This post has potentially manipulated dice roll results.
Zmeya flickers out her tongue, corroborating Archibald’s story in similar Draconic, helping him with any negotiating needs. She should feel more at comfortable with her reptilian brethren, but she is more than sure these lizardfolk had skeletons under their moats that they weren’t letting on during this seemingly practiced speech. The Yuan-Ti surveys the other reptiles with curious eyes, seeking to note any behaviors in body language or mannerisms that could indicate a lie, a lie by omission, or any rise in hostilities towards the guests.
This post has potentially manipulated dice roll results.
Wilmot listens to the exchange, losing a bit interest with all the politics, pomp and circumstance. His mind, though, races as he tries to remember if he's ever heard anything about these "sahaugin" the scaly queen mentions.
Nature: 15 or History: 11
Rollback Post to RevisionRollBack
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 keeps himself just behind Archie and Klaus and out of sight of the Queen. Crossbow slung and blades sheathed, the rogue keeps his head on a swivel, desperately drinking in information in an attempt to figure out what's happening.
Zmeya, the lizardfolk are indifferent towards you, watching you all as you converse with their queen. Other than unfamiliarity, you can't sense anything from the tribe. Yet. Sahuagin, you remember, are a hostile fish like race that lives under the sea - often nicknamed sea devils.
Othokent listens to Archibald. "Such a strange name and title, I must admit."She looks at the camera briefly. "Very well, Captain Flame of the Hoe. As I mentioned, your timing could not be better. If you wish to offer us aid, we are a tribe of warriors, not diplomats. I would ask you to stay a while in the camp, and interact with the other inhabitants of the tribe and our diplomatic visitors. Talk to them, and convince them to join our cause. If we cannot form an alliance and take the fight to the Sahuagin, not only will they destroy us, but Saltmarsh as well. Will you help us?"
Klaus bows deeply and solicitously, then speaks "It appears that helping you helps our own people, Your Majesty. I, for one, would join you in slaying these sea-devils. Furthermore, I would assist in advocating for others to join the cause. From an early age, I was taught rhetoric and elocution."
"We would be most honored your worship-ness to assists you in any way we can. I know you can't tell by looking at us, but we are quite the diplomatic bunch. Especially the big guy." Archie gestures at Wilmot. "Please. Show us to your guests so we may converse."
Hiramat nods his acceptance, "this sounds like a worthy cause and challenge, and if we can save the common folk of Saltmash then we should do our best"
This post has potentially manipulated dice roll results.
Wilmot chuckles and then shrugs. "I really have no people," he says. "That said, I also don't have plans this evening so why the Hades not. Let's broker some alliances." The towering cleric pulls his pipe from his pack and begins stuffing it. He smiles and winks at the queen. "Perhaps a little peace pipe will make things go smoother." He then begins puffing as the magical pipe emits smoke that transforms into the various images of the group's recent adventures and successes.
Persuasion, if needed: 18
Rollback Post to RevisionRollBack
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)
Zmeya dispassionately nods at the Lizardfolk. Talks of war and peace seemed fair - as a Mercy Monk, her duties were to prevent suffering; war would do no good for her motives. She steps back, allowing the more persuasive members take control - she will serve as a translator for the time being.
Your objective for this mission is to amass 50 reputation points with the Lizardfolk. The lizardfolk lair is a dynamic and living place, filled with warriors, commoners, and leaders. Your actions while exploring the lair impact the state of the place. If you succeed in impressing the lizardfolk, Queen Othokent will reconsider her previous assumption regarding the inability of the humans to render worthwhile assistance and an alliance with Saltmarsh will be agreed to, which you all will report to the town council.
So, the question is, what do you do to amass points? Easy.
You have 24 hours to explore the Lizardfolk lair to find each of the following groups of folks or NPC:
Othokent, Sauriv, the Commoners, the Lizardfolk, the Shamans, the Locathah, and the Merfolk.
To earn the trust of an NPC (Othokent) or a group (commoners, shamans, other lizardfolk, locathah, or merfolk), one or more characters must display their good intentions to that individual or group consistently for at least 3 hours once you find them. At the end of that time, a character can then attempt a Charisma (Persuasion) check against a DC that depends on the group or individual in question. On a successful check, the characters earn progress toward achieving the alliance. On a failed check, they don’t lose any ground, but the character who made that check, along with any who helped on the check, cannot try to gain that group’s or individual’s trust again.
If you can raise you score to 50 points with a sufficient number of successful checks, relations with the lizardfolk become amicable and an alliance can be formalized.
This post has potentially manipulated dice roll results.
Archibald approaches Sauriv. "Greetings Sauriv. I am Captain Archibald Flying Flame of the Sea Hoe, descendent of the great red wyrm, Balagos. Might I have a word with you? It seems that our homes are in danger from the vile fish creatures that have moved in. Surely one of your physical stature and reputation will not let these creatures assault your people. I and my friends plan on joining the cause to eradicate these invaders. I'm afraid we can't do that however with you and your clan's aid. What say you? Will you join our cause?"
Klaus volunteers to speak with the merfolk. “I would seek to learn how they fight the sahuagin and train with them. If they wish, I can impart to them my fighting style’s interception techniques so that two or more merfolk can fight side by side and protect each other.”
Zmeya will calmly nod. She wasn't a diplomat, and although she speaks Draconic, her most efficient tool for persuasion is her fists. So, she uses them!
"That is a noble cause, Klaus. I can serve as your translator and aid with the sparring - I learned in training pits such as this."
She approaches the most militaristic-looking group of Lizardfolk that were training with weapons and will aid Klaus with persuasion, attempting to show the value of their aid to the Lizardfolk in friendly spars.
Hiramat would like to go over to the soldiers using the training dummies. Being a solider himself, he thinks he can impart some wisdom relating to techniques and tactics that might aid the Lizardfolk and their allies.
Gracy would approach the distinguished looking Lizardman holding the polished tooth he saw standing near the Queen. If proximity meant anything in the culture, the rogue surmised this was one of her senior advisors - and perhaps the key to keeping Saltmarsh safe.
Having listened to the chatter of the room, Gracy would address him in flawless accented Draconic (Mastermind skill) ‘Long of tooth and long of tail is the sign of a life well lived good sir. I wonder if I might share a quiet moment together? Perhaps to explore the ways our paths wind and where they might lead?’
"I will. I am interested in the protection and well being of our people." Sauriv says. "I am the Queen's minister. I would like to know more about you and your people. Your ways are different than ours." Sauriv is old, even for a lizardman. His teeth and claws are stained and blunted, his eyesight is fading, and his senses of hearing and smell have lost their acuity. "Obviously, you are not aligned with the Sahaugin, and I look forward to seeing how well you do deeper in our lair as you find and communicate with the other members of our tribe, and our ambassadors. Should you need any help, please, come see me again. The Queen is busy, and I shall be happy to assist you should you need it."
You are free to explore the lair and find the others.
Zmeya flickers out her tongue, corroborating Archibald’s story in similar Draconic, helping him with any negotiating needs. She should feel more at comfortable with her reptilian brethren, but she is more than sure these lizardfolk had skeletons under their moats that they weren’t letting on during this seemingly practiced speech. The Yuan-Ti surveys the other reptiles with curious eyes, seeking to note any behaviors in body language or mannerisms that could indicate a lie, a lie by omission, or any rise in hostilities towards the guests.
Insight: 14
Persuasion roll based upon Archibald's response and Zmeya's help: 10
Add 3 more if you consider these creatures draconic in nature. Archibald gets to double his proficiency bonus when dealing with dragons.
(The actual #@$#%!?)
Wilmot listens to the exchange, losing a bit interest with all the politics, pomp and circumstance. His mind, though, races as he tries to remember if he's ever heard anything about these "sahaugin" the scaly queen mentions.
Nature: 15
or History: 11
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 keeps himself just behind Archie and Klaus and out of sight of the Queen. Crossbow slung and blades sheathed, the rogue keeps his head on a swivel, desperately drinking in information in an attempt to figure out what's happening.
Passive Perception and Investigation at 19
Zmeya, the lizardfolk are indifferent towards you, watching you all as you converse with their queen. Other than unfamiliarity, you can't sense anything from the tribe. Yet. Sahuagin, you remember, are a hostile fish like race that lives under the sea - often nicknamed sea devils.
Othokent listens to Archibald. "Such a strange name and title, I must admit." She looks at the camera briefly. "Very well, Captain Flame of the Hoe. As I mentioned, your timing could not be better. If you wish to offer us aid, we are a tribe of warriors, not diplomats. I would ask you to stay a while in the camp, and interact with the other inhabitants of the tribe and our diplomatic visitors. Talk to them, and convince them to join our cause. If we cannot form an alliance and take the fight to the Sahuagin, not only will they destroy us, but Saltmarsh as well. Will you help us?"
(If you accept, specific details will be given on how to achieve this.)
Klaus bows deeply and solicitously, then speaks "It appears that helping you helps our own people, Your Majesty. I, for one, would join you in slaying these sea-devils. Furthermore, I would assist in advocating for others to join the cause. From an early age, I was taught rhetoric and elocution."
"We would be most honored your worship-ness to assists you in any way we can. I know you can't tell by looking at us, but we are quite the diplomatic bunch. Especially the big guy." Archie gestures at Wilmot. "Please. Show us to your guests so we may converse."
Hiramat nods his acceptance, "this sounds like a worthy cause and challenge, and if we can save the common folk of Saltmash then we should do our best"
Wilmot chuckles and then shrugs. "I really have no people," he says. "That said, I also don't have plans this evening so why the Hades not. Let's broker some alliances." The towering cleric pulls his pipe from his pack and begins stuffing it. He smiles and winks at the queen. "Perhaps a little peace pipe will make things go smoother." He then begins puffing as the magical pipe emits smoke that transforms into the various images of the group's recent adventures and successes.
Persuasion, if needed: 18
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 simply nods from the back of the crowd. Studiously not saying a word.
Zmeya dispassionately nods at the Lizardfolk. Talks of war and peace seemed fair - as a Mercy Monk, her duties were to prevent suffering; war would do no good for her motives. She steps back, allowing the more persuasive members take control - she will serve as a translator for the time being.
Here are the terms of the adventure.
Your objective for this mission is to amass 50 reputation points with the Lizardfolk. The lizardfolk lair is a dynamic and living place, filled with warriors, commoners, and leaders. Your actions while exploring the lair impact the state of the place. If you succeed in impressing the lizardfolk, Queen Othokent will reconsider her previous assumption regarding the inability of the humans to render worthwhile assistance and an alliance with Saltmarsh will be agreed to, which you all will report to the town council.
So, the question is, what do you do to amass points? Easy.
You have 24 hours to explore the Lizardfolk lair to find each of the following groups of folks or NPC:
Othokent, Sauriv, the Commoners, the Lizardfolk, the Shamans, the Locathah, and the Merfolk.
To earn the trust of an NPC (Othokent) or a group (commoners, shamans, other lizardfolk, locathah, or merfolk), one or more characters must display their good intentions to that individual or group consistently for at least 3 hours once you find them. At the end of that time, a character can then attempt a Charisma (Persuasion) check against a DC that depends on the group or individual in question. On a successful check, the characters earn progress toward achieving the alliance. On a failed check, they don’t lose any ground, but the character who made that check, along with any who helped on the check, cannot try to gain that group’s or individual’s trust again.
If you can raise you score to 50 points with a sufficient number of successful checks, relations with the lizardfolk become amicable and an alliance can be formalized.
Archibald approaches Sauriv. "Greetings Sauriv. I am Captain Archibald Flying Flame of the Sea Hoe, descendent of the great red wyrm, Balagos. Might I have a word with you? It seems that our homes are in danger from the vile fish creatures that have moved in. Surely one of your physical stature and reputation will not let these creatures assault your people. I and my friends plan on joining the cause to eradicate these invaders. I'm afraid we can't do that however with you and your clan's aid. What say you? Will you join our cause?"
Persuasion Roll: 17
Klaus volunteers to speak with the merfolk. “I would seek to learn how they fight the sahuagin and train with them. If they wish, I can impart to them my fighting style’s interception techniques so that two or more merfolk can fight side by side and protect each other.”
Zmeya will calmly nod. She wasn't a diplomat, and although she speaks Draconic, her most efficient tool for persuasion is her fists. So, she uses them!
"That is a noble cause, Klaus. I can serve as your translator and aid with the sparring - I learned in training pits such as this."
She approaches the most militaristic-looking group of Lizardfolk that were training with weapons and will aid Klaus with persuasion, attempting to show the value of their aid to the Lizardfolk in friendly spars.
Hiramat would like to go over to the soldiers using the training dummies. Being a solider himself, he thinks he can impart some wisdom relating to techniques and tactics that might aid the Lizardfolk and their allies.
Gracy would approach the distinguished looking Lizardman holding the polished tooth he saw standing near the Queen. If proximity meant anything in the culture, the rogue surmised this was one of her senior advisors - and perhaps the key to keeping Saltmarsh safe.
Having listened to the chatter of the room, Gracy would address him in flawless accented Draconic (Mastermind skill) ‘Long of tooth and long of tail is the sign of a life well lived good sir. I wonder if I might share a quiet moment together? Perhaps to explore the ways our paths wind and where they might lead?’
"I will. I am interested in the protection and well being of our people." Sauriv says. "I am the Queen's minister. I would like to know more about you and your people. Your ways are different than ours." Sauriv is old, even for a lizardman. His teeth and claws are stained and blunted, his eyesight is fading, and his senses of hearing and smell have lost their acuity. "Obviously, you are not aligned with the Sahaugin, and I look forward to seeing how well you do deeper in our lair as you find and communicate with the other members of our tribe, and our ambassadors. Should you need any help, please, come see me again. The Queen is busy, and I shall be happy to assist you should you need it."
You are free to explore the lair and find the others.
Emphasis on speaking to merfolk to be clear