
GM_Coreyllon |

Something: 1d100 ⇒ 32
The group begins to move forward. With the horses, moving through the marsh is faster, but the horses still have trouble making good progress. After moving about 50 ft feet Rhavi seems to perk up.

Rhavaniel "Rhavi" |

"Wait....I think I can hear....screaming. I can't hear what is being said, give me a second"
Sense Motive: 1d20 + 12 ⇒ (8) + 12 = 20

GM_Coreyllon |


Rillka Cloudhopper |

Rillka turns and watches Rhavi's face, trying to discern her reactions. She waits for the Tall Folk to decide how to proceed, now that things seem more... urgent.

Sir Andreas Eisfalke Von Ulm |

Screaming? Human screams? Lizardmen screams?
Do lizard men even scream?
Andreas looks to the island.
Let us find some fallen logs to use as floats and cross over. The water is rather calm but we should move up stream a bit and then cross. I hope that scream is our boy. If so, he is alive.
For now at least

Jackob Mulle |

"Sounds good."
Jackob helps to build/manage the floats. Taking Ulm's shield until they cross the river will make swimming easier but he might not want to give it up.

Rhavaniel "Rhavi" |

Screaming? Human screams? Lizardmen screams?
"I'm not sure...It is words, but I can't make them out. They sound afraid, almost in a panic. I think we should get over there as quick as possible. Think speed is more important than stealth right now, if we want any chance of finding him alive"

GM_Coreyllon |

Finding some flotsam along the swampy river proves very easy.
With your Survival skills you find flotsam with ease. Are you trying to build a raft or just gain a bonus to swimming? Are you taking any other precautions before you set out into the water?
If you want to craft a boat, someone can give me a craft check and others can aid. Just say who the primary is.
If you are swimming, you can all make swim check at DC 10 with a +2 to the check from the flotsam.

Sir Andreas Eisfalke Von Ulm |

Just keep swimming, Just keep swimming...in armor
If anyone has buffs for swimming...now is the time.
Swim: 1d20 - 3 + 2 ⇒ (10) - 3 + 2 = 9
The cavalier is about to die...insert Gauntlet voice. LOL

Jackob Mulle |

Just keep swimming, Just keep swimming...in armor
If anyone has buffs for swimming...now is the time.
"Ulm. Just calm down and give me your shield. Now drape your arms over this log. Albert and I will take the ropes that are tied to either end and pull you across. Your job is to kick your feet and not panic. The log won't let you sink."
Jacobs swim is +9. Taking 10 with a -2 from Ulm's shield gives me a 17. Aid other to keep Ulm afloat,+9-2: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26. Well that was a success. The aid +2 should keep our king above the water.

Rhavaniel "Rhavi" |

Rhavi secures her stuff as good as she can before moving in to the river, grabbing on to some of the floating bits before joining the others
Swim: 1d20 + 4 ⇒ (11) + 4 = 15

GM_Coreyllon |

If Albert does not roll by Sunday, someone can feel free to roll for him.

Albert Malek Garess |

Sorry for the delay. Still catching up on everything that didn't get done when I was sick, and I've been so exhausted at the end of the day that I forget to check if I need to post. Shouldn't be an issue going forward..
Swim: 1d20 + 7 ⇒ (8) + 7 = 15

GM_Coreyllon |

The group swims across towards the gate.
I will set up the map and we will start into the Lizardman village tomorrow when I have more time.

GM_Coreyllon |

The map is up. It can be located under my GM line or at the top of the screen. The white areas are large mounds. Each appears to have smoke coming out of a hole at the top. The brown area is clear ground that you can walk over. Directly around the wall the water is not as deep and you can all stand, although for Rillka it is still very deep even if she can touch the bottom. Sir Andreas is having trouble swimming and is a little further back and cannot currently stand as he is being pulled along by Jackob.
Bob: 1d20 + 1 ⇒ (10) + 1 = 11
Betty: 1d20 + 1 ⇒ (4) + 1 = 5
Lou: 1d20 + 1 ⇒ (20) + 1 = 21 hmm: 1d100 ⇒ 76
As the group swims up to the rough wooden palisade, they find it is eight feet tall and the gate is currently closed. Through the wooden beams you can see a thick beam barring the gate. Currently, no alarms seem to have gone off.
What do you do?

Rhavaniel "Rhavi" |

Carefully, I will look at the top of the wall to see if I can see any guards looking out.
While doing that, I will try to listen for the screams/shouts I heard before to see if I can make out what is being said now (or if they have stopped?)
If possible, I would also like to try to determine if there is anyone on the other side of the gate.

GM_Coreyllon |

Screams: 1d100 ⇒ 34
Rhavi does not see anyone currently, but the smoke indicates a number of active fires in the camp. As for the wall, it appears to just be a collection of closely strapped stakes. Rhavi doubts anyone can stand on the wall. She is pretty sure she could open the gate from this side with little trouble by popping them out of the hindges.
The screams of horror are still going on. Everyone can clearly hear them.

Jackob Mulle |

Jackob is Helping Ulm reach the shallows and then returning their shield.
Next the oracle will listen for the screams and try to get a direction or location for them.

Sir Andreas Eisfalke Von Ulm |

Taking some initiative here...sorry.
Andreas stands up and wades to the shore.
This is why I should have stayed on Daisey.
He nods to Jacob.
Thank you for the aid. Now how do we get inside.
Once the screams come to his ears at this close distance, he shows a bit of anger. The anger is tempered with resolve as he looks to the gate.
When Rhavi points out that the gate can be removed from the outside, the large knight does not hesitate as he begins to remove it.
keep your weapons at the ready but do not draw them. We do not know what we are walking into. Let us move in and find who these screams are coming from.

Rillka Cloudhopper |

Rillka tries to avoid swallowing any river water while the Tall Folk decide to wade ashore. She suspects the lizard people will be less than friendly, and as rivers and storming stockades aren't her thing, she waits in uncharacteristic silence.

GM_Coreyllon |

As Andreas finishes standing up and begins to speak there are cries from within the camp. They sound very close to the gate.
Sir Andreas has no idea how to get the gates off their hinges. It requires Disable Device.

Rhavaniel "Rhavi" |

"They have heard us. They are coming. Quickly now"
I step up to the hinges, gently pushing Andreas out of the way and start working on getting the gate off of them.
disable device: 1d20 + 14 ⇒ (19) + 14 = 33

GM_Coreyllon |

We are going to go to initiative now that the gate is open. If you opt to use Social skills before any of your party attacks are made you will not suffer the penalties for combat, but the Guards have actions that they are going to start taking. The two lizardmen are obviously hostile at this time.
Ser Andreas Init: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Rillka Init: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Rhavi Init: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
Jackob Init: 1d20 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Albert Init: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Guards Init: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
Initiative:
Ser Andreas
Guards
Rhavi
Jackob
Rillka
Albert
Ser Andreas is up!

Sir Andreas Eisfalke Von Ulm |

F~+*
Let us still try this diplomatic like first. Be ready. I am not sure this will work.
Andreas keeps his shield up to protect himself but keeps his hand away from the weapon that still rides his hip.
We are her to talk. The screams lead us to believe you have taken in a human child and that he is scared. We have come to take him home. I beg of you to release him. His parents are worried and wish to see him home safely.
Andreas turns his head back to the others.
I sure hope someone can understand us.

GM_Coreyllon |

Ser Andreas can try an Intimidate or Diplomacy check. It looks more like diplomacy from what you said, but you could have had an angry tone to your words. Regardless, you need to give me a check based on whatever you want to try and do to move them to something other then hostile.

Rhavaniel "Rhavi" |

I will translate Andreas words as he speaks, trying to mimic his way of saying it (diplomatic/angry, assuming diplomatic on the roll.)
Can I aid with the diplomacy? (it's an automatic success)

GM_Coreyllon |

The two lizardfolk appear about to attack but hesitate at Sir Andreas' tone. Rhavi translates to help matters.
Can anyone else assist?

GM_Coreyllon |

We are going off of Ser Andreas' roll. She is helping you. Its more of a question of what the rest of the group is doing.

Jackob Mulle |

I am waiting for the guards to act as they have better initiative than I do. At least I think we are in combat time now?

GM_Coreyllon |

The two lizardfolk appear about to attack but hesitate at Sir Andreas' tone. Rhavi translates to help matters.
Can anyone else assist?
They delayed. I am sorry if that was not clear enough.

GM_Coreyllon |

The two lizardmen begin talking to each other. After a few tense words one of the larger of the two seems to win whatever argument they were having and motions for you to follow them.
What do you do?

Rhavaniel "Rhavi" |

I will whisper the translation to Andreas
sense motive: 1d20 + 12 ⇒ (16) + 12 = 28
And my perception of what the dynamic is between them.
"We need to be careful, but I think we are safe... For now.

Sir Andreas Eisfalke Von Ulm |

Andreas follows at a respectful distance, his weapon still not in his hand.
He nods his thanks and understanding to Rhavi.
Whispering back to her
We follow but keep an eye out for trouble.
As they walk, the knight looks around the area. His eyes looking for potential routes to flee and defensible positions.

GM_Coreyllon |

The group makes their way along the wall with one of the two lizardmen grumbling as they go. As they pass by the first of the large mounds that appears to be the home of a group of lizardfolk they find themselves facing the largest lizardfolk they have seen yet carrying a trident. He is flanked by two large lizards. He lets out a loud yell of rage which causes several lizardfolk heads to pop out of nearby mounds and your guides to freeze under his dark gaze. He then screams out in his native tongue.
With that the lizardfolk grumbling turns and lashes out at your guide. The two lizardfolk whose heads are popping out begin hissing. And in the distance Tig cries out in fear!
A few quick notes. You will see a model for the King who has the trident. Then there will be two other lizardfolk icons on the board. Those with the green border seem to be fighting on your side against those without the green border. You can opt to attack any or all of the lizardfolk as you choose, but choices may or may not have consequences. Currently, the only foes that seem intent on you and your group are the king and the two large lizards.
If you have Knowledge: Nature you can give me a check on your turn to know about the large lizards.
Ser Andreas Init: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Rillka Init: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Rhavi Init: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Albert Init: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Jackob Init: 1d20 + 1 + 1 ⇒ (11) + 1 + 1 = 13
King: 1d20 + 2 ⇒ (5) + 2 = 7
Lizards: 1d20 + 1 ⇒ (17) + 1 = 18
Lizardfolk: 1d20 ⇒ 1
Eh: 1d4 ⇒ 3
Initiative: Round 1 Bold Names Go!
Ser Andreas
Lizards
Jackob
Rhavi
Rillka
King
Albert?
Lizardfolk Villagers

Rhavaniel "Rhavi" |

I would have been translating along the way, so I hope/assume that I will have told you what he said as soon as he said it.
K Nature: 1d20 + 1d6 + 14 ⇒ (17) + (1) + 14 = 32
(The extra 1d6 is from inspiration which is free on trained knowledge checks.)

GM_Coreyllon |

As soon as you see him the initiative starts. So you and Rhavi have not had time to discuss what he actually said. But he is obviously moving to attack you. Sir Andreas knows he is hostile. You are less sure about the other lizardfolk around.

GM_Coreyllon |

Would you like to delay Sir Andreas until you have more information?

Sir Andreas Eisfalke Von Ulm |

Sorry I am not sure how I lost my post. I must have done something wrong.
Andreas shifts his attention towards the large lizardman while moving forward. He notices that another lizardman is attacking that one that was guiding them.
It seems that these lizardmen are split between following the chief and doing what is right. Not sure this is right but feels right.
He strikes out at the attacking lizard man while placing himself in between the large Lizardman and the party.
Attack: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d10 + 3 ⇒ (3) + 3 = 6
He waves his weapon at the large lizardman.
You seem to not like us. Come over here and let us settle this now.
Issuing a challenge to the large lizard man.