So because the timeline is actually kind of important here, until things are resolved for the night of the incident I'm going to divide my replies into things happening before and after Brewfest 1st. Earlier in Harvester: Shannon M. said: Max said: So, not counting Jess, you have a total of 14 people and 2 dogs in your party and entourage now. A launch can fit 8 comfortably, so if you buy a second one and keep the Lady's Lace , you'll be just at capacity. Is that what you guys want to do, still? Did we get enough crew to crew both if get the second? Also, is it possible to get a slightly oversized lauch for 10-12 people as the second?
At what cost? Kraggan discusses it with the shipwrights. A launch for 8 would be 480 gp, she tries to discuss possibilities of enlargement and keep the price down. Whom is she talking to, and what do I roll? Maybe we can convince the Shipwrights to let us moor Lady's Lace with them while we are gone, for a small fee as part of our purchase during this haggling while we are going overland to Treefall.
They will take some time to build. We can come back to Waterwend and pick up the finished boats we decide on after we go to Treefall and avenge Leo. We can pass this way and head to the Fortress of Pelor. See about repairing and claiming it.
We may want to to get a wagon for Jess for the Treefall trip, trade up for something a little bit bigger than our cart, then (possibly) sell it when we come back for the boats. What does the party think? You have 3 sailors on retainer, enough to crew one boat competently, though those are included in the 14 people. Hamanap and Wyatt aren't, though, so if they join the party as Limar suggested, you'll be over capacity. At Garron & Sons , Paul explains that they could craft a slightly larger launch, but the design of a boat is linked to its scale. "You can make a gigantic rowboat, but eventually it becomes too large to pull the oars... that's why larger boats have different oarlock structures and depths, or masts and sails, and so on. A launch large enough to hold 10 instead of 8 comfortably is within the range of possibility, I think... such a thing would probably cost about 60 platinum rather than the 55 we would usually charge for a launch." You can roll Diplomacy to try to negotiate down the price, though you'll probably also need to make a good argument as to why. "Ah, yes, I've heard the news about the docks too... the council's going to start charging mooring fees soon, supposedly. We do sometimes provide marina services for our favored clients, so perhaps such a thing could be arranged while you are away in Treefall." When you discuss these ideas with the party, Leo is pensive. "I'm not sure another launch is the way to go... It kind of caps the size of our retinue for longer trips. If we're going to invest in a new boat, wouldn't it better to think long-term? We could get a small ship like a dhow or a caravel, and perhaps even make a mobile headquarters out of it." Profession (sailor) applies, trained only. Shannon M. said:
Odd question, Kraggan expects Leo to leave the party when they defeat the Cult. She wants to slowly over time start hinting at restoring the Fortress of Pelor, setting up a base, needing somone trustworthy in charge of it when the go adventuring, having it need a place of study, that the party will still need a wizard, but that he could get some rest and peace if he stayed with the group. I want to start hinting alll this a Leo over time the entire trip to Treefall. Is it possible to take 20 on Diplomacy? You can't take 20 on a skill where failure is penalized, since it basically represents rolling the die 20 times and trying once for each natural result. A bad Diplomacy check can turn someone off instead of just making no progress, so no. But, since Leo is already your trusting friend and companion, if you bring it up periodically you might be able to sway him. 11:00 PM, Harvester 28th: Josh said: Has no one found the 4 bodies, shrine or other treasure I couldn't grab in the building yet? Let's pick up in the Thorngage house right after the battle concluded. The fire brigades have formed bucketlines to the collapsed building and burning tree nearby, and the fires are nearly extinguished. If you want to have your kobolds 'help' while covertly gathering treasure and concealing evidence, you can fly over to the Otterman to fetch them, though there are lots of rescue workers and lookyloos out there now. How do you want to proceed with that? Shannon M. said:
How well can we clean up the shrine too? Did Hamanap consecrate it? Can we destroy it, dismantle it so no one can tell it was there, or there was a battle in there? Hamanap: "I did manage to consecrate the shrine, just before the building collapsed... its link with Erythnul is now broken. Though Limar was looting it before that, so the god's curse may already have afflicted him."
As to whether you can dismantle the shrine before the wreckage is cleaned up, that's more challenging... there are a lot of poor people in Waterwend, and there will surely be looting, not to mention rescue workers and guards searching for evidence in the meantime. Shannon M. said: Discuss with the grateful Verna that we can't afford to be seen as vigilante's or known to have drawn weapons. We should clean up as best we can, get rid of the ones with weapon wounds, all except the living. Someone else should interrogate the living one (ones?). Then we can modify our story that fewer attacked the women, and put down the cultist after his questioning, without a weapon to show the guards.
What should we roll to convince the women? I want to take them away from the scene to 'help them calm down' while I try to convince them and Drusilia and the others who arrive clean up and interrogate. Ahmed Y. said: Why are we trying to hide our vigilante-ness? Why can't we just be outright honest, tell them that we knew of Verna, and an attack. That we split the party up. One half to protect Verna, which we did, and she can account for. The other half, to destroy the cult that was targeting Verna. We have the stone weapons, and the body tattoos to confirm they were of the same cult. They are also part of the army responsible for the attack on the fort, and we can say we wanted to bring them to justice. We can say we didn't want to cause panic within the public, hence why we had Leo create a distraction while we burst into the cult hideout. Dru is very uncomfortable about lying because she is no good at it. Verna and her mother are deeply grateful for your rescue, as they were both sure they were about to die. Verna's mother is a bit hysterical, you can roll Diplomacy to help calm her down. Verna herself is a bit more canny though, and assures you that the weapons won't be a problem, since the laws only prohibit them being drawn in public. Verna: "Here in the privacy of our home, you had the right to use your bow to protect us. Waterwend's legal system is based on very traditional hobbit values, and in the home the sovereignty of the family has great weight. But as for the rest, I would strongly advise against it... you have no legal authority in the city as a whole. Protecting us from immediate danger is one thing, but 'bringing justice' to a cult, no matter how evil they are, is nothing more than murder and arson under Waterwend's laws. Your friend may be in serious trouble, if the guards have already caught him." Ahmed Y. said: Max said: How exactly do you proceed? And do you intend to search them, too? When they wake up, I want to be upfront with them and just straight out ask them if they're are any other cult groups or Erythnul in the town. I would like to lead by telling them of the fire at their cult hideout, and that we were responsible for torturous deaths of their fellows. And that they should be forthcoming with all information, if they would like to avoid a similar death. I basically want to know the numbers of the cult in Waterwend, and then what other towns and cities have chapters of their cult. I rolled a 4 for diplomacy. And yes, I would like to search them. For valuables, and anything that may look like notes or messages Also, if they have tattoos, I would like to look at them in detail, and memorize them if possible. 16 and 19 on search for both activities. You can bind and search the 2 stabilized survivors, before someone heals them conscious, as well as searching the 2 dead ones. Go ahead and roll 2 Use Rope checks (you can include your boon bonus) to tie them up, and someone needs to roll 2 cure spells. All four of them have scars in the rough shape of Erythnul's unholy symbol under their dirty, threadbare sackcloth clothing: one on his chest, one on his shoulder, one on his side, one on her lower back. They don't have a lot of possessions, except for their crude stone weapons (Craft (weaponsmithing) applies, trained only), and some vials of liquid. The halflings were carrying 3 vials (2 on one of them, 1 on the other) of viscous liquid the same green color as the stuff still smeared on theirs daggers. Craft (alchemy) and Craft (poisonmaking) apply. You also find a silver coin in the mouth of one of the humans, under his tongue. Knowledge (local) applies. As for questioning them, that's definitely a situation for Intimidate, not Diplomacy, since you're threatening them, so go ahead and roll that. It can also be assisted, like if you guys want to have someone with high Cha or training make the main check and others help. Xankoris, you had mentioned wanting to use detect thoughts on the cultists captured a while ago; do you want to try it on these while the party's interrogating them? 9:00 AM, Brewfest 1st: Josh said: I'd also like to gather information (9,7,12,18 a long boring day finding where to go and then tracing a paper trail on an old abandoned place) 2 gold on 1st 2, to find who owns the land of the burnt building and if it's for sale how much? DiplomaCy ( 4 ouch ) and then we can bluff leo just clearing away the old building and the tree being an accident. Appraise (4,11 I'll need to hire a professional ) on the price of building going for ether the cheapest or an orphanage -or possible a church if hamanap would be willing to handle it or train others to. -try to gather info on organizations/churchs in water wend got a 3. tried being more specific for draconic diety churchs got 21 with 2 gold spent -13 gather info on slavery, where which nobles/merchants stand on it and bateman So after you visit Leoavor in jail, do you went to do your Gather Information rolls on who owned the collapsed building today and tomorrow? Then on organizations/churches, draconic deity churches, and popular opinions on local slavery? Do you want to visit the shops you mentioned in PMs in between these? Remember, each check takes 1d4+1 hours, so it'll take a few days of work to get through all those checks. Someone is also going to need to go around with Limar, as his cover. Whoever is going to pretend to be his master, roll a Gather Information check to assist each one of his 7 rolls (that means you just need to succeed at a DC10 check, for each one you make he gets a +2 on that check). As for the price of construction, you have no idea how much it would cost... but after a visit to some local construction companies, you end up with an estimate of about 600-1000 gold pieces, depending on the quality and complexity of the work. Hamanap: "I am more the wandering type, but perhaps training a priestess to keep it in my absence would be a good way to spread Bahamut's light into Waterwend..." Josh said: -speaking of which i think we should invite wyatt and hamanap to join the way finders, not the main party but the guild in general. Is anyone opposed to this idea, or should I assume Limar just invites them? Shannon M. said: Max said: Josh said: the following day i'll go visit leo in jail and see what is charges are. Kraggan goes with you, so you're not traveling around alone and scaring people. Leo's being held in one of the cells at the back, away from other prisoners and with his wrists manacled, looking grim and a little embarrassed. "Hey guys..." he says, with a bittersweet smile. Once you get close, he checks to make sure no one else is in earshot, then whispers "They charged me with arson and disturbing the peace... it's pretty serious, I think. My trial is scheduled for Patchwall 1st. I guess they didn't want to mar the Brewfest celebrations with a hanging," he says dryly. "Kraggan, what do you think we should do? I'm pretty much guilty, and we can't exactly explain that I was just distracting the guards while you guys committed a litany of other vigilante crimes..." Word is already starting to spread of the party's heroic actions in saving Verna and her mother last night, and a few people are whispering that you guys were involved in the fires nearby as well. I suggest that Leo try to keep quiet, maybe we can have Xankoris explain it away in the trial. Convince the judges that we already knew Verna and happened to be going to her house when we saw she had been attacked. Maybe hint that the fire was the "fault" of the Cult, which isn't quite a lie, since he did it to stop them. He can explain that there was no intention to light the tree afire. It was a different spell gone awry. (She asks him what he was trying to do, had it been accidental?) Maybe tie it into Limar's story about Leo helping to clear the broken down building. Josh said: -or we could just turn him invisible and walk him out or some other magical escape, i could properly pick the cheap prison locks and we could leave in the night. Leoavor: "I actually was just trying to explode the tree... I figured a big, flashy spell and a fire would draw a lot of attention. But the guards didn't believe my story that it was an accident, and I don't know if the magistrate will either. I don't really know what the penalty is for arson, but it might get worse if they find out that it was a distraction to cover for even more serious crimes. I think keeping quiet is a good idea, for now though. I trust you guys to do whatever you have to do to save me. If you can find a legal way, that would be best, but if not... it would suck to burn our bridges here, but we have to do what we have to do." As he says this last, his face grows grim, the expression he always wears when he talks about his quest in Treefall... a very different person from the fun, easygoing Leoavor you normally know. Josh said: - i'll also bring leo the journal " don't forget to update this its fun to read." Leoavor smiles widely, the first real one you've seen on him since you arrived. "Thanks, Limar. I'll focus on writing while you guys work on the legal side of things. Shannon M. said: I say we try to get Leoavor out before his trial with some sort of plea, with the excuses once we get them set up. He wasn't malicious. Can we go see the magistrate that we pled Balmon's case to? I want to ask Xankoris to come too, and support his diplomacy rolls. Let's hold off on breaking him out and getting banned form this important trading capital just yet. See if we can do it this other way first.
If we can't afford it maybe Xankoris could talk to Bateman about funding the repairs of it as part of a 'workshop'. And if he does, we should follow through on it, because a workshop would actually be pretty useful, and the abandoned building can't be expensive enough for Bateman to really feel the loss of the money, and even discuss it being the patron's building; that Xankoris would just use to be able to better concentrate on a product for Bateman. It might even possibly get done while we make our trip to Treefall. Do you want to go see the magistrate today, or wait until Limar finishes his investigations into the matter? Xankoris, Drus, are you two going with her when she does go? Xankoris, do you want to see Koran Bateman about that idea? And are Xank and Drus going to follow up with their playwright about the anti-cult play?