"Oh, thank you, thank you!" The couple both beam at you, then realize that you asked for something and are suddenly crestfallen again. "No, not a thing! We have some old clothes, but all the way back at the farm! That's miles away, across the lake..."
The man turns to his wife. "I toldja we shouldn't have come south. I bet that witch up there took him! She's probably turning 'im ta stew!"
"But he's been wanderin' down ta the Murque lately!" the woman protests to her husband. "Maybe he got lost down there! Or drowned!"
Mechanically, I need to know where you want to look.
"The Murque? North of here? Okay, we'll get right on it. Stay with us, but if we must make camp, stay there. There are many dangers nearby."
To just the party, "I worry that he got mixed up. There's a lizardfolk village north of here. I was thinking we'd go there anyway. Looks like the time has come."
|Unrak "Dreadful Bear" Redleaf|
Unrak rumbles We'll do our best to find your boy, folks
To Augrym, apart from the worried couple, Oh, stop your noise about being a drain on resources. Things happen; we get hurt. We fix it.
The couple nod in relief and stay uncomfortably close to you. The two continue to converse. "It was that witch up north, I tell ya! My bones can feel it. We're wastin' time down here..."
You reach the Murque River in the early afternoon. A low, muddy hummock protrudes from the middle of the widening river, some fifty feet from either bank and surrounded by a palisade of outward-facing, sharpened wooden stakes. Inside, tendrils of smoke rise from a handful of mounds clustered around a single larger mound. A simple wooden gate on the eastern side of the hummock seems to be the only entrance to the fortified island. Two lizardfolk are visible atop the palisade above the gate.
"Lizardfolk! This could be violent and bloody. This could be the start of a new alliance. Let us approach cautiously, but as potential friends."
Will wait to check for buy in from the party.
|Unrak "Dreadful Bear" Redleaf|
Unrak nods, and holds his hands at his sides and open, palms facing forward in a gesture of peaceful intention.
"I can get us across, but it'll have to be in the morning. Meanwhile, if you excuse me, I'm going to scout the settlement here."
The Baron transforms into a raptor and takes to the sky to get a feel for the size, number, and defenses of the settlement. He'll keep an eye out for any humans.
The Baron takes to the air and flies over the settlement. He spots six small mounds surrounding a larger one in the center. The only two creatures he sees from above are the lizardfolk by the gate, although all but one of the mounds has smoke rising from it. Curiously, one of the six smaller mounds does not appear to have a door; this one also does not have a smokehole.
See map. The door-less mound is in the center-top.
|Zed the Unbroken|
Know: : 1d20 ⇒ 5 plus…
Know: Local for a 16... probably not much if anything, but does Zed know about these Lizardfolk?
Does Zed have any idea about the mounds?
Know: : 1d20 ⇒ 1 plus…
Taranis leads the party across to the guards. The party makes no attempt to hide, but also does its best to seem friendly.
Zed: not these lizardfolk specifically, but your roll is good enough for one question about lizardfolk generally.
The lizardfolk by the gate straighten to attention as you enter the river, and eye you warily during the crossing. As you tread water before the gate, they gaze down from above, issuing neither challenge nor invitation.
"Hail and greetings of peace." Taranis starts in Taldane. If that doesn't do it, he'll repeat in Sylvan. If that doesn't do it, he reverts to Zed for Draconic.
1d100 ⇒ 1
The lizardfolk atop the gate stare blankly at the Baron, so he tries Sylvan, but gets the same response. Zed repeats the message in Draconic. This prompts the lizardfolk to share a look, and one of them replies.
Perception: 1d20 + 11 ⇒ (8) + 11 = 19 "Zed, be quick. I hear a human wailing. If it's sadness for being lost, fine. If it's pain, this is going to get violent quickly."
"This may not be violent. I think this is a tense situation. Zed, I think it best if we offer to take the human off their hands."
Taranis casts a spell of Enhanced Diplomacy on Zed, "Tell them we want to take the humans off their hands. Their tribe is a good neighbor and we just want harmony."
Per Slack, you are wisely first making a Diplomacy check to improve attitudes...
Upon hearing the translation of the Baron's assurances of peace and friendship, the lizardfolk relax slightly. They repeat their earlier query, but in a much more friendly tone.
...so now I need the check to make a request.
The two lizardfolk shift uncomfortably. After a moment, one replies in Draconic. "Come with me." The other opens the gate.
The pair lead you into the village, turning south. Cautious, curious heads peek out from the doors of the mud-huts as you pass. When you come to one of the smaller huts at the southern end of the village, you find the source of the whimpering.
"There," the lizardfolk says simply, pointing at the mud in front of the door. A sobbing child's head pokes out of the mud, splattered in dirt and nigh-indistinguishable from the ground itself. The boy's body is wholly immobilized by the mud, but that does not stop him from crying. His eyes are locked in terror on the door...
A sudden voice demands your attention from behind, barking in Draconic.
"What is going on here?"
A mighty, armored lizardfolk stands behind you, flanked by two crocodiles with black scales and red markings on their snouts. Four armed lizardfolk also stand behind him, and still others (in various states of battle readiness and dress) are starting to come out of their doors.
Awesome.... "Zed, be very careful here. Tell them we're allies to their tribe and come by way of invitation from the guards and that we don't want anything beyond returning the hatchling to his parents. Lay on some compliments about his coloration and we'll get out of here."
Botting because I'm taking a frelling break from work.
Zed lays it on think. How thick? Real thick Diplomacy (Make Impression): 1d20 + 0 + 2 ⇒ (14) + 0 + 2 = 16 Zed is humble, and praises the leader with the most delectable adjectives and appears to vanity.
Then he makes his case, asking for the child so that the king need not trouble his mighty self with a mewling so weak. Diplomacy (Request): 1d20 + 0 + 2 ⇒ (20) + 0 + 2 = 22
Meanwhile, Taranis whispers to Augrym, "I trust you Justicar. If you tell me this is all for naught, and that violence is sure to follow, then so be it. What does your gaze tell you about this king?"
King Vesket appears gratified by Zed's embellished praise, but is ultimately unmoved. "No. Spirit of Great Lizard Warrior King Stisshak has commanded that this meat not be eaten. This meat is offering to Great Lizard Warrior King Stisshak. You may not have this meat."
Some of the nearby lizardfolk look a bit crestfallen, including the two that led you hear. The child continues to whimper fearfully.
Brushing right past the meat implications. ”Hello good possible king friend. He has no evil in his heart fellow Huntsmen friends. Have you seen his fun pets? This place is great. I am Augrym, good lizard king. These are my friends and fellow countrymen.”
Zed will translate as faithfully as possibly, though fixing the syntax in Draconic.
Taranis adds, "They don't seem to approve. Who made this offering?"
"I, King Vesket, made this offering. This meat pleases Great Lizard King Warrior Stisshak. When Great Lizard King Warrior Stisshak speaks, I listen." King Vesket stands tall and preens at this. "Great Lizard King Warrior Stisshak has brought our tribe many victories, as he did when he walked among our ancestors. His wishes are to be fulfilled."
"I don't know enough about their gods. I've never heard of this Stisshak. Marc? Zed?" I suppose I could be ignorant of some Golarion Lore... Knowledge (Religion) Max 10: 1d20 + 0 ⇒ (3) + 0 = 3 LOL nope!
Taranis looks at the tribe. "Look at them. They don't approve this isn't their way and you said that you saw no evil in their hearts."
Does King Vesket look ensorcelled? Sense Motive: 1d20 + 6 ⇒ (2) + 6 = 8
Knowledge Religion: 1d20 + 8 ⇒ (1) + 8 = 9
Sense Motive: 1d20 + 15 ⇒ (3) + 15 = 18
Augrym looks to the crowd to look for what evil lurks in the hearts of Lizardmen.
Marc ponders a moment and wonders... "Zeb, would you ask the king if he would like to speak our language for a short time? Erastil will give me this ability."
if allowed... Marc whispers a quick prayer to Erastil and the deed is done.
"Through Erastil's blessing, King, You can know speak and understand our language."
|Unrak "Dreadful Bear" Redleaf|
No one has ever heard of a god or spirit by that name. Augrym sees no evil in the hearts of the gathering crowd, but there is a great deal of unease.
Speaking through Zed, King Vesket vehemently rejects Marc's offer to cast a spell on him.
"This meat stays here. If you do not wish to be meat also, you should go. I doubt Great Lizard King Warrior Stisshak will spare you like this meat here." King Vesket considers for a moment. "Perhaps I should call on Great Lizard King Warrior Stisshak. He will guide us. The tribe is hungry..."
"Yes. Great idea. Call him. Let's see what's really going on here. Tell him we're eager to see the power of this Lord so that we can know why he'd risk war with humans over a sacrifice."
Vesket considers a moment longer. "Come," he declares and turns on his heel, leading you to the northwest corner of the village. His followers poke and prod you to follow and, not wishing to cause a fight, you do so. The crowd follows hesitantly behind you.
King Vesket stops in front of mound that has a deserted, run-down look to it. The mud is dried and cracked, and no smoke issues from its chimney hole. He plants his feet outside its door and calls out in booming Draconic.
A moment later, a floating lizard skull ringed with green fire appears from thin air above the hut, eliciting audible gasps from the lizardfolk -- except Vesket. It replies in the same tongue.
Several of the lizardfolk in the crowd level their spears. To Zed's surprise (since he is the only following the conversation), the lizardfolk from the gate protests.
Several murmurs of agreement ripple through the tense gathering. The floating skull barks a response.
A moment's silence hangs in the air by a thread as grips tighten on spears. Then, with a shrieking battle-cry, King Vesket levels his trident and charges!
Augrym: 1d20 + 4 ⇒ (3) + 4 = 7 +2 if Surprise
Marc: 1d20 + 4 ⇒ (20) + 4 = 24
Taranis: 1d20 + 2 ⇒ (6) + 2 = 8
Unrak: 1d20 + 3 ⇒ (2) + 3 = 5
Zed: 1d20 + 8 ⇒ (6) + 8 = 14
Vesket: 1d20 + 2 ⇒ (5) + 2 = 7
Stisshak: 1d20 + 15 ⇒ (8) + 15 = 23
Almost immediately, the lizardfolk from the gate and several others give shouts of protest but are soon consumed by battle themselves, as the entire village descends into a melee. The only ones actively fighting you are Vesket, the crocodiles, and Stisshak. The rest are fighting amongst themselves... for now.
3. Zed, Taranis, Augrym
4. Vesket, Blood Caimans
"It did not have to be this way! Protect the TRUE tribe! Bring down the posers!" Taranis summons forth a mighty Aqueous Orb!
He rolls the orb over what he can. What Toth does depends on whether or not the orb grabs a foe. REF DC 17 Nonlethal: 2d6 ⇒ (1, 5) = 6
Red Croc: 1d20 ⇒ 1 FAIL
Red Croc: 1d20 ⇒ 9 ENGULFED
Vesket: 1d20 ⇒ 1 FAIL
Black Croc: 1d20 ⇒ 5 FAIL
Zed and Taranis quickly bring magic to bear! Taranis's orb swallows up one of the crocodiles before bowling over Vesket and the other.
2. Stisshak (12 dmg)
3. Zed, Taranis (Toth), Augrym
4. Vesket (6 nonlethal), Blood Caimans (red @ 6 nonlethal, engulfed; black @ 6 nonlethal)
Marc is saddened that this had to come to bloodshed...
He calls upon Erastil to help him and The huntsmen.
swift use fervor to cast divine favor, standard to cast bless on the party.
He then moves (5 ft) to engage the enemy if they get in range...
attack on green: 1d20 + 14 ⇒ (15) + 14 = 29
damage?: 2d4 + 10 ⇒ (2, 3) + 10 = 15
attack on green: 1d20 + 14 ⇒ (17) + 14 = 31
damage?: 2d4 + 10 ⇒ (2, 3) + 10 = 15
attack on green: 1d20 + 14 ⇒ (14) + 14 = 28
damage?: 2d4 + 10 ⇒ (3, 3) + 10 = 16
With a whistle, Taranis sends Toth after the free croc
Bite: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14 but the bite is ill exectured.