
Niadroub Kliip |

Niadroub Kliip hustles inside the yard to inspect the scarecrow.
Know. (arcana): 1d20 + 12 ⇒ (20) + 12 = 32
He seems delighted rather than alarmed if it turns to look at him.

Richard Harmon |

For the old woman to survive out here alone she must either be very knowledgable or very powerful... "That is very kind of you, thank you."

Colwyn the Toad |

Colwyn reacts with a start at the old woman's invitation, despite the sharp change in her demeanor. He watches with barely contained horror as his companions all accept the invitation and enter her home.
"Sandy," he whispers to his horse, "If I end up eaten, I'm trusting you to avenge me."
Colwyn follows his friends inside, although he makes a point to never turn his back on the scarecrow. Of course, this means he awkwardly stumbles halfway to the door. He recovers and begrudgingly enters the old woman's hovel.

Zelera |

Zelera was still cautious about the old woman but she nodded and said, "I would be delighted to accept your hospitality Elder." Before she entered the hut she looked to the others and asked, "Can the child afford for all of us to stay here or do you think a few should go ahead?" With her question asked Xera entered the hut while keeping a wary eye out for betrayal.

GM_DBH |

The region around the hut is an 80 foot diameter area of solid ground, thick with bog grass and dotted with small cattail-clogged pools.
This solid region is surrounded by a waist-high wooden fence, in which a single gate hangs askew. A fistsized rusted iron bell hangs from a hairy length of rope tied to a crooked post next to the gate.
The Old Beldame’s hut is a simple, one-roomed affair; it’s only about 20 feet in diameter with a dirt floor and thatched roof. The rafters are hung with dried herbs and swamp-weeds, and a bubbling cauldron (containing nothing more sinister than a weak vegetable broth) hangs over a firepit in the center of the room.
The Old Beldame is human, although the blood of fey runs deep in her—over the years, her magical bloodline has given her skin a strange greenish cast and lengthened her ears to points, further fuel for the locals’ rumor-mongering.
During an extended conversation with the Old Beldame, you find her to be a knowledgeable—though crotchety and ill-tempered—old woman. She does warn you about the dangers of the Mad Hermit in the Narlmarches (Hex 41), the will-o’-wisps on Candlemere (Hex 48), and the lizardfolk village just west of Candlemere (Hex 47), and directs the you to the Lonely Barrow in the Kamelands to the east (Hex 38, but well hidden unless directed to it).
She can also be convinced to craft magical items or provide spellcasting for you at standard prices, and since you were polite enough to ring the bell, and speak nicely to her she’ll offers to hire you to do her a favor.
"East of here, across the lake is a big, bubbling pool of mud. Plenty of fungus grows there. The one I'm interested in though is called Black Rattlecaps. I use the spore pods from the caps to brew a nice tea. It keeps me going at my age. Get me a few of the spore pods and I'll pay you 100gp for each one you bring."
The mud pool is in Hex 49.
What are you doing now?

Richard Harmon |

"When we're charting the area we will keep an eye open for the Black Rattlecaps. But we need to save the boy from these lizardfolk. Thank you for the information as to where their territory is."

Niadroub Kliip |

"Meh moother used to mek Bleck Rettlecap tea," Niadroub Kliip says wistfully. He's able to identify many of the swamp-weeds hanging around and can talk with her about their uses.
So basically, this hut reminds him of where he grew up, and in the Old Beldame, NK sees the first other arcane caster of a comparable or higher level. He might seek her out for advice or training.

GM_DBH |

@Niadroub. She wouldn't mind you dropping by, at least as long as you bring some shine. :) 7th level Sorcerer with the Fey bloodline.
After speaking with the Old Beldame you make your polite goodbyes and head off again, this time with some knowledge of where you are heading.
You reach the indicated area and stop looking at the walled village set on an island close to the shore of the sluggish river.
A low, muddy hummock protrudes from the middle of the widening river, 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.
What are you doing now?

Colwyn the Toad |

Colwyn hunkers down amid the reeds and cattails to remain out of sight of any scaly patrols. The wet ground squelches beneath his boots.
He scans the island and palisade, trying to gauge the tribe's strength.
Stealth: 1d20 + 11 ⇒ (10) + 11 = 21
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
"Friends, how do you think we should handle this? I had hoped they were camped along the river, not on it. This crossing complicates matters," he muses in a tense whisper.
"Did you want to attempt to parlay first?" he asks, particularly looking to Richard and Xantria for insight. "We could either cow them with threats or bribe them with baubles and convince them to free the boy."

Richard Harmon |

"Maybe one person attempting to parlay while the others wait to help pull them out of the fire if it comes to it. If that fails... we can explore other options."

GM_DBH |

Approximately 150 feet in diameter, the island sits only about 10 feet above the level of the surrounding waters.
The palisade is 10 feet high, with a narrow walkway along the top. The mud mounds are the lizardfolk’s “huts”— each has a single entrance covered with a leather flap to keep warmth in and the weather out and a chimney hole at the top.
Fifty feet of water separate the island from
both the north and south riverbanks.

Colwyn the Toad |

"I've got an idea for a ruse to get them to release the boy," Colwyn whispers. "Of course, that's assuming the scaly bastards can understand me. Even then, I'm not keen on becoming a pin cushion of arrows and darts if their lizard brains don't buy it."

Colwyn the Toad |

Colwyn accepts the potion and takes Niadroub's interest as permission to stand and call out to the tribe upon the island.
He cups his hands together and makes many hoots and hollers to draw their attention before he shouts to the lizardfolk.
"We are looking for a human boy named Tig!" Colwyn calls across the river. "He is property of the great and powerful dragon Wingsandflamesallover!" he declares, speaking the fabricated name as quickly as possible to run the words together.
"He has sent us to find his slave! If his property is not returned by nightfall, our scaly lord has promised to find and burn whomever is hiding him! For your own safety, if you have him, turn him over to us!"
Bluff, Honeyed Words First Roll: 1d20 + 11 ⇒ (3) + 11 = 14
Bluff, Honeyed Words Second Roll: 1d20 + 11 ⇒ (18) + 11 = 29
Anyone want to aid my roll to push it over 30? Maybe offering stories of how dangerous and destructive our "scaly lord" is?"

Richard Harmon |

Still out of sight Richard uses his hat of disguise. He regrets that he can not appear as a half dragon but his form twists. He grows a few inches taller and broader. His features are twisted and distorted, tumorous growths appear at different paints and patches of fur dot his flesh. Jagged, snaggle tooths feature prominently in it's mouth.
The 'Ogrekin' storms forward and pays deference to Colwyn "I will translate for the foolish ones in case they do not know your words."
The 'Ogrekin' calls in a clear voice in draconic, repeating Colwyn's words verbatim before adding a little extra flair.
"Your flesh will melt like wax, your huts will burn and the waters around you will offer no safety! They will boil and he will feast on your flesh. The man boy will be given with tribute to show no offence. If the great master is roused from his magnficent works you will die. You will not be permitted to see his grand and great red scales before you die, you will see his shadow block out the stars. As your body burns you may catch a glimpse of his magnificence and grandeur as you will be as candles."
Bluff to Aid Colwyn: 1d20 + 6 ⇒ (7) + 6 = 13

Zelera |

Zelera was pleased that things went so well with the old woman. She resolved to come back and speak with her again sometime. With that accomplished they headed to the lizardfolk village and found themselves in conundrum as to how to go about this what with the river and all.
It was as Colwyn began his bluff that Zelera realized something they hadn't discussed. It just might be that the lizardfolk didn't steal little Tig, the child might have gone willingly for all they knew, she hated to make an enemy if they didn't need to but it was a little late now. Instead Zelera looked for some place she could take cover and for any amnushers in case this went as ugly as she thought it might.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14

GM_DBH |

The two guards at the gate look on in complete incomprehension as Colwyn bellows something that sounds nasty at them?
Can you intimidate someone when they don't speak your language? Richard did, but really wouldn't have scared much more than a little girls tea party.
They blink slowly when the ugly looking thing repeats what the annoying pinkskin said.
One shrugs, looks at his fellow guard.
"Ok, you can come and take the spawnling if you want."
He replies easily.
What now?

Richard Harmon |

The 'Ogrekin' turns to Colwyn. "He says we can come and take the spawnling if we want... I think it might have been in jest but I'm not sure."

Colwyn the Toad |

Colwyn settles back on his heels, letting Reknar speak to the lizardfolk in their own tongue. He does not let a sour expression cross his face and reassures himself that the scaly bastards are merely heeding his brilliant ruse.

GM_DBH |

It's alright Colwyn. It would totally have worked if they spoke a civilized tongue. :)
The Guard is now looking less and less interested in the conversation.
"He wandered into our lands. We were going to eat him but the Ancestor wanted him for his games. You want him, you go and get him!"

Richard Harmon |

The Ogrekin sneers a bit at them showing a few snaggle teeth.
"Open gate then! We'll take him. Your Elder will have to give him up!"

Richard Harmon |

The 'Ogrekin' shuffles forward it's mismatched eyes darting about and nods at lizardfolk as it goes "Evenin'"

Colwyn the Toad |

Colwyn steps onto the shore of the island, and his boots quickly sink into the thick mud. He struggles to pull his legs free with each step he takes until he finally lands upon the more solid ground at the gate.
"If these scaly bastards turn on us," Colwyn whispers to Niadroub, "I'll be turning one of them into a new set of boots to replace this ruined pair."
He scans the small village, looking for signs of Tig but also warily eyeing each lizard person he sees. Colwyn resists the urge to keep his hand near the hilt of his sword. They may not understand common Taldane, but he is certain they understand gestures of fear and aggression.
Perception: 1d20 + 9 ⇒ (5) + 9 = 14
"Where's the boy?" he asks no one in particular.

Zelera |

While things seemed to be going better than she expected them to Zelera was still very cautious. "I agree, I don't trust them." She smiled slightly, "Of course maybe they'll surprise us."
As they entered the Lizard Folk village Zelera looked around her in interest. She'd never seen a village like this one before, nor people like these ones, so her eyes were darting everywhere. If the mud they had to walk through bothered her the priestess didn't show it, it was almost as if she was used to walking through such things.

Richard Harmon |

"Which way is the boy?" The Ogrekin prompted the lizardfolk near him but also tried to stay alert for others further away... an arrow would swiftly close the gap.

Richard Harmon |

The Ogrekin stomps through settlement towards the hut attempting to show off much bravado... and it might work in a different body but seemed a bit comical for an Ogrekin.
Intimidate: 1d20 + 6 ⇒ (2) + 6 = 8

GM_DBH |

N7. Spirit Hut
This mound has a deserted, run-down look to it. The mud is dried and cracked, and no smoke issues from its chimney hole. This close you can also hear the whimpers of a terrified child within.
You can also hear angry hissing coming from N5, it seems that the chief has been informed of your presence and isn't pleased.
What are you doing now?

Zelera |

Zelera heard the sounds of the child from inside of the hut and knew something was potentially very wrong though whether they weer trying to hurt or help the child she was unsure of. She also heard the lizardman chieftain getting angry about their presence and knew trouble was brewing. She looked to Colwyn and said, "I'll let you handle the chieftain, you've seemed to do well so far. Try not to start a fight until we find out what's really going on in there. They could be trying to help the child so let me see what is happening in here before we start making enemies." With that Zelera didn't wait for a reply but simply entered the hut where the child was being held trusting that the others would at least keep the lizardfolk distracted for a short time.
When she entered the hut Zelera was as quite as she could be and tried not to make her presence obvious until she knew what was happening inside. She made note of anyone inside and of what they were doing so she could try and make an intelligent choice as to how to proceed.
stealth: 1d20 + 2 ⇒ (16) + 2 = 18
Perception: 1d20 + 7 ⇒ (7) + 7 = 14

Niadroub Kliip |

Niadroub Kliip stops when he hears the angry hissing and turns around to face the rest of the camp. He calls a spell to mind, but doesn't cast it yet.
Readied action to cast grease. Trigger: at least three lizardfolk come running (not just approaching, but running) and they're grouped within the AoE of the spell (35 feet).

Richard Harmon |

Since Colwyn had taken the role of leader in their ruse Richard waited to translate if needed.

Colwyn the Toad |

Planting his hands upon the sides of his belt, keeping his arms akimbo as a gesture of power, Colwyn prepares to confront the lizardfolk chief. Once the scaly leader appears - and assuming there is not an immediate volley of spears and arrows - Colwyn makes his simple proclamation for his "interpreter" to pass along.
"The human child in your camp is property of the dragon we serve. If he is not returned, our scaled lord will burn your camp. Turn him over peacefully, and you will be left alone."
Should I make the Bluff check or should Richard?

GM_DBH |

Sorry gang. I put in a post last night but there's no sign of it? Either I hit preview rather than submit, or the board is eating posts again.
You are in the hut, the light is dim, filtering in through the smoke hole above you. It's enough for you to make out a small boy, he looks terrified and underfed. There is no sign of anyone else in here.
The Chief comes out of the central hut looking for blood, he brings his pet caimans with him, and his body guards. Waving his trident in your direction he screeches.
"Kill them, kill the warm bloods! The ancestor demands it!
You note that the rest of the tribe seem unenthusiastic about this whole affair?
What now?
No time for bluffing, he made up his mind when he was told that humans were here and has come out looking to kill.

Richard Harmon |

He called out in draconic. "Those who take up arms against the servants of the great one will be punished. The human boy, now!" ...the Ogrekin proclaimed, this time far more convincingly focusing his address more on the tribe in general than its elites.
Intimidate: 1d20 + 6 ⇒ (19) + 6 = 25
"If you wish for one of your tribe to die I will oblige but is only at your insistance. The man boy comes with us." Richard draws his Aldori Dueling Sword.

Colwyn the Toad |

As Richard, his "ogrekin bodyguard and interpreter," steps forth and confronts the chieftain with his bluster, Colwyn slips away behind the screen provided by his retinue. He slithers behind the hut on the northern edge of the tiny village, quietly draws his bow, and nocks an arrow.
Stealth: 1d20 + 11 ⇒ (14) + 11 = 25
From his hiding place, he listens intently. Colwyn keeps alert for telltale signs that the moment has come yet again to jump out like a toad and land an arrow in the chieftain's scaly throat.

Zelera |

Zelera was relieved to find the boy apparently unharmed and approached him cautiously. "Are you alright Tig?" She was waiting for a response when she heared what sounded like trouble outside. When she reached Tig she looked him over carefully for signs of injury beyond being malnourished as she asked, "Are you alright? Have the lizardmen hurt you?"
heal: 1d20 + 5 ⇒ (13) + 5 = 18

Niadroub Kliip |

Niadroub Kliip stops when he hears the angry hissing and turns around to face the rest of the camp. He calls a spell to mind, but doesn't cast it yet.
Readied action to cast grease. Trigger: at least three lizardfolk come running (not just approaching, but running) and they're grouped within the AoE of the spell (35 feet).
This still stands, but now it's directed at the chief and his caimans.

GM_DBH |

The boy scuttles away from you as you reach for him. "Don't hurt me!" He shrieks in terror.
Touch attack: 1d20 + 18 ⇒ (1) + 18 = 19
damage Electrical: 2d8 + 2 ⇒ (7, 2) + 2 = 11
With a flash of glowing green light a Lizard folk skull appears, floating in the air beside you.
"Oh no you naughty thief, the brat is my delicious feast!" It cackles.
What are you doing now?
Niadroub finds it's getting too crowded and drops a Grease spell to stop the press.
reflex save Chief: 1d20 + 3 ⇒ (17) + 3 = 20
reflex save Caiman: 1d20 + 4 ⇒ (20) + 4 = 24
reflex save Caiman: 1d20 + 4 ⇒ (20) + 4 = 24 My beautiful rolls! wasted, just wasted!
In response the Chief, the body guards and the Caiman advance with hostile intent.
What are you doing now?

Zelera |

knowledge (religion): 1d20 + 5 ⇒ (3) + 5 = 8
If it doesn't respond or seems ready to attack again:
Deciding playing word games wasn't smart Zelera cast a spell to help protect herself. She sent out her prayer to the Lantern king to befuddle her enemy and suddenly there were...
mirror images: 1d4 + 1 ⇒ (2) + 1 = 3
...four of her as three more Zeleras appeared weaving in and out as she stood there as she drew her dagger.
If it wants to talk:
Seeing that the thing wished to speak Zelera said, "The child belongs to our village, what will it take to get his freedom from you? What weregild will it cost for the freedom of one so young?"
diplomacy: 1d20 + 9 ⇒ (2) + 9 = 11