AREA 29 - BARRACKS: About a dozen straw mattresses lie scattered around the floor, each with a wooden chest at its foot. At the south end of the room, a long table is set centrally, wooden benches to either side. A few lizardfolk are seated on benches or mattresses, talking and tending to their weapons. They stop what they're doing and look up at you all when you enter.
Archie, Zmeya, Hiramat:
AREA 13 - VESTRY: The lizardfolk children stop wrestling and happily keep following you all. They skip and they frolic and make cute lizard sounds as they bounce and watch your every move, clearly not used to seeing, for a lack of a better word, people like you. Seven carved wooden masks representing crocodile and serpent faces hang from the walls of this room. The masks are decorated with blue and green feathers. Against the west wall stands an iron chest, its lid closed.
Zmeya's player has cracked, and will justify an IC reason to interact with those adorable lizardfolk children by saying Zmeya recognizes these children need to learn to defend themselves. She will give them practice sparring lessons, instructing them in Draconic and pretending to be hurt by those cute little punches. She shows them how to throw a punch and how to form a defensive stance. Perhaps it would even help crack the more tough Lizardfolk's hearts. Zmeya remembers she doesn't have one in the proverbial sense - Yuan-Ti didn't have emotions, but these Lizardfolk children were objectively cute. At least she could appreciate that.
"I would advise not messing with whatever the Lizardfolk have going on," Zmeya cautions, not intending to open the iron chest. Would she recognize the masks?
Klaus holds up his empty right hand in a salute. "Greetings." He then indicates himself, and says "Klaus. Friend." He then repeats the introductions with his companions.
Gracy translates into Draconic as Klaus speaks and then adds 'We've been asked to be of assistance in your preparations for the struggle against the Saughin. My comrade here is a warrior of some note, perhaps we can provide you with new challenges for your sparring?'
AREA 29 - BARRACKS: About a dozen straw mattresses lie scattered around the floor, each with a wooden chest at its foot. At the south end of the room, a long table is set centrally, wooden benches to either side. A few lizardfolk are seated on benches or mattresses, talking and tending to their weapons. They stop what they're doing and look up at you all when you enter.
The Lizardfolk return the wave. This would be a good opportunity to try and win the category of: Lizardfolk. To do so, it's a DC15 Charisma (Persuasion) check. Passing will grant you +5 points. You can "persuade" them in any RP manner that you wish - be it talking, or RPing a friendly sparring session, i.e.
Archie, Zmeya, Hiramat:
AREA 13 - VESTRY: The lizardfolk children stop wrestling and happily keep following you all. They skip and they frolic and make cute lizard sounds as they bounce and watch your every move, clearly not used to seeing, for a lack of a better word, people like you. Seven carved wooden masks representing crocodile and serpent faces hang from the walls of this room. The masks are decorated with blue and green feathers. Against the west wall stands an iron chest, its lid closed.
Hiramat: It looks interesting, that's for sure, but you have no idea what you're looking at.
Zmeya: The children, in the most adorable way, try their best to mimic your movements and giggle uncontrollably as you feign to be hurt. To them, it's like they're playing a game, or watching a show. You don't recognize the masks in the room.
Finally realizing the gravity of the situation, Wilmot leans closer to Klaus -- who seems to be leading the way on this diplomatic venture -- blowing a puff a smoke in his face, he says, "May the Walker on the Horizon guide your words, paladin."
Hiramat looks at Zmeya, "I feel like we might be getting into some of these lizardfolks more personal and sacred spaces" He looks around, "Maybe we should head back to the more common rooms"
This post has potentially manipulated dice roll results.
Klaus makes a point of handing his swordbelt and sword (in its scabbard) to Wilmot for safekeeping.
"Gracy, if you would be so kind, please translate if you don't mind..."
Klaus begins to explain that if the lizardfolk fight in units of at least two, they can use the interception fighting style to parry blows intended for the warrior beside them.
"May I have three volunteers? Could one of you stand beside me with your weapons here, and two across? Very good. Now, if you try to hit him, I will block like so, and if he strikes at him, you can block with either a shield or a weapon like so ..."
Persuasion (with advantage and guidance thanks to Gracy and Wilmot): 10 + Guidance 1
AREA 29 - BARRACKS:About a dozen straw mattresses lie scattered around the floor, each with a wooden chest at its foot. At the south end of the room, a long table is set centrally, wooden benches to either side. A few lizardfolk are seated on benches or mattresses, talking and tending to their weapons. They stop what they're doing and look up at you all when you enter.
Excellent! You have rolled high enough and formed a bond with the lizardfolk commoners, increasing your Reputation score!
Gracy waits until Klaus has finished his demonstrations and then politely nods and bows to the lIzardmen, asking in Draconic 'We understand you have potential allies about, would you know where we could find them? I believe you have representatives from the Merfolk and the Locath?'
Zmeya, two lizardfolk children in tow, strides into the areas west of 13. These unruly toddlers need a nap. Perhaps they'd babysit to get on the Lizardfolk's good side.
"Yes." one of the lizardfolk say. "You will find Merfolk in (AREA 52), and Locathah in (AREA 51)."
Archie, Zmeya, Hiramat:
These bare, cell-like rooms contain plain wooden tables and chairs, straw mattresses, and a small wooden chest. Currently, they are empty. Further in, you can tell the Shaman of the Lizardfolk live here as well. You've have to get closer to those rooms to inspect them, though. The lizardfolk children happily follow Zmeya. If they were tall enough, they'd hold your hand.
'Thank you for your kindness and courtesy' Gracy slides in behind his more ostentatious comrades, using their presence to keep his eyes peeled to learn anything he can on the way to the Merfolk.
And Zmeya continues playing with the children, seeking out an occupied Lizardfolk den. The Shamans were worth speaking to, but Zmeya is looking for what appears to be the Lizardfolk Commoners of the parental kind. Perhaps they would appreciate the party babysitting the two unruly runts.
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Gracy, Wilmot, and Klaus:
AREA 29 - BARRACKS: About a dozen straw mattresses lie scattered around the floor, each with a wooden chest at its foot. At the south end of the room, a long table is set centrally, wooden benches to either side. A few lizardfolk are seated on benches or mattresses, talking and tending to their weapons. They stop what they're doing and look up at you all when you enter.
Archie, Zmeya, Hiramat:
AREA 13 - VESTRY: The lizardfolk children stop wrestling and happily keep following you all. They skip and they frolic and make cute lizard sounds as they bounce and watch your every move, clearly not used to seeing, for a lack of a better word, people like you. Seven carved wooden masks representing crocodile and serpent faces hang from the walls of this room. The masks are decorated with blue and green feathers. Against the west wall stands an iron chest, its lid closed.
“why look at the interesting art work.”
religion check: 5
”although it may be tempting, it’s probably best not to go through someone else’s things”, as he gestures to the chest.
Zmeya's player has cracked, and will justify an IC reason to interact with those adorable lizardfolk children by saying Zmeya recognizes these children need to learn to defend themselves. She will give them practice sparring lessons, instructing them in Draconic and pretending to be hurt by those cute little punches. She shows them how to throw a punch and how to form a defensive stance. Perhaps it would even help crack the more tough Lizardfolk's hearts. Zmeya remembers she doesn't have one in the proverbial sense - Yuan-Ti didn't have emotions, but these Lizardfolk children were objectively cute. At least she could appreciate that.
"I would advise not messing with whatever the Lizardfolk have going on," Zmeya cautions, not intending to open the iron chest. Would she recognize the masks?
Klaus holds up his empty right hand in a salute. "Greetings." He then indicates himself, and says "Klaus. Friend." He then repeats the introductions with his companions.
Gracy translates into Draconic as Klaus speaks and then adds 'We've been asked to be of assistance in your preparations for the struggle against the Saughin. My comrade here is a warrior of some note, perhaps we can provide you with new challenges for your sparring?'
Gracy, Wilmot, and Klaus:
AREA 29 - BARRACKS: About a dozen straw mattresses lie scattered around the floor, each with a wooden chest at its foot. At the south end of the room, a long table is set centrally, wooden benches to either side. A few lizardfolk are seated on benches or mattresses, talking and tending to their weapons. They stop what they're doing and look up at you all when you enter.
The Lizardfolk return the wave. This would be a good opportunity to try and win the category of: Lizardfolk. To do so, it's a DC15 Charisma (Persuasion) check. Passing will grant you +5 points. You can "persuade" them in any RP manner that you wish - be it talking, or RPing a friendly sparring session, i.e.
Archie, Zmeya, Hiramat:
AREA 13 - VESTRY: The lizardfolk children stop wrestling and happily keep following you all. They skip and they frolic and make cute lizard sounds as they bounce and watch your every move, clearly not used to seeing, for a lack of a better word, people like you. Seven carved wooden masks representing crocodile and serpent faces hang from the walls of this room. The masks are decorated with blue and green feathers. Against the west wall stands an iron chest, its lid closed.
Hiramat: It looks interesting, that's for sure, but you have no idea what you're looking at.
Zmeya: The children, in the most adorable way, try their best to mimic your movements and giggle uncontrollably as you feign to be hurt. To them, it's like they're playing a game, or watching a show. You don't recognize the masks in the room.
Finally realizing the gravity of the situation, Wilmot leans closer to Klaus -- who seems to be leading the way on this diplomatic venture -- blowing a puff a smoke in his face, he says, "May the Walker on the Horizon guide your words, paladin."
Casts guidance on Klaus for his efforts.
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd)
Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist)
Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
Gracy offers the Paladin Help with his efforts by translating into Draconic, but let's the charming Paladin run point on talking.
Hiramat looks at Zmeya, "I feel like we might be getting into some of these lizardfolks more personal and sacred spaces" He looks around, "Maybe we should head back to the more common rooms"
Klaus makes a point of handing his swordbelt and sword (in its scabbard) to Wilmot for safekeeping.
"Gracy, if you would be so kind, please translate if you don't mind..."
Klaus begins to explain that if the lizardfolk fight in units of at least two, they can use the interception fighting style to parry blows intended for the warrior beside them.
"May I have three volunteers? Could one of you stand beside me with your weapons here, and two across? Very good. Now, if you try to hit him, I will block like so, and if he strikes at him, you can block with either a shield or a weapon like so ..."
Persuasion (with advantage and guidance thanks to Gracy and Wilmot): 10 + Guidance 1
Total is 16 for Persuasion.
"Gratitude to you both, brothers", mutters Klaus.
Archibald looks to his companions. “Agreed. Let’s see what the common areas hold.”
Archie moves out area 13 and moves to the hallway directly west.
Gracy, Wilmot, and Klaus:
AREA 29 - BARRACKS: About a dozen straw mattresses lie scattered around the floor, each with a wooden chest at its foot. At the south end of the room, a long table is set centrally, wooden benches to either side. A few lizardfolk are seated on benches or mattresses, talking and tending to their weapons. They stop what they're doing and look up at you all when you enter.
Excellent! You have rolled high enough and formed a bond with the lizardfolk commoners, increasing your Reputation score!
Archie, Zmeya, Hiramat:
West of AREA 13 seems to be living quarters.
Gracy waits until Klaus has finished his demonstrations and then politely nods and bows to the lIzardmen, asking in Draconic 'We understand you have potential allies about, would you know where we could find them? I believe you have representatives from the Merfolk and the Locath?'
Archie walks through the living quarters looking for commoners or anyone else to speak to.
Zmeya, two lizardfolk children in tow, strides into the areas west of 13. These unruly toddlers need a nap. Perhaps they'd babysit to get on the Lizardfolk's good side.
Gracy, Wilmot, and Klaus:
"Yes." one of the lizardfolk say. "You will find Merfolk in (AREA 52), and Locathah in (AREA 51)."
Archie, Zmeya, Hiramat:
These bare, cell-like rooms contain plain wooden tables and chairs, straw mattresses, and a small wooden chest. Currently, they are empty. Further in, you can tell the Shaman of the Lizardfolk live here as well. You've have to get closer to those rooms to inspect them, though. The lizardfolk children happily follow Zmeya. If they were tall enough, they'd hold your hand.
Wilmot slaps Klaus on the back. "Well done, holy warrior. Let us go see what these Merfolk are all about." He begins heading toward Area 52.
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd)
Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist)
Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
'Thank you for your kindness and courtesy' Gracy slides in behind his more ostentatious comrades, using their presence to keep his eyes peeled to learn anything he can on the way to the Merfolk.
And Zmeya continues playing with the children, seeking out an occupied Lizardfolk den. The Shamans were worth speaking to, but Zmeya is looking for what appears to be the Lizardfolk Commoners of the parental kind. Perhaps they would appreciate the party babysitting the two unruly runts.