Elsewhere in the Shackles (Inactive)

Game Master Giant Halfling

In the proverbial shadow of the Siren's rise to renown, another lesser known vessel prowls the Shackles with a no less colorful crew...
Plunder Rules
Infamy Rules


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HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

For expediency sake, I will pre-translate for Saph.

The lizardwoman takes a step back as Saph approaches. When she explains that they are headed upstream to fix the water supply, the skittish reptilian takes a nervous step into the shallow water of the edge of the stream. She nervously asks, <So, you will kill whatever fouls your water?>


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Hedy holsters her pistol. "Sounds like we are close to an accord. Ask them about what is up the river. What is it that is fouling the water?"


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Sapphire can see the lizard-woman is ready to bolt. She turns to Hedy—and notices she’s holstering her weapon. “Or she’s close to bolting—but yes, Cap’n, holstering your weapon is a huge help. She’s clearly not a coward. I have a suspicion of what’s fouling the water, which explains her nervousness. I will try to calm her and get an answer.”

Draconic:

Saph’s tone is gentle, and the concern in her voice is genuine. <Please don’t run away. You see the captain already put her weapon away. But I suspect it isn’t your own life you are running for. It’s your children, isn’t it?—your unborn people. I’m only guessing, but… am I right? Is it your people’s eggs fouling the water supply?

<If it is, we’ll find a solution that keeps them safe.>

History/Geography (knowledge of irrigation ditches): 1d20 + 6 ⇒ (9) + 6 = 15
I guess DC15 means she knows of them?

<But we have to work together, okay? If you know what’s fouling the water, please tell me. If it’s eggs, or anything or anyone you care about, then let me help find a solution that causes no harm.>

If I’m wrong about the eggs, well, that’s confirmation bias for ya. I suspected since lizardmen were mentioned earlier—before we met this one, who seems really worried about us killing something upriver.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

<The ocean is fouling your water...> the lizardwoman answers with a mixture of fear and sadness. <We are taking part of the river to make a home for our queen... without it the ocean is coming towards us, farther than it ever has before.>


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Saph relaxes. <Then you have nothing to fear.>

She translates the exchange (all the words not in spoilers) and says to Hedy, “I don’t know how the ocean can foul a river, but I believe she’s being honest with us.

“I also am beginning to think that lizardfolk see us the way humans who wrote history books see them.

“Anyway, I’d like to tell her we want to go upriver and see for ourselves, and promise no harm to their people. Y’know… standard safe passage deal.”


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

"The ocean is fouling... saltwater, I assume." The raven-haired captain worries this task isn't going to be that straight forward. "If they don't attack us, we won't attack them." she says, adding a for now in her head.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Saph tries to get everyone moving upriver again. “Safe passage is easier if she walks with us. If you don’t object, Cap’n, I’d like to walk upfront alongside her. There’s gotta be more to it than the ocean.”

K.Geography or History: 1d20 + 6 ⇒ (8) + 6 = 14
Does Saph know how the ocean could foul water that’s upstream from the ocean?
_
Also, I rolled a 15 for knowledge of irrigation ditches—I wonder if that’s what the lizards are effectively doing to bring water to their queen. Not sure how helpful that knowledge is.

If Saph has any guesses about how the ocean could naturally foul water that’s upstream—or whether rerouting a river could temporarily dirty the water, she’ll share her knowledge.

She speaks to the lizard woman:

Draconic:
<I’d like to get us all moving. Is it okay if I walk alongside you upriver? I’m sure there are more of your people who know of our presence. If they see us walking and talking together, they’ll see we’re civil.>

If the lizard-woman agrees to walk and talk, Saph lets the others know we’re ready to move, then continues her Draconic conversation.

<We only need to go upriver and do what we need to get clean water to the villagers. That shouldn’t interfere with you getting water to your queen.

<I am curious about how the ocean is affecting the river so far inland. Is there something more we should know? You asked earlier if we were going to kill whatever fouls the water. Well, I am a pretty formidable fighter, but I can’t defeat the ocean.>

What Saph is really wondering is: do the lizard people have an enemy from the ocean? Do they want our help? Saph would help, and suspects Hedy would agree to it if the end result is completing the job and getting paid.

Saph’s no pacifist. She just wants the guy on the wrong end of her fist to deserve a beating.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

knowledge nature would be lovely right now :)

"stay sharp everyone. Sounds like we'll have to go through their village before we know what we're dealing with. A village full of Us eaters. Better to get through with words if we can, but be ready with blood and fire if we need otherwise." Hedy's pep talk was spoken quietly as Saph distracts the lizard woman.


Female Skinwalker (Werebat) Witch/5 |HP 35/35 |AC 10 |F +3 R +1 W +3 |Hexes Combat Hypnosis Water Lung Distraction Misfortune

Knowledge Nature: 1d20 + 12 ⇒ (19) + 12 = 31
Everyone worked on farms where Vadoma had grown up, including the daughter of the local chandler, therefore Vadoma had a fairly good idea of what they were talking about once she heard the translated conversation. "If the trouble is brackish water I think I know a way to solve it. But I will need to look at the area first."


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Saph:
Irrigation wouldn't really be covered by history or geography... As products of humanoid settlements, they'd probably be covered by local, or possibly nature if you were looking at their impact on the surrounding ecosystem(s); I could also see them being covered by profession (farmer) or something like that. Likewise, neither of those really cover saltwater in rivers, although a 14 geography check would probably be enough for you to know that coastal towns usually don't draw drinking water from rivers near the ocean, they go upstream for it.

Vadoma:
You are aware that in slow moving rivers tidal waters can often stop or even reverse the flow near the coast, resulting in water that's too salty and sometimes too full of sediment to drink. If the current is too slow for too long, the water can even start to stagnate causing additional problems. You've seen virtually no current in the water yet on this trip. If this was a slow moving river to begin with and the lizardfolk are redirecting some of it, this lack of current could easily be to blame for the problems.
===================

The lizardwoman remains skittish, and won't allow the blue-skinned woman within arm's reach of her. When Saph draws near, she actually moves into the water. She doesn't swim off (yet) but moves through the water, ten feet from shore, matching the party's pace as they begin to move forward again. <It is the ocean that fouls your water,> she insists, <but it comes because we are stealing part of the river... You will not kill us for it though? You said you will work with us to fix your water and do us no harm...>


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

Hedy: "Knowledge nature would be lovely now"
Vadoma: "Hold my beer"

"Looks like a real problem. Well if'n they mind their manners this could go good, else I gotta sharp axe."


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Diplomacy (for attitude shift?): 1d20 + 11 ⇒ (16) + 11 = 27
I know you said you won’t make me roll again, but I thought I’d chance it for the attitude shift, so she’s less likely to flee!

Saph says to the lizard woman, <I meant every word. I always tell the truth, if for no other reason because I’m usually the only blue-skinned person in town. If I’m a blue-skinned liar, my reputation will spread faster than I can travel, and no one will take me seriously. I’d rather be known for meaning what I say.

<The woman who spoke believes she will know what to do once she sees how the river was split. Until then, please understand that I respect you. I won’t hurt you, nor will any of your people be punished for ‘stealing’ part of the river. I do wish you’d walk beside me so your warriors will see we are communicating… but if you prefer I keep this distance, I’ll give you that space.

<Call me by name when you’re okay with me coming closer. ‘Sapphire’ will do.>

Saph translates the gist of what she said to the lizard-woman, though she refrains from translating the call-me-‘Sapphire’ bit. Maybe it’s clear she’s trying the get the lizard-woman to relax enough that her warriors won’t see a party of six following an intimidated woman. That could undo everything, she fears.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Hedy gives Vadoma a grin "Excellent then. You will be the teacher, Saph the speaker, the scaley ones can be the labor, and the rest of us will supervise." she says, knowing though that it is unlikely to work out that way. Still it is a nice idea.


The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

We're pirates, not engineers! Murillo dutifully trudges forward through the jungle at the end of the line. These lizards better prove worth all the trouble.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

The pirates trudge along with the lizardwoman swimming to their right for another twenty or so minutes when suddenly she swims forward quickly then stands up and waves her spear. A trio of lizardmen emerge from the jungle a hundred feet from the party and she calls out, <These scaleless ones have promised to fix the river without harming us!>

The lizardmen turn and converse too quietly for the group to hear, then slip into the river and begin swimming upstream and towards the other bank.

I'll leave a little space for RP here before the next major event, in case anyone wants to.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Saph translates the lizard-woman’s words verbatim. “I didn’t catch their reply, but it sounds like the woman with us wants the river fixed, and to avoid carnage.

“Captain, I’m happy to take point so I’m the easiest target if I’m misreading the others’ reaction, but I think as long as we don’t show signs of hostility, we can get the paying job done without a fight, and with free labor following Vodama’s instructions as you said.”

She says to the lizard-woman, <If your people start pointing weapons at us, turn their attention to me and help me keep everyone calm.> She translates what she said to common, adding to Hedy, “You understand if we ever one day raid a slave ship, I won’t work this hard to keep the peace unless you order me to.”


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Unfazed by the additional lizardfolk, the party continues upstream. Passing by a handful of small tributaries, the river begins to narrow. The bank also begins to widen and there are signs that the water level is abnormally low. Nearly an hour after encountering the other lizardfolk the party rounds a bend and the cause of the problems comes into view: the river forks where a large tributary joins the main branch of the river and just downstream of their juncture heaps of wood, stone, and earth have been pilled into a makeshift dam, a hundred or so feet across. There is some water spilling over the dam or around its sides, but clearly nowhere near the volume that would normally pass through here.

DC 20 knowledge (nature or engineering), or survival:
It seems the dam is redirecting water from the main branch of the river to backfill up the tributary. To what end you can't be certain, but it must be causing flooding somewhere.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

"Right. So, where's the flood?

Survival: 1d20 + 7 ⇒ (17) + 7 = 24


Female Skinwalker (Werebat) Witch/5 |HP 35/35 |AC 10 |F +3 R +1 W +3 |Hexes Combat Hypnosis Water Lung Distraction Misfortune

Knowledge Nature: 1d20 + 12 ⇒ (7) + 12 = 19
Assuming I can take 10 or 20, in which case I can't fail. Otherwise she's got a brain fart.
At first glance Vadoma can't figure out what the problem is but after looking at the structure for a few minutes she gets the issue sorted out. "Most likely further up stream. Ask her if the eggs right behind this dam."


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

I was planning to roll a pre-emptive aid another INT check earlier. Will roll that for Doma if allowed.

Knowledge Nature UT (Aid Doma, if allowed): 1d20 + 1 ⇒ (14) + 1 = 15
Saph helps Doma figure things out, if she can.

In addition, she says to the lizard woman, <I believe I was mistaken about eggs being in this water, but the woman just asked me. If there are eggs of your young behind this dam, please let me know so we can fix the water problem without causing tragic accidents.”


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Typically if a skill check would require you to be trained to attempt it (like either of these knowledge checks) you have to be trained to aid another on it. Chatting with Paddy, or anyone trained in any of the skills, would be enough for Vadoma to read the spoiler too though.

<We lay our eggs on land...> the lizardwoman answers, <they would not be hot enough underwater, and they might drown when they hatch...>

Looking around slightly nervously, she adds <you will fix the river from here?>


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Saph says, <I am certainly strong enough to handle what labor is needed, but the woman who asked of the eggs is the expert… and the bearded man as well, it seems. Let me ask. We may need to move further upstream to solve the problem.>

Saph translates the lizard-woman’s reply and likewise will translate any words to the lizard woman…
Meaning GM can bot translations of words that are both non-hostile *and* clearly meant for the lizard-woman.
…and words from her.

In addition, she says, “I’ve wrestled in mud, so don’t let my clean clothes fool ya. If you need me to do some hard labor due to the lack of lizardmen, I’m ready to finish the job and collect.”


The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

Murillo looks over the lizardfolks' handiwork.

"Captain, this dam's the damn problem, and it's obviously here on purpose. Regardless of what this one says," he motions at the lizardwoman, "I'll bet you my hat if we tear it down now they'll just rebuild it - right after butchering us for our troubles."

Survival: 1d20 + 10 ⇒ (19) + 10 = 29


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

"Sapphire. Getter to tell us what the dam is floodin. Why do they need the dam?"


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Saph nods. <I understand your people wanted to get water to your queen to build a new home. And… now you asked me if we can fix the river from here. So I have a question for you.

<Do your people still need water redirected to your queen, or have you already built her new home and no longer have that need?

<If we can just make the river as it was, then I believe we can—as you said—fix the river from here. I just want to make sure we do not take the dam down, only to cause problems that result in your people rebuilding.>


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Hedy frowns at the damn "Aye, why build the damn... Damn. What's does this 'Queen' need it for? They did build it right?" she talks as she waits for Saph to ask the questions. "If the lizard's built it, we could still blow it to pieces, and it'll take them long enough to rebuild we'd get paid anyway... but next time we need ole Rickety he'd be soured for sure..." she pauses "We could try killing enough of the builders they'd find a wit or two about them to leave off this place for good. But we don't know how many of fighters this tribe has."

She shakes her head "Cream, go look and see what's past this heap of dirt and sticks." the owl pecks the side of her head once hard, but flies off. "Talking is still our best bet until we know more."


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

The lizardwoman grows agitated. <No,> she pleads, <if you break the dam the queen will punish us, and make us rebuild it again. Without it her homes will dry out. You fix the river here, without breaking the dam.>

Hedy, am I correct in believing that you're one alchemist level away from having 'speak with master' for you familiar? Without it, you could probably get her to fly upstream and look around but I'm not sure how helpful her 'report' will be?


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

hmmm... you are right, sorry about that. The lovely owl can cast spells but can't tell me Bad Things are that way. No more fish for it!

The translation has Hedy's interest. "Ask her more about this 'queen', dear Master Linquist of ours."


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Saph translates, posing the question to Vadoma.

She then says to the lizard woman, <Tell me something about yourself. Specifically I’m asking… are you a slave? There’s no shame in that. I used to be a slave myself.

<I mean no disrespect if this queen is someone you’re loyal to. But please, be honest with me. Your queen will never know what words you said to me, and I think you’re a better person than a queen who would punish you for something that wouldn’t be your fault.

<Know that I was loyal to my master. I accepted my place, until I had a chance at freedom. It all started with an honest conversation.>

Diplo (going for a third attitude shift): 1d20 + 11 ⇒ (13) + 11 = 24
Not sure if I’m down to DC10 or DC15 at this point, but damn I hope she’ll tell me she’s a slave if of course she is one.

<I’d like to tell you about the conversation, but it’s a story I will only share with a fellow slave. So, are you one?>


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

@Saph- I believe I mentioned it last time you rolled diplomacy, but you can only shift a target's attitude once per 24 hour period (and you've already accomplished that).

The lizardwoman weighs her words carefully, then answers, <our queen became queen by force. She killed our shaman, who used to guide us, and told us that we follow her now. We are not bought or sold like slaves, but we must obey our queen or we are punished.>


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Oh... right! Well, that takes the pressure off when it’s all RP from the first die roll.

Saph says, <Close enough. Let me translate this to my captain. And bear in mind, I am true to my word.>

After translating. “Hedy… I like this girl. How about we f&#& up the dam and the damn queen?”


Female Skinwalker (Werebat) Witch/5 |HP 35/35 |AC 10 |F +3 R +1 W +3 |Hexes Combat Hypnosis Water Lung Distraction Misfortune

Vadoma looks over the dam as she listens to the conversation. Hearing that the Queen will punish the lizard lady gets her attention. "Hold on, she declared herself Queen? Gave your people no choice? I can appreciate a show of force but the idea that she did it without the backing of the tribe is wrong. We take the dam down, after that this one at least, " Vadoma points to the lizard lady who has been their guide for this odd unofficial expedition, "gets to decide if she stays or goes."


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

"That definitely makes things easier... in a way at least. The Queen took it by force... is she a normal lizard? Has magic? Just a great warrior? Find out more." she tells Saph.

To Vadoma "I agree" then to her and the others "So options and thoughts? We could hack the damn open, then hide until people come looking, could be lucky enough it is the queen herself, but doubts there." she shrugs. "If nothing else we'd have a good shot to widdling down their numbers. Option two go in and kill her, either with the deception of 'talking' or hard and fast, hoping the confusion does the job before we take off her head." the raven-haired captain looks about to her officers and the newbies to see if there are preferences or other options.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

When Saph relays the captain's questions, the lizardwoman shakes her head and replies, <No... she is not like us at all... she is like a huge snake, with a face in between mine and yours. She is a powerful warrior and she has magic.>

Technically, its a knowledge [dungeoneering] roll to identify (which, iirc, none of you have), but based on the description and what you know about the Slithering Coast, it's not hard to guess she's talking about some kind of naga.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Saph smiles at the lizard woman. <She is clearly not ‘your people.’ So what happens if we attack the snake-woman directly? Will your people stay out of our way?

<Is there an elite group, whether lizardfolk or serpentine, that would protect her? You don’t happen to know if she detests the cold, do you?>

Given that her companions may know more about snakes and magic than Saph does, she follows her translation with: “I can coat my punches and kicks in ice, by the way. Oh… and I’m also really good at breaking things. If her home is a wooden structure, I can make ‘hard and fast’ work.”

<What is your que—I mean… the queen’s home like?>

Basically, asking if it’s like a structure I can break because my level 5 feat is both fun and useful.


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The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

"A naga, huh? Naga-na stop us from killing her, but it sounds like we may have to trick her out onto land first. If she's flooding her homes she's aquatic, and fighting her in the water's a bad wager.

"Maybe lure her out to 'parlay' with promise of tribute? We'd have to hook her first try, though; she'd be a fool not to bolt underwater once she knows our game."


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Hedy wavers for a moment between chuckling at or hanging Murillo for the 'Naga-na stop us' comment. She agrees though "Worth the risk to try the hook with flattery than to bust the damn only to see her slither off." Hedy checks her weapons again. "We'll go in to chat. Saph here on point. If the snake is on dry land, we hit her hard, ignore any of the lizards if you can, they don't rightly matter in the end if we cut the naga down... hopefully." she'll look around for any more opinions before nodding to Saph. "Tell her we'll take down the queen for them and they take down this pit. Tell her to get as many of her people away from the slithering queen when the fighting starts, and we'll do our best not to hurt them."


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Saph nods. She translates Hedy’s words, then asks a couple questions:

<Does the serpentine queen know any languages besides yours, such as the human’s common tongue?

<And will you kindly tell me your name? Should anything happen to me, I at least want to know who I died for.>

She says to the others, “Should the queen attempt to swim away, I can fight underwater easily.” A caress of her fingers calls attention to the blue fist-shaped amulet resting atop her cleavage. A religious scholar might note its similarity to Irori’s symbol, but His blue hand would be open, not clenched. And hey, Religious Scholar, what the f+%%?! My eyes are up here! “I can also take an undine form like Hedy’s to swim faster.

“Or, what if you offer me as a new slave girl? I can appear as a lizard-woman, and of course, I will be unarmed. I don’t lie, but technically if I say he-said-she-said before I translate your bluff, I’m technically telling the truth.” I’ll understand if the GM doesn’t see it as the character does. She’s not a skilled bluffer, so not like she should know.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

Dungeoneering: 1d20 + 6 ⇒ (18) + 6 = 24
I didn't plan to be a walking encyclopedia, but I can get behind this.

"Yes!" Padrym exclaims "A real adventure! An no more lizard politics great!"


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Paddy:
With a few more details from the lizardwoman, you determine that this 'queen' is almost certainly a water naga- an amphibious aberration with sorcerous ability and a poisonous bite. This one must be unusually ambitious, though, as water nagi typically prefer to be left alone and show little desire for building kingdoms.

The lizardwoman seems slightly overwhelmed with the flurry of questions, but she does her best to provide answers... <her homes are pools that form in low areas that have flooded... there are some who believe her strength will lead the tribe to glory; if she is winning they might join the fight but if she is losing they will not... she speaks our language and the water-tongue (aquan)...>

Even when translating, telling someone something which you know to be untrue will require a bluff check.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

"Ah good, then at least I'll be able to understand that one." Hedy says after water-tongue is translated. "Saph, if you can hold that form long enough, it is a good ruse. Just stay close to that one." pointing at the lizard woman. "And don't say anything. They naga sounds pompous enough she probably won't even know you are new. Might give you a suprise attack on the serpent. Also, have her tell us when we are near the village, so any of us who need to can cast or drink. Remember negotiation with the thing is just to get her out in the water, and then we kill it. Any questions?"

Hedy will drink her heightened awareness and mutagen

So are we ready?


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Hell yeah, I’m ready!

Saph says, “Like I said, I’m not a good bluffer, so yeah… you speak her language I’ll save my breath. Aaaand I can only hold an altered form for about five minutes.” Exactly 5 minutes, 6 minutes next level and so on.

To the lizard-woman, <You get safe when the fighting starts. I want no harm to come to you. Understand?>

As for questions: “Any particular signal we should watch for? I suppose someone just plain attacking would suffice, but thought I should ask.”


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Hedy grins "Blood, explosions, loud cursing coupled with a few screams... just the normal kind of signal."


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

When asked how far it is to the queen's homes the skittish lizardwoman answers, <I can swim to our village in two or three minutes from here, but for all of you to walk there will take, I think, ten or so. And, when we draw near, I do not know which home she will be in... the closest we will reach before the village, but the farthest would be maybe five minutes more...>

Their village is on the tributary, which is the far side of this 'Y'... so, you'll either have to cross to the far bank of the whole river (which you can do below the dam where the water is rather shallow) and head upstream over there, or you can go up past the 'Y' and just cross over the main branch (which is considerably narrower, but noticeably deeper) and head upstream there?


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Saph says, <Please, walk with us. I fear you will be in grave danger if you travel ahead of us. Remember an hour ago? The others didn’t seem excited when you spoke of fixing the river.>

She reminds the others of the lizardmen who whispered and ran off. “So they’ve heard the truth of our plan to fix the river, before we were aware of the tyrant queen.

“Maybe your bluff can play off that. We’re simply looking for a way to fix the river without diminishing the queen’s water. Or we found a way already. Whatever gets her to come out, or reveals which home she’s in so we can kill her.”


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

"Or we could just fight the dam b#!@& and geddit over with. Just don't get bit, an keep'er distracted from castin spells. We can tak'er down, specially since you two can swim fast. Let's cross the river where it's narrow. We might be able to use a rope to help guide folk who can't swim, savy?"


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

"Yes, if she is out of the water, we simply attack. Otherwise, we try to lure her out before attacking. The rest makes sense as well, though any pirate worth their beans should be able to swim."

says a person whose pirate in the other game went until level 5 or 6 before they could swim. Wizards suck at skill options!!!!


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Saph plunges into the water.

Swim: 1d20 + 12 ⇒ (15) + 12 = 27

Is it cold? She can’t tell. Endure Elements vest. She just loves the feel of the water, and the current is nothing to her—though Hedy and ‘Lizzie’ can swim two or three times her speed.

“There are many ways to make this work. If we know which home she’s in, I’ll kick down the door if you want me to. I’ve broken through a wall to enter the ring—scared the hell outta the couple in the cheap seats!

“As for the problem of the naga being submerged, lemme ask Lizzie here how deep the water is.” Saph does ask, in addition to reiterating her question of Lizzie’s actual name.

I assume we’re talking as we make the ~10 min walk.


The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

"Swimming and fighting giant cursed she-serpents while swimming aren't exactly the same. Even if the water's only knee-deep there's but few of us will be able to keep on her. Now I'll splash about with this would-be queen if need be, but I'd prefer to fight her on dry land if possible.

Never let it be said a Murillo fought fair when there was opportunity to fight otherwise."


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

"Here here to that. What's a murillo?
But you got me a weird idea. I've got a grapplin hook. What if we hooked'er and pulled'er onto shore? We could send Saph to do the hookin, while the rest of us pull."

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