Just waiting on Tronus's Coerction check to see if the one remaining weirdo responds to a more forceful approach after his friends have been beaten and all have been disarmed.
[OOC] Death & Taxes
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Just waiting on Tronus's Coerction check to see if the one remaining weirdo responds to a more forceful approach after his friends have been beaten and all have been disarmed.
3) Where are you leaving the people you aren't taking? In the manor? In the field? At Galbernost's place? And are you tying them up?
1) Are the creeper and the spider pig related?
2) Is the winner girl in danger?
3) Was the tax man caught up in this creep stuff
4) Are they ready just going out for a night drink in a dark, suspicious cave?
5) Are those dark god involved in this celebration?
I definitely think we need the vials/herbs in can we also get whammied by poisoned blades.
Zymph besides giving the location has worn out the slack on his rope. Galbernost being told to watch people tied up that threatened suicide and might be part of a group sacrifice by outsiders at most I think would remain neutral until he say something either way.
Now suspect: If 'everyone' is suppose to be breathing in this junk and having nice dreams it's suspect people are out and about doing shady stuff that.
I'm ok with throwing out we have the suspicion of Dark Magics being used which is a napalm option to tell the higher ups.
Even in a drunk state they opted for immediate threat of suicide when caught which doesn't sit right with the story stated of just being goofballs doing goofy things. Once we have an antidote that works, maybe check on one of the sleepers (that attacked us they aren't innocent civilians) we should use on Nekurr to get him back to his normal level of being him, once we know the location we can always stab Zymph with a laced sickle to shut him up (Tronus will volunteer since it's not very neighborly of a thing to do).
1) Bring the three costumed figures to the mayor's manor and secure them.
2) Grab the medical items from the pantry.
3) Fetch Farmer Galbernost to keep watch over the trio, explaining to him the events of the evening and the suspicions you've developed. (But Tronus and Bruv would remember that the young pageant loser, Melchic Grimbly, is at the Galbernost house, too.)
4) Head to the hootenanny/potential dark ceremony with the guard as your guide.
Just a couple of thoughts: Unless the guard is in on all of this, Zymph and his associates are your only source of information for where the party is being held. Thus, even if you don't take Zymph as your guide, you're still likely walking into some sort of trap, since the guard is clueless. Again, unless the guard is lying and is secretly allied with Zymph and the other Night Creepers.
Second, the poison has been established to be a strong soporific. So they didn't try to commit suicide so much as they played possum by putting themselves to sleep.
If I'm outlining the nascent plan correctly, any of those Fortuna questions might be able to clarify your plans; you can always get more specific, but at a risk. E.g., "Is anyone in danger at this night party?" is a different question from "Is the pageant winner in danger at this night party?"
Emquared and Somebox seem to be away at the moment, but let's hear from mcneils5 and hopefully refine the plan today. Then we can do the prep stuff as more of a montage rather than playing it though blow by blow.
Just a couple of thoughts: Unless the guard is in on all of this, Zymph and his associates are your only source of information for where the party is being held. Thus, even if you don't take Zymph as your guide, you're still likely walking into some sort of trap, since the guard is clueless. Again, unless the guard is lying and is secretly allied with Zymph and the other Night Creepers.

They're more likely to turn on us/help they're own than help us.
I'd say take Skeeter to the shin dig. Maybe swing by Jacey's on the way? Turn the other two over to the guard to do with what he will. We know where they all live, as it were...
I think the question should be...
Is there a dangerous secret about this founder's night the villagers are hidding?
(give or take)
Second, Somebox, I'd hate to see you leave, but I do appreciate your letting us know. So many people ghost on PbP, it's always refreshing when someone bows out with class. But if you need to make this a temporary exit, I'd be happy to honor that. You're a delight to GM for, so let me know if you think you really need to cut completely.
Finally, I'll update the game very soon. We're headed for the final part of the adventure, so things should be interesting!
The alternative is to treat this as a standard dungeon crawl and try to avoid any potential dangers (like the woman), storm or sneak through this house in the hopes of finding physical clues, and try to determine what's going on that way. That's valid, too, but the answers you get may not be as helpful, and there's no opportunity to ask follow-up questions of, say, a piece of physical evidence.
Third option, I suppose, is to storm through, find the hootenanny, kill everyone, and sort it out afterward. That way will likely have consequences from your boss, though. :P