[IC] Death & Taxes (Session 4)
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Rolls
Alchemy vial 1
2 Success, 7 Advantage, 2 Failure, 3 Threat
Total: 4 Advantage
Alchemy vial 2
3 Success, 6 Advantage, 2 Failure, 1 Threat
Total: 1 Success, 5 Advantage
I can point to GrumpyTronus to make it coersion (4G) :D
Also trying to guess his motivation, so there may be a couple of Bs
Rolls
Charming ?
3 Success, 2 Advantage
Total: 3 Success, 2 Advantage
Leader ?
2 Success, 1 Advantage
Total: 2 Success, 1 Advantage
setbacks for Fear + confusion
2 Failure, 1 Threat
Total: 2 Failure, 1 Threat
Hildar's got some information to share, but beyond that, you've got a few basic options now, I think: 1) Zymph reveals the location of the "hootenanny" and the guard takes you there as a red shirt, 2) or you get Zymph to take you there as someone more knowledgeable but also probably working at cross purposes to you, 3) or you go it alone and leave the guard to watch over the three Night Creepers.
1) Are you going to the "hootenanny"? If so, who do you want to guide you: Zymph, the guard, or one of the others (once revived, which entails waiting another half hour or so)?
2) Are you going to spend the fifteen minutes it'll take to grab the vials and herbs from the mayor's house?
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?
4) What's Nekurr's question for Fortuna? No one's proposed anything, but what's a big question you have about the situation that the goddess might help clear up?
2) Easy either way on this one.
3) Well Hildars thinking for the 'prisoners' is to get them somewhere safe and comfortable, probably the mayors house, and leave them sleeping for now. He could probably rouse them with the stimulant/antidote but he doesn't think it would be a great idea to have more potential enemies running about needlessly at this stage.
4) Only thing I can think of would be are the villagers bad but that would largely be subjective depending on your definition of 'bad' so may not help overly
A quick search of the place reveals that both the mayor and his brother are missing, their chambers empty. The most secure spot to tie up the two women seems to be the wooden posts holding up the balcony at the top of the stairs, and with a couple of coils of rope, Nekurr sees that it's done. As the Half-Catfolk works, he says something about wishing you all knew whether the villagers were hiding some dark secret about their Founder's Festival. One of the two captives stirs, as if in a dream, and mutters, "Which villagers, dear?" Nekurr tries to determine if the woman has awakened, but she seems to be sound asleep.
Tronus returns to the pantry and finds the blue vials where he left them. The mayor seems to have two vials of the antidote, along with a bundle of healing herbs. A second bundle of herbs hangs over the fire in the kitchen. There's no sign of the purple poison anywhere, though.
With the village guard nervously seated on a high-backed chair, Zymph grins. "Away we go, ladies and gentlemen."