>>5150760>18>18Luck is on your side, it seems, if not on the side of the goblins, hobgoblins, and orcs of this place. Children of the larger races, and the especially underfed and scrawny greenskinned little goblin runts, have been being picked off. They vanish, but not without a trace: there has been scorched earth, splattered gore, torn fabric. There have been reports of the smell of burning flesh and hair, and of rotten eggs—sulfur. In other parts of town, a party might be mustered to repel such a beast, but goblins and orcs in tis desperate place are accustomed to high fatalities, and seem to have a diminished sense of empathy for one another—perhaps cultural, or innate, or beaten into them.
The Goblintownies’ reticence to take up arms and form a hunting party is probably also related to the heightened guard presence in the area, including (to your dismay) one or two Inquisitors whose pointy caps you spy looming over the mostly-short crowd. It isn’t surprising, in retrospect: you attracted their attention with a fiery raid on demon-cultists here mere days before you framed similar cultists for an attack on the Gala. You studiously avoid the agents of city and Tower, but they will make your own work harder here. Perhaps it is NOT so lucky that the hellhound is in Goblintown, though its fear of capture goes a long way to explain why it is being so cautious and measured in its choice of targets.
What do you do?
>Stay close to ground, work solo, and try to detect the hellhound and to make it an offer of safety>Team up with Zi the Goblin, the petty criminal with a local network with whom you have had dealings and trysts—her network could prove useful>Attempt to manipulate the guards and inquisitors into flushing the hellhound out, so you can capture it>Write-in