days….]
 

"Celestial, a hound archon to be precise," Lydia corrects crisply. "Apparently he had blink dog companions, and they want to avenge his death, no doubt. Probably they will attack us when we're weakest, or ask us to surrender, or something equally annoying. We must be prepared."
 

Aligor sneers at Mordrin, when he again tempts the dwarf to leave. But Aligor has other things on his mind. Like the Urgrosh. "Just remember. Hex's brats are gonna try and git some revenge. So there may be more of these little death's by my hands if'n they're thinkin uv comin after me. I ain't in no mood to just knock em out and bring em back here. Specially that one that killed me dog."

Aligor mutters something under his breath, as a habit and heads for Boone's place again. He keeps an eye out for the Hex's brats. If he recognizes another, then he will act accordingly. But his first attempt will be to go to Boone's.
 

Boone’s antiques

Aligor heads quickly for Boone’s, fortunately or unfortunately, depending on your opinion, seeing no sign of Hex’s men. There is a sign on the window of the antique shop that wasn’t there before, which says “Experienced trackers needed, inquire inside”. Once through the door, the dwarf sees Boone, who hasn’t noticed him come in. Boone is barking orders at two Gnomish women who are cleaning the floor “Get every drop of that blood up, or I’m nor paying you a copper. First thieves steal from me, now you’re profiting on them too. I think you’re all in cahoots together.” The women shake their heads and pretty much ignore the old man.



Quentin’s Cubbyhole

T’aria finds out that there is a small stable next to the inn, which is unfortunately full at this time, but a more public one down the street, which charges 5 silver pieces a day. After getting her horse Shadow stabled there, the half-demon returns to check out her room. T’aria finds that there is an empty secret compartment in the floor near the foot of the bed, and she finds peepholes behind a painting of a caravan traveling across country, the holes matching two wheels on a wagon, although no one is looking through them at the moment. Next to the peepholes, she finds a sliding slat that can cover the holes, and, as far as she can tell, can only be slid from her side of the wall. Apparently if one is good enough to find the holes, the management doesn’t mind them being covered.

The next day, after a good night’s rest and bad experience trying to meet with the dwarf, T’aria finds herself in the common room at the Cubbyhole. Like her room, and unlike the lobby, this area is very nice, with elegant couches, half a dozen tables, nice carpeting, and a roaring fireplace. As she enters, a young female elf approaches and asks if there’s anything she’d like to be brought for lunch. She’s handed a list of what they have available, the fairly typical things an inn might serve, as well as a few house specialties, such as Quentin’s Rare Meat Pie, which no basic persuasion seems capable of convincing the elf to tell her what animal the meat comes from; and Masque’s Mead, which the elf says is quite intoxicating.

There are half a dozen other people in here already, probably due to it being lunch time. A gnomish couple sits at one table, two human males are talking together on one couch, an elderly looking halfling in some really tattered clothing is sitting by the fireplace, and a middle-aged human woman is sitting at large, beautifully engraved, and probably expensive harp. She’s strumming a bit on it, not playing any one tune for long, just bits and pieces of different songs. Shadow doesn’t appear to have arrived yet.



Glind River Bridge

As everyone does what they can to coax their mounts to traverse the bridge, Girdra spends time talking to the horse she’s been riding, Sunedilar’s horse, in a language no one in the party understands, possibly dwarven, and the horse actually seems to pay attention to what the dwarf is saying, unlike Gwyn’s horse who is still shaky about crossing, and also unlike Alev’s horse, which doesn’t particularly understand threats to its life. Then, all begin to carefully cross the bridge (a map of which is attached below), passing between the two apparently inanimate demonic gargoyles.

[Gwyn’s Wild Empathy rolled 5+5=10, failed to affect his horse. Girdra’s succeeded, and helped. I’d have given Alev an Intimidate check, if he spoke horse :) BTW, that’s not intended to discourage Alev’s extremely entertaining threats, I just can’t give a bonus for it when the animal's too dumb to appreciate it. No one said it, but I’m assuming people are taking 10 unless something happens, which is all that is needed for the moment, DC 10.]

As the party moves along the bridge, the see there are two abutments to it, one on their right, and up head, one to the left (see map). Painted on the surface of the nearer right-hand area is a symbol of a spiked gauntlet holding some wicked looking arrows. This symbol is known to most people as the representation of Hextor, the god of tyranny and war.

In the middle of this area is a tall, thin urn. It is about one foot wide and 4 and half feet tall, and it has pictures engraved on it of devilish looking creatures wielding weapons, fighting a dragon with three heads, two of the heads breathing fire, the other spitting some sort of liquid. Lydia knows that this is the sort of receptacle used at temples of Hextor for taking monetary donations. Money is dropped into the urn, and the height of it makes it difficult for anyone to reach in to steal anything. The urn appears to be bolted down.

[Lydia rolled Kowledge(religion) 18+6=24.]

Alicia, watching behind the party, sees the yellow-furred creature far in the distance. It seems to be standing alert, watching her and the rest of the group intently. But it doesn’t seem to be coming closer.


[Does the group continue on, or… something else? Some notes about the map: The scale is 1 square =10’, not 5’, so I could fit the whole bridge on it. That’s why Alicia is taking up one square instead of her usual 4. There wasn’t room to easily put which PCs are using which letters to represent them, but I’m hoping it’s obvious. Girdra is in the same area as SH(Sunedilar), as she is riding the same horse.]
 

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Gwyn takes the time to breath a little more deeply, calm himself to avoid spooking it further, and redoubles his efforts.

OOC: Taking 10 on a Wild Empathy check, if permissible after a failed check, and then taking 10 on the Handle Animal check.
 

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