Ilmarinen looks thoughtful, but he doesn't say much as he waits for their host to return.
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Ilmarinen looks thoughtful, but he doesn't say much as he waits for their host to return.
Your hobgoblin hosts reappears, his brandy glass empty. His smile still wide as he walks over to a set of nice glass bottles. They seem to hold a various number of spirits and he pours himself a glass, while offering to pour one for anyone who would like a brandy or one of the various chilled wines available.
After taking a seat near Wilt he seemed to compose himself before speaking.
"The food should be done in some short while, and I am sure from the chatter I heard on the way back that Wilt has keyed you in to what I wanted to speak to you about. The war has strained my resources here in the city. I don't have nearly the number of constables that I used to have under my command, and with so many of our menfolk away fighting the city has seen many travelers come to work in various fields. In fact the number of non hobgoblins has never been higher in Brindol."
He gave his drink a swirl before taking a long pull from it. He set it aside and leaned forward. His elbows on his knees and his hands clasped in front of him.
"We were not able to get much out of the man you captured. A priest of the Martyr used some divine insight on him to ensure he answered true, and it seems he did not know who had actually hired his little troupe. Two men, one a Hobgoblin hired he and his friends, and they picked up the stolen cargo in the dead of night. He never saw the person who delivered it, only a plain wagon that they unloaded into their own. It took place near the edge of town in an alley. We've found no witnesses so far, but we're still looking."
Ribal Tennem stands and goes to refill his drink, all the while continuing speaking.
"I've been talking to Wilt, and he has agreed to let me ask for your help. The man you brought in had one other thing I found troubling hidden in his thoughts. Our priest found from reading his thoughts for a time that this job he took was some sort of test or initiation. We haven't had a true thieves guild here in Brindol in years. If another is cropping up, it will look rather bad for me, and for my men. I feel, and Wilt agrees, that you might have a better chance at getting information from some of the non citizens here."
He turns and leans against the mantle piece, the fire burning low next to him.
"If you can aide me I can compensate you of course...as well as lending any help I can to my friend Wilt and his associates in drawing up this treaty. I'd much like to see it go through, and I think working together we could make much good will for you and yours, if we are careful in how we proceed."
Jasper
Jasper waits until there is no one in the room except for the party, Wilt, and Ribal. "Gentlemen, I happen to have a unique skill set that could come in handy for your current situation. In short, I can infiltrate any organization known to man or hobgoblin. I'll go into more detail, but I would appreciate if any discussion pertaining to my special skills stays between us."
Ilmarinen nods slowly as Ribal speaks, and then adds "Regarding the bandits, the two ringleaders of this little group are buried to the south, a little off the side of the road. The cairn is marked with a symbol for death, like this ..", Ilmarinen traces out the symbol before continuing.
"Assuming that the cairn is undisturbed, a priest might get answers from the dead. We do not have such an individual amongst us, but perhaps you have access to such resources ...?"
Ilmarinen then considers the larger question that Ribal has put on the table so to speak. He comments slowly, "Our primary task is naturally the security of our ambassadors", he nods in Wilt's direction, ".. but so long as negotiations are underway, we do have a certain amount of freedom and could quite well assist in discreet investigations, particularly if it would assist our ambassadors in their task."
Ilmarinen looks Ribal in the eyes as he asks,"I assume that since you have no definite information on the existence of such a group, that they have either maintained a very low profile, or they have information sources within your organization ... perhaps both"
"I would like to discuss the details and particulars before I make a final decision for my part, specifically I would see it as necessary that this is kept as discreet as possible, to avoid potential information leaks, and thus we would need some discreet method of contacting or passing information to you directly."
Listening to the various points brought up, along with Jaspers polite inquiry for secrecy, Ribal takes his seat once again and gives a thoughtful look to Jasper and Ilmarinen.
"Well my good Halfling, I can always assure you that anything you do not wish to be heard outside of our company will stay that way. Any help you can provide will be appreciated and treated with the utmost discretion. As far as the points brought up by you sir Elf, I have been thinking along those same lines. For that reason anything that you find should be brought directly to Wilt, and he will arrange meetings with me. I think if we keep this arrangement to the people here in this room we will be much more successful in our endeavors. I will say though. Please be careful if you find any information regarding my constables. I will want to know immediately, but be warned that some of them may not take inquiries lightly. They are trained to be suspicious of outsiders, though most are courteous."
Soon after he finishes speaking, one of Ribals servants calls into the room that the food will be done shortly and the table is set.
Heather looks to Wilt for guidance on this matter, but if none is offered she speaks. "I know little about how thieves operate, but should our services be required I will attempt to uncover these secrets for you."
Wondering about their plans with Davros and Gorm, Heather allows herself to accept this deal. As much as she wishes to ingratiate herself with the Hunters Guild, refusing the request of a government official could hurt in the long run.
Jasper
Jasper waits until the servants have left the room. "Okay gentlemen, here's what I can do for you. I can alter my appearance and find a way to join this syndicate of thieves. I can gather information about them allowing us to take the correct course of action."
Wilt tilted his head a little bit as he thought about Jaspers offer.
"Are yeh sure about that Master Jasper? I know one of the reasons you were brought along was your talents..they came highly recommended of course...but it just sounds dangerous. Tis your choice naturally but I simply fear for the safety of someone I've known as a traveling companion and friend."
Ribal seems to think on it for a moment, and then shrugs his shoulders.
"We pride ourselves on our stealth and recon work here in Brindol, we have an entire branch of the military devoted to covert operations. I was actually quite upset to find that I could not get much help from them, given their need to help the war effort. If you can uncover any information through these tactics it would probably prove to be most helpful..."
"If you think you'll be successful Jasper, I will help in whatever way I can. Master Tennem's agents surely have valuable information, and an opportunity to review what they know about our quarry would be ideal. Would you allow us that Master Tennem?"
SpoilerI'm totally fine with letting you and Joe do your thing. Heather will, however, take any opportunity to build relationships with members of Brindol's major organizations. Its not brown-nosing so much as getting her name out there.
In the meantime, she'll write out a few new formulae into her recipe book and enact her shopping. If Gorm is available, she'll ask him along to ensure she is not getting swindled.
Jasper
"Oh it would by my pleasure gentlemen. Ill take any opportunity to help perfect my craft. It would seem that each of us has our own unique abilities that could help solve this problem."
Dinner is called soon after the conversation dies down, and the spread before you is quite delicious. Frog cut in different varieties, skewered and roasted with spices, basked with vegetables and smothered with gravy and some grilled with a sticky sweet sauce poured over it. Hearty bread and strong mead and wine served as well.
Once everyone has eaten their fill Ribal Tennem invites you all to the balcony for a smoke, the Hobgoblin Empire known for fine cigar like smokables, made from various herbs grown throughout the countryside. The smell is strong and slightly sweet, with thick thick smoke. Wine is served as well, and of course both wine and smoking are optional, but Ribal seems to enjoy both quite well.
As it grows later Wilt takes his leave, and you accompany him back to his inn before retiring to your own.
Jasper
Jasper heads to Garob's Hall, a local seedy gambling joint. He befriends some of the regulars and meets one who does occasional work that closely resembles what the bandits were conducting. A goblin named Zetub and his half brother haul "dead weight" roughly once a week.
...
"So Zetub tells me that there aren't any job openings at the moment. The way I see it, if we can find a way to tie up Zetub's half brother, I can get in. The first step though, is finding him. I don't even know what he looks like."
Khrona, Mistress of Time
Sitting in her room at the Inn, a knock at the door startles Khrona. She walks over and open the door, Jasper standing just outside.
"Oh, hello there, Mr. Jasper. How may I help you at the moment?"
...
After listening to Jasper's tale and following request, Khrona remembers Gorm showing them to the local wand maker that morning.
"I can visit the wand maker in the morning and see what kind of spell I can procure for your specific 'problem'."
SpoilerGoes to Mort the Wand Maker, purchases one Wand of Locate Person for 2000 gold. Roll for the UMD use is in the OOC thread.
Jasper
Jasper and Khrona go to locate Zetub's half brother. They find what they presume to be his home in a crowded goblin slum. They casually wait for him to leave so they can get a good look at him. Now that they know what he looks like, they return to the rest of the group to plan their next move.
"So, you two find anything interesting?"
Seated at a booth in the inn, Heather is enjoying a local boardgame at a table with several boisterous hobgoblins. "Anything I should know?" her tone is festive and light, but when they make eye contact its clear to the returning adventurers she can be ready at a moment's notice.
SpoilerSo I don't actually know how much you guys did in your investigation segment. What's the plan?
Whilst Jasper and Khrona attempt to gather information within the city, Ilmarinen speaks to Wilt, "Could you convey a request to our friend Ribal: If it would be possible for him to organize an individual to accompany us on a brief sojourn out of the city, an individual capable of speaking with the dead, then we might determine if the deceased individuals involved with the wagon are able to answer a few questions."
Once Jasper and Khrona return, Ilmarinen is quietly enjoying a glass of red wine as he lounges in front of the warm stone fireplace in the common room of the inn.
Ilmarinen
SpoilerWhile Jasper and Khrona are out, Wilt and Ribal arrange for a Cleric of the Martyr to be made available to cast Speak with Dead on one of the corpses that is buried near the battle site on the road. They let you know that the cleric will be able to ask four questions of the spirit, and are willing to take suggestions for suitable questions if you have any, else Ribal will come up with them himself.
Prior to Jasper and Khrona's return (GM)
SpoilerIlmarinen writes a note which he gives Wilt to pass on to Ribal:Quote:
Potential questions:
- Who were you working for, on this job with the wagon of Crenshaws Wine and Spirits?
- Who or where were you to deliver the wagon of Crenshaws Wine and Spirits to?
- Did you belong to a thieves guild, or some equivalent organization, in Brindol?
If the answer to the third question is yes, then- Who runs the guild?
Jasper
"Well I know where our mark lives and what he looks like. I never got his name; didn't want to draw too much suspicion. Im wondering what you folks think we should do. We need to remove him from the picture in order to create a job opening for me to fill.
They seem like decent goblin folk. I doubt they are even aware of whom they are dealing with. They must realize something is going on given the amount they are paid for such mundane work, but I dont think they realize how dangerous these guys are. The way I see it, we would be doing them a favor distancing them from these thugs.
So, any suggestions?"
Khrona, Mistress of Time
"Hmmm... I believe, Sir Jasper, keeping our own involvement in this mission is best. Perhaps we could ask Sir Ribal to send out a warrent for this goblin's arrest?"
Ilmarinen nods quietly in agreements with Khrona's idea, "Perhaps just having him picked up for questioning would be sufficient?"
Once it is decided to ask for Ribal Tennems help, It takes a few hours to get a meeting with him. He mulls over the information put forth and then decides that the lead is credible enough to invoke action.
"Well, seeing that we are still technically unsure if this activity is truly linked to our suspected thieves guild perhaps we should use a bit of tact. I'll have him picked up for something innocuous. Public drunkenness is still a minor crime and I am sure we can catch him walking to or from one of the goblin drinking establishments near where you found him. It may take a few days to set up a plausible reason for taking him in that won't raise suspicion with his brother. I'll leave a message with Wilt once we've managed to remove him carefully and quietly from the streets."
After speaking to Ribal Tennem, Gorm finds you at the Inn you're staying at and informs you that he is free to take you back into the swamp to hunt. Your pass is for five days and Gorm is ready to go whenever you are.
"Gorm, its great to see you! How are you?" Heather is full of energy as she pulls all the straps on her haversack into place. She has new footwraps with leather sandals over top, several more lengths of wrapping in her pack. Five days in the Great Swamp is a once in a lifetime experience for most humans. Such a chance could not be wasted.
Ilmarinen slides his leather satchel over one shoulder and slides it behind his back where it won't hinder access to his ebony blade. Unconsciously gripping the handle of the blade, albeit briefly, Ilmarinen nods to Heather and Gorm, ready to depart as soon as the others have completed their preparations.
Ilmarinen
Spoiler
The cleric of the Martyr comes to you with a report on what they found. They unearthed the two bodies that you buried. One was too destroyed to ask questions too (The spell requires his mouth be intact and the early onset of rot and the weight of dirt and stones had destroyed the better part of his head.) The second was able to answer questions. He answered:
1: We were working for ourselves, trying to establish a smuggling ring to make money.
2: We were going to try and smuggle them across the border into the Conclave lands.
3: No.
The cleric assures you that the dead can be quite tricky, and he has a strong feeling that the spirit was deceitful. He informs you that it is not a perfect science trying to speak with the dead. The spirit seemed apprehensive in its answering and he adamantly feels that it was trying to deceive him.
Jasper
Jasper finishes his shopping and organizes his gear. He meets up with Gorm to get their paperwork all in order.
Jasper and Gorm get the permits filed away in your groups ledger while Ilmarinen and Heather make sure the horses are packed and ready for your hunting trip. Ribal Tennem shows you off, assuring you that he'll have things sorted out when you return from your hunting trip.
Gorm leads you straight back towards the Mongrelmen ruins. He seems eager to be back out in the swamp, looking for clues and information. He is quick to speak with anyone who wishes to, mostly about the swap itself or about how dangerous the lizardfolk must be, harboring all the resentment towards the civilized folk.
You come to the ruins by much the same route, but once you are within a few hundred yards Gorm instructs everyone to stop.
"No game at all. Odd. Swamp is always full of noise..."
He dismounts and preps the horses, leaving them damong a stand of thick alders. As you move towards the ruins you can soon hear a barking guttural voice.
"Get out here you little runts...you best be breeding like we told you too. We've no end of use for slaves..and your strong backs best be making more strong backs!"
Heather is able to spot the culprits. Two large lanky trolls stand nearby, one barely around the corner of the ruin on the far side. the other stands next to a smaller but powerfully built creature, his scaled body humanoid and the club he carries ridged with deadly sharp stone spikes. The frill atop his head makes him unmistakable. This must be a Lizardman. What stands on the far side of him though is even worse. Its smell can be picked up from there. It looks stockier than the other trolls, and two heads sit atop its shoulders. This snarling creature must be what drove off the natural denizens of the swamp.
You see no sign of the mongrelmen complying yet.
Positions!
Spoiler
http://i538.photobucket.com/albums/f...ps923d81dc.png
Round 0. The Enemies seem to have no idea you are there. Everyone is entitled to a surprise action (A standard or Move action, before we roll initiative.)
While they ride through the swamp, Heather chats idly with Gorm about the swamp environment, the hobgoblin people, the Hunters Guild, and the lizardfolk. Racial animosity was what kept humans like her out of business in the Emperor's lands, but if the hatred of the lizardfolk could be enough to unify the Conclave races and the hobgoblins it was worth stereotyping.
When Gorm signals them to be wary, she dismounts and looks warily around. Slipping two flasks from her bandolier, she passes one to Ilmarinen but places the other in Khrona's hands. "To stay safe." she says as she joins Gorm to advance slowly on the ruins.
Heather lays low against the corner of the ruins, using two fingers to gesture to that she had spotted something around the corner. Signalling Gorm to take her position, she quietly steps backwards, unslings her pack, and begins dispensing alchemicals. Whispering under her breath, she once again looks to Gorm for guidance, "Slavery is an abomination. No one deserves that fate, certainly not those folk in there who were kind to us. That's a lizardman though. Gorm, can we intervene without breaking treaties?"
If Gorm indicates that they should prepare for a fight, Heather continues whispering to the others. Her face is grim and serious, though a flicker of red excitement flashes behind her eyes. "Trolls won't stop fighting until they're burnt with either acid or fire. I brought both. We don't want them taking hostages, so I'll aim to block the doorway. Gorm, if you fire from here to support us and Ilmarinen works his magic to flank with me in the doorway we can end this before it even begins."
SpoilerHeather gave Ilmarinen an extract of shield and Khrona an extract of fly.
If planning for battle occurs, she gives a flask of acid and alchemists fire to Khrona, Jasper, and Gorm, asking that they coordinate their use to that the troll being targeted by the melee fighters gets coated continuously. Gorm is probably the most accurate (assumption that he has precise shot) so should probably be the one throwing into melee. Do we want to give him Heather's extract of fly (the one she gave Khrona) so that he can drop them from above?
Heather's plan is for her to try and stealthily get on top of the building, maybe with Khrona flying up there too, and then drop to the ground at f,g-11,12 to block access to the Mongrelmen and hopefully pull off a surprise round partial-charge sneak attack on the lizardfolk. If Ilmarinen charges the troll so that on her next round Heather will be able to full attack sneak attack that would be perfect. If Jasper or Ilmarinen hastes us before attacking he should be able to charge far enough although, since all these large guys have reach, provoking AoOs will be unavoidable.
If the lizardman is a caster then Heather will grapple him after the troll is down, but if we're up against a lot of brutes she *should* be able to hold the line if Khrona slows the enemies.
Buffs: Mutagen, GMF+alchemical allocation, barkskin, enlarge person, animal aspect (greater gorilla), shield.
Jasper
Jasper quickly casts a spell, expecting trouble. Best to be prepared for the worst!
SpoilerHP: 52/52
Performance: 27/27
Spells: 6/4/1(6/4/2)
Jasper Casts Good Hope hitting the entire party.
Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.