Anyone feel like carrying an explosive drunk? Dekhan has promised this fellow he won't be harmed if he talks so I'll leave the choice o' his exit in Dek's capable hands. But if he doesn't talk or Dek's magic ain't up te snuff, jest call me ol' reliable.
Scupper will help wherever he can be of use. He'll change the subject if location is questioned until they're at least near the docks. Otherwise he'll lead the way to their new place in quiet...keeping a wary evil eye on any curious strangers that look even sideways at their party so the questions and interruptions are kept to a minimum.
It's dark, past midnight when you descend into the common room and out the door of the Blushing Mermaid. The night's revelries are done, and the streets are gloomy and quiet. Not empty, though. Never quite empty, not in the docks, but you see no sign of the watch, and those passing by have more sense than to ask questions of a group of heavily armoured men carrying - or dragging - an unmoving figure. If you are spotted, if someone makes a note of your passing in their mind to relay to another who will relay to another and so on, you remain none the wiser, for tonight at least.
Down at the docks, you behold what Scupper has in store for you. A floating... something. Somewhere between a boat and a raft, the deck covered with ramshackle huts and buildings, it bobs gently up and down with the sea. The moonlight reveals that there is no one aboard; Scupper's instructions have been followed, and the place has been vacated of inhabitants and their junk. You enter the largest of the buildings; it has a single big room on the ground floor, and three smaller rooms upstairs, each with two bunks. The ground floor boasts a few intact chairs and a table, and nothing else in the way of furniture. It stinks of alcohol and urine, though the smell of the sea is putting up a good fight at masking it. There are windows, though the shutters are closed at this moment. The man has kept quiet throughout the journey, though he was clearly awake and looking around, noting where you were taking him.
You set him down in the room. What are you doing next?
Well I suppose we should get comfy and rest up. Big day coming with us squeezing this lad for information. Feel free to use any of the rooms or buildings on the shi- err craft. It's all paid for.
Scupper wanders about for a bit, inspecting the location and its view of the harbor amd docks. Then he'll choose a suitably smallish hut for himself. Hopefully one where the smell of brine is more powerful than the smell of piss, and nod off for a long rest.
Scupper, you find a small hut that, from the smell, you would guess was used in the preparation of some kind of narcotics. There's not a scrap left beyond the smell, though - despite having little warning, it's clear the occupants were extremely efficient in removing their wares and equipment. The sea are is almost pleasant, and you have a decent view of the docks and most of the harbour through windows that were probably more for ventilation than anything.
Incantis, the man tended his wounds and then went drinking in a cheap tavern. He's still there, passed out at one of the tables. Zhudala can peek through the window, and it looks like a pretty desperate place, the kind of place people go to forget their troubles and avoid attention. The man doesn't seem eager to rejoin the gang.
Unless you have any urgent business during the night, shall we move forward to the morning? You are not disturbed in your new, secret floating base during the night, and you can all wake up in the morning. If you wake early at sunrise you won't complete a long rest, but if you sleep in until mid-morning, you can.
Zhudala sees the gang member tossed out into the street in the morning, barely awake, along with three other drunks. They sleep it off in an alley next to the tavern, and the man wakes up occasionally to take a drink from a hip flask he carries.
You have a prisoner to interrogate, a drunk to tail and a missing camel. What's the plan?
Scupper wakes up early enough to prepare a few buckets of salt water and a bucket of freshwater.
He then waits near the victim or gang member for the rest to stir. He doesn't need a full rest but he imagines some of them could use it after the fight the day before.
When the party awakes, he'll throw a bucket of saltwater on the thug and a bucket of freshwater on Vaz.
The man was probably awake before, but he is certainly awake now. So are the rest of the party, even those with a severe hangover. You stand in a semi-circle facing the chained gang member, and have the opportunity to begin questioning him - or anything else - as you wish.
The man regards you with defeated eyes, and his gaze lingers on Dekhan. What's it to be, then?, he asks the paladin.
Yeah Incantis finishes his rest. He needs his beauty sleep for the interrogation after all. He looks at the captive, then at Dekhan. He has no bloodlust should we get the information we need, and he knows Dekhan shares the feeling, as well as the sentiment of redemption. He says nothing, but postures nonthreateningly, doing his best to convey his intent for mercy through his body language.
Across town, a weary drunk stirs on the street and takes a swig from his hip flask. A raven, perched atop the swinging bar sign, watches him.
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Varinth, having no idea where he is, comments on the situation.
Who the feck is this? Why the feck is he tied up? Where the feck are we? and feeling the gentle rock of the barge/boat Are we fecking moving?
Having now noticed the swaying, the contents of his stomach ask for some fresh air. Varinth quickly exits the room only to appreciate their new locale for a moment before "Feeding The Fish" over the side.
Ah...the lads a sailor fer sure, then. Sea in his blood.
Right then... We want to know everyting about yer silly little gang and why it suddenly got itself fire mages and who's leading, recruiting, teaching, paying.
But I'll wait fer Dek te cast his hoodoo and make sure tis the truth. Cheer up then... You stand a good chance o' walking out o' here.
Truth is one thing, silence is another, Incantis thinks to himself. He enters Dekhan's mind, his voice a swirl of harmony. "You know what to do my friend; silver your tongue and this city may be availed." He gives the paladin bardic inspiration.
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Dekhan walks over to the man Alright, as we discussed, if you can give us the information we need and we are assured that you will pose no further threat to us or the good people of Waterdeep you will not come to harm at our hands. Now is the time for questions, friends, ask away. Dekhan casts Zone of Truth over the man First, what is your name?
Rok, I have several questions for you: what does your group call itself, where is their headquarters, who is the leader, and what do they want? If anyone else has any questions please ask them.
We... I don't know if it's official, but we call ourselves 'Forsaken'. I don't think many people know the name though.
I have never been to the headquarters. I'm not sure if there is one really. The headquarters is where she is. But I know one place where recruits are given training.
I have never met the leader. Lackley said he had. Said it was a woman and he never saw her face. No name. If the higher-ups know her name, they don't say it.
They want... I... don't know. Not everything. They want fire in the city and the guards and people scared, but I don't know what for. I know that they want him, and he points to Varinth, for a customer. And him, and he points to Incantis, but I don't know why. If they are who I think. It's just a description, but they match. I'm not sure.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Anyone feel like carrying an explosive drunk? Dekhan has promised this fellow he won't be harmed if he talks so I'll leave the choice o' his exit in Dek's capable hands. But if he doesn't talk or Dek's magic ain't up te snuff, jest call me ol' reliable.
Scupper will help wherever he can be of use. He'll change the subject if location is questioned until they're at least near the docks. Otherwise he'll lead the way to their new place in quiet...keeping a wary evil eye on any curious strangers that look even sideways at their party so the questions and interruptions are kept to a minimum.
"To hells with it, it's before dawn." He helps guide the captive toward the door. "You'll keep quiet, won't you?"
He'll hold up the rear of the group, spending his time checking back in with Zhudala.
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
It's dark, past midnight when you descend into the common room and out the door of the Blushing Mermaid. The night's revelries are done, and the streets are gloomy and quiet. Not empty, though. Never quite empty, not in the docks, but you see no sign of the watch, and those passing by have more sense than to ask questions of a group of heavily armoured men carrying - or dragging - an unmoving figure. If you are spotted, if someone makes a note of your passing in their mind to relay to another who will relay to another and so on, you remain none the wiser, for tonight at least.
Down at the docks, you behold what Scupper has in store for you. A floating... something. Somewhere between a boat and a raft, the deck covered with ramshackle huts and buildings, it bobs gently up and down with the sea. The moonlight reveals that there is no one aboard; Scupper's instructions have been followed, and the place has been vacated of inhabitants and their junk. You enter the largest of the buildings; it has a single big room on the ground floor, and three smaller rooms upstairs, each with two bunks. The ground floor boasts a few intact chairs and a table, and nothing else in the way of furniture. It stinks of alcohol and urine, though the smell of the sea is putting up a good fight at masking it. There are windows, though the shutters are closed at this moment. The man has kept quiet throughout the journey, though he was clearly awake and looking around, noting where you were taking him.
You set him down in the room. What are you doing next?
Well I suppose we should get comfy and rest up. Big day coming with us squeezing this lad for information. Feel free to use any of the rooms or buildings on the shi- err craft. It's all paid for.
Scupper wanders about for a bit, inspecting the location and its view of the harbor amd docks. Then he'll choose a suitably smallish hut for himself. Hopefully one where the smell of brine is more powerful than the smell of piss, and nod off for a long rest.
Scupper, you find a small hut that, from the smell, you would guess was used in the preparation of some kind of narcotics. There's not a scrap left beyond the smell, though - despite having little warning, it's clear the occupants were extremely efficient in removing their wares and equipment. The sea are is almost pleasant, and you have a decent view of the docks and most of the harbour through windows that were probably more for ventilation than anything.
Incantis spends some time with the captive before finishing his rest. "What's your name?" He speaks aloud, and kindly.
Just before tucking back in, he wargs into his familiar. "Zhudie? Any updates on the man you followed?"
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Varinth (after hopefully being carried to the new digs) sleeps the sleep of the sozzled. Only once does he stir to mumble mournfully Soodi?
Incantis, the man tended his wounds and then went drinking in a cheap tavern. He's still there, passed out at one of the tables. Zhudala can peek through the window, and it looks like a pretty desperate place, the kind of place people go to forget their troubles and avoid attention. The man doesn't seem eager to rejoin the gang.
Unless you have any urgent business during the night, shall we move forward to the morning? You are not disturbed in your new, secret floating base during the night, and you can all wake up in the morning. If you wake early at sunrise you won't complete a long rest, but if you sleep in until mid-morning, you can.
Zhudala sees the gang member tossed out into the street in the morning, barely awake, along with three other drunks. They sleep it off in an alley next to the tavern, and the man wakes up occasionally to take a drink from a hip flask he carries.
You have a prisoner to interrogate, a drunk to tail and a missing camel. What's the plan?
Scupper wakes up early enough to prepare a few buckets of salt water and a bucket of freshwater.
He then waits near the victim or gang member for the rest to stir. He doesn't need a full rest but he imagines some of them could use it after the fight the day before.
When the party awakes, he'll throw a bucket of saltwater on the thug and a bucket of freshwater on Vaz.
Wakey wakey! Fish and baity!
The man was probably awake before, but he is certainly awake now. So are the rest of the party, even those with a severe hangover. You stand in a semi-circle facing the chained gang member, and have the opportunity to begin questioning him - or anything else - as you wish.
The man regards you with defeated eyes, and his gaze lingers on Dekhan. What's it to be, then?, he asks the paladin.
Yeah Incantis finishes his rest. He needs his beauty sleep for the interrogation after all. He looks at the captive, then at Dekhan. He has no bloodlust should we get the information we need, and he knows Dekhan shares the feeling, as well as the sentiment of redemption. He says nothing, but postures nonthreateningly, doing his best to convey his intent for mercy through his body language.
Across town, a weary drunk stirs on the street and takes a swig from his hip flask. A raven, perched atop the swinging bar sign, watches him.
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Wanderer's Ring: 2
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Varinth, having no idea where he is, comments on the situation.
Who the feck is this? Why the feck is he tied up? Where the feck are we? and feeling the gentle rock of the barge/boat Are we fecking moving?
Having now noticed the swaying, the contents of his stomach ask for some fresh air. Varinth quickly exits the room only to appreciate their new locale for a moment before "Feeding The Fish" over the side.
Incantis, the drunk gang member remains, for the moment, motionless.
Varinth, you do feel slightly better after emptying your guts.
The rest of you hear the retching quite clearly against the background noise of waves, ships creaking and seagulls. It's over fairly quickly though.
Ah...the lads a sailor fer sure, then. Sea in his blood.
Right then... We want to know everyting about yer silly little gang and why it suddenly got itself fire mages and who's leading, recruiting, teaching, paying.
But I'll wait fer Dek te cast his hoodoo and make sure tis the truth. Cheer up then... You stand a good chance o' walking out o' here.
Truth is one thing, silence is another, Incantis thinks to himself. He enters Dekhan's mind, his voice a swirl of harmony. "You know what to do my friend; silver your tongue and this city may be availed." He gives the paladin bardic inspiration.
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Dekhan walks over to the man Alright, as we discussed, if you can give us the information we need and we are assured that you will pose no further threat to us or the good people of Waterdeep you will not come to harm at our hands. Now is the time for questions, friends, ask away. Dekhan casts Zone of Truth over the man First, what is your name?
Dekhan, you can tell that the man shudders but does not resist the spell, so it takes effect.
He looks at you, Dekhan, as though he is trying to put everything and everyone else out of his mind. And he answers:
My da named me Rokken. Most people I know call me Rok.
Rok, I have several questions for you: what does your group call itself, where is their headquarters, who is the leader, and what do they want? If anyone else has any questions please ask them.
He answers in as level a voice as he can muster.
We... I don't know if it's official, but we call ourselves 'Forsaken'. I don't think many people know the name though.
I have never been to the headquarters. I'm not sure if there is one really. The headquarters is where she is. But I know one place where recruits are given training.
I have never met the leader. Lackley said he had. Said it was a woman and he never saw her face. No name. If the higher-ups know her name, they don't say it.
They want... I... don't know. Not everything. They want fire in the city and the guards and people scared, but I don't know what for. I know that they want him, and he points to Varinth, for a customer. And him, and he points to Incantis, but I don't know why. If they are who I think. It's just a description, but they match. I'm not sure.