I'll press him for more information, not as brutally as earlier(Looking at you Richard), just using pressure points and torqued joints.
"I find no glory in killing a captured fighter. I don't want to leave him to go warn the others. Does anyone have room on their pack for some wrapped up bit of meat?"
"Goblin, you've heard your options but I offer you a choice, fight with us or die here. And if you think to betray us I will make sure my comrade here takes a week to kill you. What say you?"
"I know his kind. He will think about betrayal but nothing means more than his own skin. Desertion will give him his life, a betrayal though, that will cost him his skin. I wouldn't expect him to live long after he loses that."
"Yes, yes! The big goblin is right! I and Jol only went to attack the travelers because the even bigger goblin threatened to take our skin and eat our bones. Yes, I will fight by your side with undying loyalty!"
He picks up a spear in each hand and stands as tall as a 4' 7" creature could manage. "I am Girym, guide and guard of strange travelers! I can show you to the hideout or the ruined tower or the wyvern rock and do all sorts of useful things!"
"Girym, here is a chance to live through all this, can you lead us to the watchtower they are camped at, where they will not see our approach? If we can confront them and end this quickly all the better. I would rather not spend my time playing cat and mouse."
Girym traces a crude diagram of the watchtower in the dirt and illustrates his plan with the point of a spear.
"We camped in the watchtower's remains once when food ran low and we were commoners were sent to fish. It's part mill and the base is open to the river it was built to watch. If we sneak up through the water wheel's machinery, we may be able to hide in the lower levels of the tower where they won't think to look for us. That would be sneaky, but not goblin-sneaky."
With a cackle, Girym wipes the drawing clean and starts a new one.
"Most of the gang's big fighters are in the watchtower, leaving the hideout undefended. Kill the boss and take his loot, then blow up the hideout and get out!"
"That would be a good place to look for the map that they stole. It could also allow us to ambush them by blowing up the base and catching them when they come back to check on it. How does that sound to the group? We would then be safe and free to search for Gundren, or we provided enough of a distraction for him to reach Phandlin safely."
Earning his keep, Girym takes a winding path through the underbrush to avoid the positions of his former companions. You emerge from the woods at a cliff face, the same one you saw yesterday. Sure enough, a crag between the rocks recedes into darkness while a small stream flows from the mouth. The remains of a fire pit are to your left and the grass to your right has been trampled by a large party moving into the forest.
You will only have bright light for 30 ft in the cave, then dim light for another 30 ft. This is good for stealth, of course, but if you do want torches remember that they occupy a hand.
Richard is usually cautious, he doesn't like the idea of going inside first. He stands at the entrance, peering into darkness, then throws his hand in the air.
"Luce ignire!" he casts. Those familiar with arcane recognize the Dancing Lights cantrip. Four dimly glowing orbs appear in the air 20 feet from each other. The slowly move around the party, creating some sort of perimeter. Each one sheds dim light in 10-foot radius, which provides enough illumination to move and blows their cover, but the center of it, where the party stands, remains in the darkness, which somewhat helps - at least if someone tries to shoot them they will still have a hard time aiming.
Having done this, Richard lets others go before him.
Harek readys his shield and warhammer and take his place near the entrance of the cave. "Girym with me, I want you close to show us the traps and to guide us along the correct path." Either behind his back or over his head, Harek gives a knowing nod to Richard. He taps his eye and then nods toward Girym.
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I'll press him for more information, not as brutally as earlier(Looking at you Richard), just using pressure points and torqued joints.
"I find no glory in killing a captured fighter. I don't want to leave him to go warn the others. Does anyone have room on their pack for some wrapped up bit of meat?"
"No, no! You can trust me! I won't say a word, I swear!" the goblin grovels.
Deception: 6
"Yeah, right," says the Wizard. "He's lying. I would know. If you don't like killing a prisoner, stand aside and let me. I'll be quick this time."
DM Price of Misfortune (finished)
"Goblin, you've heard your options but I offer you a choice, fight with us or die here. And if you think to betray us I will make sure my comrade here takes a week to kill you.
What say you?"
"Were you hit on the head too hard? He will say anything to save his life now and betray the second he sees the chance!"
DM Price of Misfortune (finished)
"I know his kind. He will think about betrayal but nothing means more than his own skin. Desertion will give him his life, a betrayal though, that will cost him his skin. I wouldn't expect him to live long after he loses that."
"Yes, yes! The big goblin is right! I and Jol only went to attack the travelers because the even bigger goblin threatened to take our skin and eat our bones. Yes, I will fight by your side with undying loyalty!"
He picks up a spear in each hand and stands as tall as a 4' 7" creature could manage. "I am Girym, guide and guard of strange travelers! I can show you to the hideout or the ruined tower or the wyvern rock and do all sorts of useful things!"
"Swear your life to Maglubiyet that you seek not to betray us. If you break this oath may his wrath devour you and your kin."
Girym puts a hand over his heart and repeats the oath.
"Girym, here is a chance to live through all this, can you lead us to the watchtower they are camped at, where they will not see our approach? If we can confront them and end this quickly all the better. I would rather not spend my time playing cat and mouse."
"And if you do try and betrays us... well, just ask my companions what happened to the last guy who pissed me off."
DM Price of Misfortune (finished)
"Alright, alright. I think I understand."
Girym traces a crude diagram of the watchtower in the dirt and illustrates his plan with the point of a spear.
"We camped in the watchtower's remains once when food ran low and we were commoners were sent to fish. It's part mill and the base is open to the river it was built to watch. If we sneak up through the water wheel's machinery, we may be able to hide in the lower levels of the tower where they won't think to look for us. That would be sneaky, but not goblin-sneaky."
With a cackle, Girym wipes the drawing clean and starts a new one.
"Most of the gang's big fighters are in the watchtower, leaving the hideout undefended. Kill the boss and take his loot, then blow up the hideout and get out!"
Girym looks to you for approval.
"That would be a good place to look for the map that they stole. It could also allow us to ambush them by blowing up the base and catching them when they come back to check on it. How does that sound to the group? We would then be safe and free to search for Gundren, or we provided enough of a distraction for him to reach Phandlin safely."
"Sounds legit. But the cave was booby-trapped. Is the watchtower?"
DM Price of Misfortune (finished)
"Errr, I have been waiting in the woods all night as I was told. I haven't been inside the watchtower for many months."
"Well, let's go then."
DM Price of Misfortune (finished)
To the cave we go.
Earning his keep, Girym takes a winding path through the underbrush to avoid the positions of his former companions. You emerge from the woods at a cliff face, the same one you saw yesterday. Sure enough, a crag between the rocks recedes into darkness while a small stream flows from the mouth. The remains of a fire pit are to your left and the grass to your right has been trampled by a large party moving into the forest.
You will only have bright light for 30 ft in the cave, then dim light for another 30 ft. This is good for stealth, of course, but if you do want torches remember that they occupy a hand.
Richard is usually cautious, he doesn't like the idea of going inside first. He stands at the entrance, peering into darkness, then throws his hand in the air.
"Luce ignire!" he casts. Those familiar with arcane recognize the Dancing Lights cantrip. Four dimly glowing orbs appear in the air 20 feet from each other. The slowly move around the party, creating some sort of perimeter. Each one sheds dim light in 10-foot radius, which provides enough illumination to move and blows their cover, but the center of it, where the party stands, remains in the darkness, which somewhat helps - at least if someone tries to shoot them they will still have a hard time aiming.
Having done this, Richard lets others go before him.
DM Price of Misfortune (finished)
Harek readys his shield and warhammer and take his place near the entrance of the cave. "Girym with me, I want you close to show us the traps and to guide us along the correct path." Either behind his back or over his head, Harek gives a knowing nod to Richard. He taps his eye and then nods toward Girym.