Rolled 5, 18, 14, 11, 18 = 66 (5d20)
>>5150303>>5150391>>5150454>>5150526You decide that letting the crude imp get away with his cowardice and half-measures will only lead to further problems down the line. You need to punish him, if you’re to keep him useful. How can you trust such a cloying, self-interested creature with The Incubus’ symbol of authority, for instance?
Irinnile giggles. ‘Good luck, babe. You won’t break him of that. That’s just demons!’
You frown, but set out to try anyway. You’re no stranger to torture, after all! The problem is that, well… He seems to LIKE it. You try kicking him in the gut, and stomping on where his genitals SHOULD be… But in addition to his body mainly being amorphous lumps, his alarmed shrieks quickly turn to squeals that sound more like pleasure. He try stepping on his head instead, but…
“More, mommy mistress!”
…That. Unable to leach mortal mana from the experience, and with a clear distaste for Yemrep, even Irinnile tires of the lecherous imp quite quickly. You consider wielding a more serious implement, like a magic dagger, against him… But that might simply slay him (or whatever happens when a demon ‘dies’), and render him useless to you. You relent, and simply send him away.
“Are you certain?” he asks, too eager. “I’ve been vewwy, vewwwwy naughty.”
“I am sssure,” you say sullenly, and he is gone.
‘Could threaten him with something he hates next time?’ Irinnile suggests.
You consider you options as you begin the walk to Goblintown. Along the way, you shift your face and features, and pause to change attire into one of your peasant dresses—the green one, you think. When you exit Hawksong proper and enter the outgrowth that is the Goblintown ghetto, you are one more Zithra, the half-orc—the identity you assumed when last you were here. It gets you some glares from the human guards posted at the gate, but they are glowers of prejudice—not suspicion. As far as they’re concerned, you are going where you belong.
Mingling with the rather more active nighttime crowd in this part of town, you use your charm and coin to buy what information you can about attacks, suspicious sightings, or demonic troubles.
[4 politesse, one probability die]