Leek questions Droop and asks the little goblin, who is eager to please, to lead the group to the prison past the secret door. While Leek is questioning Droop, Rindelk sits on the floor with his spellbook in his lap and spends ten minutes casting Detect Magic.
Droop guides the group north past the room where you all fought the drunken ruffians, then turns right to climb up the stairs into the large chamber with the ravine. Droop visibly cowers, trying his best to place Leek between himself and the Nothic.
When Rindelk reaches the top of the stairs, his detect magic pings. You detect the presence of Evocation, Divination and an item somewhere underneath the bridge next to where the Nothic is feasting on the corpse.
Is the detect magic ping shared to the whole group? If so, then Leek will say out loud "Friend. We hope the warm food we brought is sitting well. Can we take the uneatable objects left below the bridge? If so we will bring you more warm food."
(Is the drop jumpable? Can I easily jump down without hurting myself? If so...)
1. If the Nothic answers positively (meaning that he accepts the deal) I will hand one end of my rope to someone and jump down. I will grab whatever I can find in the general area and have my teammates pull me up.
This is all contingent on :1. We are told that there are magic items under the bridge. 2. The Nothic is agreeable to this deal.
The ping would be something that only Rindelk would sense. But in general this is a team game, so if he doesn't share, he should have a good reason for doing so. Will wait for Rindelk to confirm.
Is the detect magic ping shared to the whole group? If so, then Leek will say out loud "Friend. We hope the warm food we brought is sitting well. Can we take the uneatable objects left below the bridge? If so we will bring you more warm food."
(Is the drop jumpable? Can I easily jump down without hurting myself? If so...)
1. If the Nothic answers positively (meaning that he accepts the deal) I will hand one end of my rope to someone and jump down. I will grab whatever I can find in the general area and have my teammates pull me up.
This is all contingent on :1. We are told that there are magic items under the bridge. 2. The Nothic is agreeable to this deal.
Otherwise, I keep walking!
The Nothic's head snaps towards Leek and he blasts your minds, "MY Shinies!" There's no cackling or sense of friendship in his tone.
I turn to Droop and in a low voice say to him "We might need to fight the creature. Stay here. Don't be afraid. We have killed many like it before. We are strong. We killed mean bug bears easily. We kill it easily too."
I'm basically trying to make sure he is at ease so he doesn't take off out of fear if we do end up fighting. Is there a way to judge whether or not I have an effect on him? Persuasion roll then a sense motive roll?
(Just in case, here they are. Please discount whichever is not needed.)
Persuasion: 17
Perception: 8
Deception: (in case you deem I need to convince him of the lie of having killed Nothics) 15
Answering Rindelk, the Nothic says, "Always hungry. <cackling> Hot food, less hungry now. I protect. <gibberish> Stealing shinies makes me a lot hungry! I eat shiny stealers!"
"Friend. How much food can we bring you in exchange for your shinies?"
As for attacking it's eye... Is it possible to make call shots GM? (i.e. slingshot aimed at eye). The other option is I snuff out the lights in the cavern, but who knows if it has dark vision or not...
(There are other ways to blind creatures, such as spells. Allowing called shots would make those spells nearly pointless. So no, no called shots.)
It does the equivalent mental blast as shrieking in your ears, "I not give shinies! You give food, I protect. You give shinies, I protect. I not give shinies!"
Leek, make a charisma (deception) check vs. 7
(PS, I know you are not trying to deceive it. This is one of it's abilities.)
I would like to cast detect magic while in the room.
Leek questions Droop and asks the little goblin, who is eager to please, to lead the group to the prison past the secret door. While Leek is questioning Droop, Rindelk sits on the floor with his spellbook in his lap and spends ten minutes casting Detect Magic.
Droop guides the group north past the room where you all fought the drunken ruffians, then turns right to climb up the stairs into the large chamber with the ravine. Droop visibly cowers, trying his best to place Leek between himself and the Nothic.
When Rindelk reaches the top of the stairs, his detect magic pings. You detect the presence of Evocation, Divination and an item somewhere underneath the bridge next to where the Nothic is feasting on the corpse.
Is the detect magic ping shared to the whole group? If so, then Leek will say out loud "Friend. We hope the warm food we brought is sitting well. Can we take the uneatable objects left below the bridge? If so we will bring you more warm food."
(Is the drop jumpable? Can I easily jump down without hurting myself? If so...)
1. If the Nothic answers positively (meaning that he accepts the deal) I will hand one end of my rope to someone and jump down. I will grab whatever I can find in the general area and have my teammates pull me up.
This is all contingent on :1. We are told that there are magic items under the bridge. 2. The Nothic is agreeable to this deal.
Otherwise, I keep walking!
The ping would be something that only Rindelk would sense. But in general this is a team game, so if he doesn't share, he should have a good reason for doing so. Will wait for Rindelk to confirm.
I think there is a gully, rather than sheer cliff. We should be able to to walk down. Do we want to deal with that now? Or return another day?
The crevasse is more like a steep ditch. You can climb down and up without any real issue.
(I think Leek fell into it when the south bridge collapsed. The only remarkable thing about the ditch/crevasse is it's unnaturally cold down there.)
OOC: I share it with the group.
The Nothic's head snaps towards Leek and he blasts your minds, "MY Shinies!" There's no cackling or sense of friendship in his tone.
OOC: Man I want what its got. Should we fight it? I say we poke it in the eye!!!
I would like to ask what the nothic is feeling, out loud, with my voice.
Glad I talked to him before I jumped down!
I turn to Droop and in a low voice say to him "We might need to fight the creature. Stay here. Don't be afraid. We have killed many like it before. We are strong. We killed mean bug bears easily. We kill it easily too."
I'm basically trying to make sure he is at ease so he doesn't take off out of fear if we do end up fighting. Is there a way to judge whether or not I have an effect on him? Persuasion roll then a sense motive roll?
(Just in case, here they are. Please discount whichever is not needed.)
Persuasion: 17
Perception: 8
Deception: (in case you deem I need to convince him of the lie of having killed Nothics) 15
Well, I guess I'm too busy looking back at the Nothic to see the obvious confidence Droop has in my words.
I'm voting attack if it won't bargain with us.
Answering Rindelk, the Nothic says, "Always hungry. <cackling> Hot food, less hungry now. I protect. <gibberish> Stealing shinies makes me a lot hungry! I eat shiny stealers!"
OOC: If we attack, how do we go about it? I would guess that the eye is pretty important - it is huge. Blind it somehow?
"Friend. How much food can we bring you in exchange for your shinies?"
As for attacking it's eye... Is it possible to make call shots GM? (i.e. slingshot aimed at eye). The other option is I snuff out the lights in the cavern, but who knows if it has dark vision or not...
(There are other ways to blind creatures, such as spells. Allowing called shots would make those spells nearly pointless. So no, no called shots.)
It does the equivalent mental blast as shrieking in your ears, "I not give shinies! You give food, I protect. You give shinies, I protect. I not give shinies!"
Leek, make a charisma (deception) check vs. 7
(PS, I know you are not trying to deceive it. This is one of it's abilities.)
Charisma check : 3
boooooo
Leek feels a darkness digging around in his mind. Suddenly the sensation is gone and replaced with a loud hiss. "Traitors!"
Roll for initiative.
Nothic initiative: 14
Initiative: 15