Woman with Dragon

Ik' Skull's page

66 posts. Alias of Tangaroa.


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"Give me a moment and I can rouse one of the twisted souls. They may speak Nexalan, if they remember any of the old ways. Perhaps they can tell us their purpose here."

healing to rouse<17: 1d20 ⇒ 3


Ik' Skull takes one of the tools left behind. She hefts it. "I hope that what lies inside is not... hazardous."

She listens at the cracks for a bit. detect noise; target < 25%: 1d100 ⇒ 71 Not hearing anything particularly threatening, she'll try to chip away, relinquishing the tool to someone stronger if the task proves difficult.


"I too would like to know what the twisted man was after. It must have been important." She moves to help the stronger Otzali any way she can, searching the stone and clearing rocks.


About 113 cb each in a 5 way split.

Ik' Skull, when she finishes, will return the pyramid where the orcs were attempting to penetrate the walls. She looks for any egresses they might have opened, any ways in that might give the group entrance inside the stone pyramid.


"I can tend to your wounds and keep them clean - but I do not wield the power of the spirits. Let me look." She asks one of the others to fetch some water while she works to clean the dirt and grime from the wounds inflicted by the orcs' picks.

Heal, vs under 17: 1d20 ⇒ 3 Enjoy your 1 hp for the day!

"The ogre was here for a reason. We should try and learn what. I would not disturb the spirits of this place, but if he was looking for something valuable, we should deny both him and others who may follow in his footsteps."


Ik' Skull tries to steady her hands against fear, and fires twice more at the ogre.

16 - 1d20: 16 - 1d20 ⇒ 16 - (4) = 12
1d6 ⇒ 1
16 - 1d20: 16 - 1d20 ⇒ 16 - (1) = 15
1d6 ⇒ 2

Drat


The plumaweaver turns her attention to the ogre and looses an arrow at the greater threat, but unsettled by the brute her arrow goes astray.

16 - 1d20 ⇒ 16 - (2) = 14
1d6 ⇒ 2


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Ik' Skull begins to unleash arrows, which fall among orcs like hawks among rabbits.

16 - 1d20 ⇒ 16 - (13) = 3
1d6 ⇒ 1
16 - 1d20 ⇒ 16 - (1) = 15. woosh!
1d6 ⇒ 4


I think wait for Orren to cast a spell and keelll the rest with bow/sword/pointy sticks.


After Ik' Skull returns she nods in concurrence. [b]"We shall be ready" She nocks an arrow in her bow, ready to harry the orcs and their foul leader from the ground.


Ik' Skull circles around the bottom, ready to harass any threats with her bow from below.

hide, vs. skill 40%: 1d100 ⇒ 98


Ik' Skull covers her hands over her mouth in amazement. "This is a blessedly happy event. Please Manauia, we need a holy one of Qotal - for we seek the Cloak of the One Plume." The plumaweaver pauses for a moment. "The guidance of Qotal in this matter could make all the difference."


"Yes. we come to know more of this city and its story, although it has already cost us in blood. But we are merely passing through to... to a place of darkness in the True World. We are strangers here; come from Ulatos in Payit. I am Ik' Skull, Plumaweaver; I travel with both the true folk and those from the far side of the Taylola sea. We mean no harm at all"


"I hope that this stranger is ... civilized."

The plumaweaver steps out into the open, taking a deep breath. She smiles disarmingly, without showing any teeth.

(Nexalan)"Hail! We come without malice; we wish to talk." She repeats the same in Payit.


Onward! And left, if possible. Although perhaps someone with a better sense of history or religion wants to check out the murals.


Ik' Skull pads back silently and motions for the others to follow.

"The ways seems clear. Paintings on walls ahead."

Open the spoiler and see for yourselves.


"...I saw no man or beast, though Otzali." Ik' Skull continues her thought to Otzali.

She peers down the road to the other buildings.

"Lords, I think we should look there first?" Ik' Skull inquires, pointing to the palace. She softly steals ahead a bit, to see what she can see.

shadowy hiding! vs. under 40: 1d100 ⇒ 29


Ik' Skull whispers. "Arrowheads - their kind is from the North. We may not be alone here."


Ik' Skull looks about the courtyard, looking briefly for threats. If it seems safe, she will retreat back and summon the rest.

Isn't that what ruins are for?


Ik' Skull steals ahead for a bit to scout the courtyard, motioning for the others to hold back. She pads on her soft leather moccasins.

hide, skill 40%: 1d100 ⇒ 38

She is a shadow among shadows... barely!


What about a Dog Person warrior? Or are we too far south? That would be kind of like a ranger.

Maztica book:
Dog People The Dog People are a collection of savage tribes who inhabit the northern portions of the Continent.

They lack any coherent structure and never work together, which is fortunate for the rest of the lands, because their stealth and savagery is unmatched. They practice a highly advanced form of shamanism, which reputedly bestows great powers upon their most accomplished sorcerers. The Dog People have no structure of civilization in the way of the Payit and Maztican folk. However, they have a rich oral tradition, and a full belief in the gods of the True World. They have never had the abundance of food, and consequently population, of their neighbors to the south and thus have never developed their religion to the level of human sacrifice. The Dog People are fearless warriors, and very loyal to their companions. They are stoic to the point where they are almost completely unaffected by pain and privation. The gods held in highest regard among them are Maztica, the earth goddess, and—not surprisingly considering the parched living space of the Dog People—Tezca, the god of sun and fire.

Game Notes: Characters who elect to be warriors from the Dog People can add a +2 to their Constitution and +1 to their Dexterity scores, in exchange for -1 to Wisdom, Intelligence, and Charisma. Alternately, characters who become priests or hishnashapers receive a +1 to Wisdom and Intelligence, and a -1 to Charisma. They can be warriors, though not members of either knightly order, or they can be priests of Tezca or druids of Maztica (no level restriction). Alternately, a character of a Dog Tribe may be a rogue, including a hishnashaper or plumaweaver, advancing in experience with no level restriction

WARRIORS are the most common type of adventuring character. They can use all Maztican weapons, and progress at the normal rates of experience. If warrior kits from the Complete Fighters Handbook are used, the Barbarian, the Berserker, the Savage, and the Wilderness Warrior are all eligible for use with Maztican fighters.


Ik' Skull screams in horror. "No... no! Qotal be merciful." She grabs onto Otzali's arms, pale face and stricken with horror at the pointless death.


Ik' Skull nimbly jumps from branch to branch, confident in her footing.

"See friends, it is simple to cross"

1d20 ⇒ 3 against Dex 18


Ik' Skull will try and climb and jump. What sort of roll do you want me to make?


Hovercraft? Is it very deep? If so, we could toss a rope and shimmy across


"The forest spirits thought it would be of interest to us. It bears investigation, at the very least."


"Everything for a half-days walk knows we are here - perhaps the monkeys were lured here for the warnings they give. We should be on our guard - we may face danger soon."


Ik' Skull blushes. "They did not say, and I lacked the foresight to ask." She looks up about her. "I wonder what disturbs those in the trees?." She pulls out her bow instinctively.

Animal lore. What might disturb the monkeys?: 1d20 ⇒ 5 vs. under 14

If nothing else seems amiss I might just shoot one. They're reputed to be pretty tasty...


"Interesting city. There said there is a forgotten city to the West of here. Perhaps we should investigate this place?"


pluma! Weaving: 1d20 ⇒ 20 vs under 13

Ik' Skull pulls her latest pluma, only to find the weather has ruined it.

"A spoon it is then..."


Ugh, so after further reading it looks like I was mistaken - language and bonus proficiencies are the same pool. Well, off to modify my charater again. I guess I work to keep Nexalan, Common, and shuck some other skills.


The way I understand it, your bonus slots from intelligence give you both extra languages and nonweapon proficiencies to play around with - so for Orren, 4 free extra languages and your four bonus nonweapon proficiency slots. It seems an awful shame not to use that pool of free languages first, before using character nonweapon proficiencies. Up to you though :)


"Does a child need a rope? A magic trinket or a piece of art would be better, if you can make such a thing."


Since a number of party members have extra languages slots, perhaps I can teach some of the languages I picked up?

I took Common, Halfling, Nexalan, Kultakan, Payit. Culturally, Nexalan and Payit looks to be the most widely spoken (according to the Maztica handbook).

Also, given where were going Orc (and maybe giant and troll) would be useful.

Otzali: I don't think Maztican is a language. It is likely you are actually able to speak Pezelac (which is similar to Nexalan and mutually intelligible) or Kultakan (distantly related to Nexalan), depending on your region of origin. You could also be a Nexalan refugee, I think, and speak Nexalan. The play guide says "The four nations of Nexal, Pezelac, Huacli, and Kultaka are all lands of Mazticans."


Payit:
I will make him as fine a Plume as any ever made! It would be my honor!

The Payit woman translates.

"They know not of the regions to the West, but are willing to let us pass their home. Know that they are with child, and ask if we have things made of our own hands for their child. If you wish to give joy to one of the great new spirits of the forest, perhaps you would be wise to consider their request, friends."


Ik' Skull come up behinds Otzali and offers to help with translation.

Nexalian aka bad Pezalic, or Payit:
"Greetings honored spirits of the true world, and I wish you well as you make your new home. We travel to the Valley of Nexal on a quest to retrieve a treasure of Qotal - the Cloak of the One Plume, and wish to pass through your home. I know that many of the Easterners are unaware of our ways, but there is evil and good in all people. Some of the good folk - that magic-man Orren Patrizi for instance - are good at heart and wish to trade for information Is there some useful knowledge of the Valley you may share, and something we may tell you or give you in return?

She begins an extended appeal to the treants, punctuated by a gesture towards Orren. "I have related your request, Master Patrizi. I will tell you if they agree."


"Perhaps if we wish something of them, we could offer something in return. A gift, some food, or an offer of the services of our hands."


"Two voices" Ik' Skull pauses and listens for a bit. "The accent is difficult, but it sounds like honorable creatures of the True World talking of making a home. It would be best to approach them with respect, if at all."


Ik' Skull sneaks up behind some bushes at a respectful distance to look upon the beast, she whispers to whomever joins her as she stares at the beautiful creature "Perhaps we can find a way to distract brother bear, so that he will not grow angry."

animal lore regarding bears: 1d20 ⇒ 16 vs. 14 Un-bearable failure


Otzali wrote:
I had hope that at least Hasoctl might... forgive me for being foolish.

"Please, sirs, let us continue. We should set up camp soon before the sun gets too low."


Ik' Skull tries to hide her surprise; she clutches something in her hands.

Thoughts!:
Ironspike I expected... but Hasoctl! I apologize great beast, I did not mean to question you, but doubt and questions are woven into the sould of my people.

"Thus have we been touched by one of the many voices of Quotal. It is a blessing for the journey ahead. I... have hope."

She turns to Otzali and smiles, but in doing so chokes back the worry she holds inside.

Otzali:
When there is a moment alone, she relates to the warrior some of what she was told. "The serpent told me that we should not trust Ironspike, but neither should we trust Hasoctl. I do not know what evil he saw inside the man's thoughts, but we are truly on our own."


Ik' Skull frowns, uncertain and confused by the vague answers. She glances to Otzali, openly expressing her confusion and uncertainty at the creatures vague answers and disregard for the local peoples.

Somethings seems off with this "voice in our heads".


"Uxma, is there an ally we might seek in the Valley of Nexal?"


Ik' Skull trembles. In her surprise she reverts to her native tongue.

(Payit)"I have heard a voice, and it asks tribute. It does not name itself." She pauses, attempting to regain composure.

Next, she pulls a feathers from her pack, a half-finished pluma, and calls aloud. (Nexalan)"We come to this place as strangers, ignorant of tribute; if it is art of hands and minds you wish as tribute, give me time and I will weave you a beautiful pluma that speaks of the power and mystery of this place. What do I call you, oh voice?" She looks about, curiously and cautiously. She switches back to common. "There is a voice that calls out to me for tribute; it claims the art as its own. Be... respectful."


"Feathers; perhaps they are treasures of Qotal. But this feels like a place of Zaltec." Ik' Skull nervously balances her bow in her hand, contemplating the implications of her suppositions.


I could try to sneak ahead. That is, however, the traditional way roguish sorts meet an early demise


"Wonder or horror... Both are intriguing. I would say yes. "


Ik' Skull considers for a moment. "I you wish, I could set a trap to catch the creatures."

animal lore vs. 14 : 1d20 ⇒ 11
set snares vs. 17 : 1d20 ⇒ 18


"I am sure the overland route will be fine. What better way for outsiders to learn the beauty of this land?". Ik' Skull smiles and bows shallowly to the group.


"I know some of the ways of the true world - some of the dangers - and I can trap and track my lord. This particular land is not known to me."

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