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[D&D 5E] Whispered Curse, Day 60- Offshore/Abbott of the Eternal

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    GlalGlal AiredaleRegistered User regular
    edited June 2021
    "Oooh, ooh, secret tunnel, secret tunnel!" Jack's vote is made known. In fact, unless stopped he's jogging right in there to have a look.

    Once aside from the rest he taps his hand on his sword's hilt and murmurs, "Hush you, every magic item deserves some attention, you had yours the other day."

    Glal on
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    Endless_SerpentsEndless_Serpents Registered User regular
    Bern commands his Unseen Servant to move 55 feet down the tunnel.

    “Aye. But hold a moment, would you?”, Bern says with a grin.

    The Unseen Servant has 10 AC and 1 HP. It walks along the ground, and cannot extend further than 60 feet from Bern. He’ll know if the spell ends, should a trap or pit banish the Servant. It’ll take it about 20 seconds to cover that distance.

    Of course, this likely won’t discover any traps that don’t involve standing on a dodgy tile, but it’s a thought.

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    DenadaDenada Registered User regular
    Urixes looks up from the incense in his hand. He had already stowed the other items in the bag of holding, but for whatever reason the incense had him lost in thought. "A what? Tunnel? What are these tracks? Wait, I'll send Hex in for a look."

    With a mental command, Urixes send Hex down the tunnel as far as he can, entering an almost trance-like state as he looks through the bird's eyes...

    Geth, roll 1d20+5 for Arcana Check of Incense
    Geth, roll 1d20+5 for Investigation Check of Tracks
    Geth, roll 1d20+0 for Perception Check of Tunnel

    Arcana Check of Incense:
    1d20+5 23 [1d20=18]
    Investigation Check of Tracks:
    1d20+5 15 [1d20=10]
    Perception Check of Tunnel:
    1d20+0 10 [1d20=10]

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    mrpakumrpaku Registered User regular
    edited June 2021
    Urixes discerns the following about the x3 Sticks of Incense:

    Sleepy-Time Scented Incense-: Within 15 seconds (or 2 1/2 combat rounds) of lighting, a 20 foot circular cloud emerges from the stick. Those caught within must make a Constitution Saving Throw (vs. Urixes's Spell Casting Modifier) or fall into a blissful, restful stupor (identical to a Sleep spell)
    ...
    Bern sends his Unseen Servant down the hall. The invisible presence encounters nothing but pickaxe carved tunnel, for the full sixty feet in...
    ...
    Urixes sends Hex down the tunnel ahead to scout the area, peering from behind the creature's eyes:

    About 80 feet in, Hex catches sight of a light in the distance somewhere up the roughly-hewn tunnel, *much* brighter than the one that drew you up the halls to find the leftover pipe remnants. A distant campfire, hidden within a large cave...an argument is happening... a large animal grumbles, and yawns...

    mrpaku on
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    DenadaDenada Registered User regular
    edited June 2021
    Urixes blinks as his senses return. "There's a light, looks like a campfire. I heard arguing, and some kind of beast. Couldn't see who or what. Didn't want to get too close. We're definitely not alone in here."

    Denada on
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    Endless_SerpentsEndless_Serpents Registered User regular
    edited June 2021
    “I suppose I could sneak down until I sees them, maybe use a bit of spell work to spook them, see how they react... But we’re not exactly here for parleying, fighting, nor booty. Should we just continue onwards for the sake of our mission?”

    Bern would rather like to menace some strangers, or fight them, or rob them. I mean, he is a pirate.

    Endless_Serpents on
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    AustinP0027AustinP0027 Registered User regular
    "Camp seems less like the serpent folk crawling around here, so may be a better bet. If we have ta fight, rather fight somethin' not snake." Oak replies.


    OOC:We really haven't been very piratey at all, so Oak probably won't object to some light menacing.

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    Endless_SerpentsEndless_Serpents Registered User regular
    edited June 2021
    Geth roll 1d20-10 for Virtue

    “Perhaps a bit of light menacing? A dash of yo ho ho? They might know something useful.”, Bern says, stroking his chin.

    Virtue:
    1d20-10 9 [1d20=19]

    Endless_Serpents on
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    mrpakumrpaku Registered User regular
    OOC:The camping party is currently, let's say, about one hundred and fifty feet down the hidden tunnel to the west of you, up a slight but negligible incline. You know them to be arguing, and you know there to be some sort of beast nearby them. You could likely get the jump on this group, if you took your time and were smart about it...

    How would the Wild Bunch like to proceed?

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    GlalGlal AiredaleRegistered User regular
    "My vote is to try and sneak up on them, then rush them when someone inevitably trips." Jack rubs the top of Fusspot's head, "I know you're excited, but keep quiet until we start, okay?"

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    zekebeauzekebeau Registered User regular
    "Shkkkt. Shkk, Shkkkkk."

    The centipede crawls about in slow circles. It seems like it would like to advance, but is doing so slowly and by crawling on the ceiling to be more inconspicuous. Or because it likes hanging upside down, it's hard to tell sometimes when Arno is in beast form.

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    mrpakumrpaku Registered User regular
    The Wild Bunch is attempting an ambush on a unsuspecting party:


    - Bern, Stealth Check to see how close you can safely sneak up on this group, then what Spellwork do you use to spook or distract them...

    -Oak, Charisma Check for the tall figure of Oak to emerge from the shadows in an intimidating manner, Strength Check to stay as scary in the light as you sound in the dark...

    -Jack, Stealth Check to get as close as possible without being seen, Dexterity Check to "handle" anyone who goes for a weapon or tries to run from this encounter...

    -Arno, Stealth Check to get as close as possible without being seen, Charisma Check to *fully* sell the "Big Scary, Grabby-hands Insect" thing once you're exposed to the light....

    - @Denada , how does Urixes assist in this ambush?

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    mrpakumrpaku Registered User regular
    Due to the ambush nature of this encounter, everyone please roll with Advantage

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    AustinP0027AustinP0027 Registered User regular
    edited June 2021
    Edit: OOC Honestly....that makes sense.


    Geth, roll 2d20k1+1 for Charisma
    Geth, roll 2d20k1+4 for Strength

    Charisma:
    2d20k1+1 13 [2d20k1=[12], 8]
    Strength:
    2d20k1+4 23 [2d20k1=[19], 9]

    AustinP0027 on
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    zekebeauzekebeau Registered User regular
    edited June 2021
    Geth roll 2d20k1+2 for stealth
    Geth roll 2d20k1+2 for Charisma


    Yes, this seems correct. Giant centipedes are giant for centipedes, not giant compared to most things. Likely not that scary in the light.

    stealth:
    2d20k1+2 21 [2d20k1=[19], 9]
    Charisma:
    2d20k1+2 10 [2d20k1=[8], 3]

    zekebeau on
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    GlalGlal AiredaleRegistered User regular
    Sneaky sneaky... Fusspot perches on his shoulder, doing the cat About To Pounce wiggle.

    Geth, roll 2d20k1+4 for Stealth
    Geth, roll 2d20k1+4 for Dexterity

    Stealth:
    2d20k1+4 9 [2d20k1=[5], 1]
    Dexterity:
    2d20k1+4 22 [2d20k1=[18], 3]

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    DenadaDenada Registered User regular
    OOC: How about some Gandalf-style thaumaturgy to make us all look more shadowy and intimidating?

    Geth, roll 2d20k1+5 for Arcana Check
    Geth, roll 2d20k1+7 for Intimidation Check

    Arcana Check:
    2d20k1+5 18 [2d20k1=[13], 1]
    Intimidation Check:
    2d20k1+7 25 [2d20k1=[18], 14]

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    Endless_SerpentsEndless_Serpents Registered User regular
    Bern sidles, crouches, and occasionally rolls along the tunnel as stealthy as a large, fat, elderly half-elf can. Once he catches sight of them, he’ll set his Unseen Servant to task disturbing their fire and running its cool, sloth-like hands over their ankles—it can’t reach up very far.

    In addition, Bern casts Prestidigitation (because he doesn’t know Thaumaturgy), using it to create a ominous melody that fades in and out. You’ve all heard it before, during that story about the time Bern worked with a fake necromancer/fortune teller on the Isle De Manticore, so it shouldn’t faze you much at all.

    https://www.youtube.com/watch?v=6TUeUL7EW9M


    Geth roll 1d20+3 for Stealth

    Stealth:
    1d20+3 15 [1d20=12]

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    Endless_SerpentsEndless_Serpents Registered User regular
    Forgot the advantage there, but I’m just going to accept my fate.

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    GlalGlal AiredaleRegistered User regular
    ((OOC: We're gonna give some poor kobolds who are just out camping a heart attack. Take the kids to the waterworks they told 'em, it will be a great bonding experience they said ))

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    mrpakumrpaku Registered User regular
    Three figures sit hunched around a fire down the tunnel, in the midst of a fierce debate. Someone sounds *very* defensive. Someone sounds *incredibly* angry. And a third party attempts to placate the other two.

    The Wild Bunch creeps down the hall...

    Three dwarves, *armed to the teeth*. One is red haired; one with golden locks; and the third, old and long gone gray. A tired, lazy donkey lies nearby, trying to ignore the noise of her masters. In the middle of their row, the dwarves don’t notice the group of pirates making their way towards them through the dark. Something suddenly scurries underneath their feet, nipping at toes and kicking at ankles.

    “Erik, will you knock it off! Trying to get you to get yer *SHIT* together and yer playing *footsie*, fer chrissakes…”

    “*I* didn’t do anything! Thought that was you kicking me…” From nearby, the donkey’s food and water pails are *knocked* over by the unseen presence. At the same moment, a sound emerges from the darkness, and begins to dance and echo along the halls…

    https://youtu.be/mCRa7S8O-tU

    “Oh no. OH, FOOK.” The golden haired dwarf is already shitting bricks. “It’s him! He’s found us! You know what this means right?!?”

    “Calm down…I said *JUST CALM DOWN*!” says the gruff grey haired fellow, moving to retrieve his sword from its scabbard. The dwarves are pulling themselves to their feet now…their donkey is as well, and looks spooked and anxious. The gray haired fellow points his sword towards the dark. “Announce yourself! Who goes there??”

    “Umm….Balog?...” The red haired dwarf says rather meekly, nudging his companion with his elbow and nodding up towards the ceiling. The three dwarves all look up, just as something impossibly full of legs falls on them from the shadows of the ceiling…

    62ibms6e5ols.png

    The golden haired dwarf let’s out a high-pitched *shriek*, and *immediately* flees into a nearby wall, bashing into it face first and going down in an unconscious heap. At the sound of the scream, the donkey *rears up*, and *flees* down the opposite hallway as fast as it can.

    The gruff grey dwarf (Balog) notices the Arno*Centipede isn’t quite the threat he’d thought. “Ugh...just a bug…JUST A BIG BUG, Erik!”

    “But *THAT* isn’t…” the stout red dwarf whispers, at the massive thing emerging from out of the shadows. As Oak walks towards the dwarves, him and his Greataxe seem to take up the whole tunnel, *even larger* somehow. The red dwarf whimpers, a defeated noise, and out of some final survival instinct he tries to *bolt* past Oak…only to find himself landing in the giant, *grinning* arms of a waiting Jack. The red dwarf ends any attempt at self-preservation: as Jack catches him in his arms, the dwarf sinks into them, accepting his awful fate. Jack hears the dwarf repeating a quiet prayer to himself.

    Only the gruff grey dwarf remains standing. He defiantly holds up his sword at the Oak-thing, stepping away from the Arno*Centipede as he prepares to fight, realizing he's surrounded. The sword is trembling, and the dwarf is sweating: despite his posturing, he knows he doesn’t have it in him to face down all of you fell creatures...

    vr4221wkpt7q.png

    The dwarf blows his beard out from his mouth, and nervously looks around at all the giant, *looming* creatures which have suddenly ambushed his crew. “W-who are you? What d’ya want? You with the Mad Mage? Are you here to kill us?” Bern’s haunting song continues to boom in and out throughout the tunnel, as the Dwarf nervously awaits your response, sword at the ready…

    CURRENT SITUATION:
    Donkey- Fled

    Golden Haired Dwarf- Unconscious

    Red Haired Dwarf- Grappled by Jack/ Not Struggling

    Grey Haired Dwarf (Balog)- Defiant but Frightened; Back to the Fire

  • Options
    zekebeauzekebeau Registered User regular
    SKREEEEEE!
    Mad Mage? Could you be more specific, it feels like that is used for at least half a dozen mages. What is it with wizards going mad and building elaborate death mazes? You never hear about the lair of a mad druid. Well, I hear people say crazy druid all the time, but I think the connotations are different. Why do you still look so scared?

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    GlalGlal AiredaleRegistered User regular
    Ha-HA, gotcha! Jack readies himself for a mighty struggle as he grabs the dwarf... aaaand just barely keeps them from slumping to the floor. Oh. Oh wow. Maybe he overdid it on the intimidation side, he is a scary wolf after all. Well, lessons learned!

    He gently sits his 'victim' down and watches Oak do his magic, fanning the unconscious dwarf's face. There there. There there.

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    AustinP0027AustinP0027 Registered User regular
    Pandemonium starts almost as soon as they exit the cave, but it didn't seem like it's the type where the Wild Bunch was in any immediate danger. Oak relaxed a bit when he realized they outnumbered the dwarves, as well as just generally that the remaining one seemed terrified of them. Waiting for the screeching centipede Arno to finish, he jumped in. "Hold yer blade." he said aloud to the remaining dwarf. "We ain't here to kill ya."

    He paused for a second, realizing that he probably shouldn't promise free passage given Bern's comments, but at the very least, this man shouldn't expect to end up on the wrong side of Oak's axe.

    "Who be the mad mage? We ain't heard of him before, but sounds like a person to be avoidin."

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    Endless_SerpentsEndless_Serpents Registered User regular
    “Yarr har har! You’re not in a position to be asking questions.”, Bern replies in a very pirate accent he feels inclined to put on.

    He cuts the music abruptly.

    “I’d ask first most who are ye? Now, where I’m from a dwarf is an dwarf, and the dwarves hunt beasts through blinding blizzard and water colder than ice. So if you’re half the dwarves they are, when you’re afraid you have good reason. Hark this: When you’re done explaining yourselves, I’ll have the jewels of knowledge you’ve gleaned on this Mad Mage of yours. If you speak true, there’s hope yet.”

    Bern strokes his beard, eyes momentarily focused on the fire. Very quietly he adds.

    “Our captain would love to drain another mage. The sails need painting again to keep the magic in ‘em.”, he trails off after a few murmurs of equally strange and terrible utterances.
    Would you like an intimidation check to get them to spill first? ...because I don’t think any of us need one.

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    DenadaDenada Registered User regular
    For his part, Urixes continues to glower menacingly from the back of the group, Hex watching the tunnel to make sure nothing sneaks up behind them.

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    mrpakumrpaku Registered User regular
    edited June 2021
    b6pnpx9uuvol.png

    Balog the Dwarf drops his sword, just by a hair (a barely perceivable inch, but you all see it happen), and mutters his answers to the Wild Bunch all gathered around, starting awkwardly and incredulously with the garrulous Arno*Centipede:

    “*Yeh know*, the Mad Mage…Irnas the Inquisitor?…used to be a wandering hermit around these parts, bit of a loner, but always was kind and courteous, til…? Went *batshit crazy* few months back, and wandered back in here, destroyed a handful of the wards around the joints of this place?…” Balog takes a look at the group with a different eye, reappraising them in light of their apparent ignorance to the recent facts of this place

    Balog spits his beard aside again, trying to reassure himself once more. He addresses the whole of the Wild Bunch, eyes wide, but *angry*, “Irnas, da fooker’s, been sending little nippers after us…*Invisible Assailants*, like we thought *you* were…well, might be…” Balog looks around at the assembled Wild Bunch, clearly trying to blink or force his way past Urixes’s still lingering Illusion, somehow even now aware of its nature

    *This* is a fellow who has been under assault by magical creatures and effects for some time now. He looks like he’s been on an almost constant guard for magical tricks for *months*

    The Grey Haired Dwarf turns on Bern with a *snarl*, and addresses him in rather harsh terms: “Oh, I’ll happily tell *you*, bastard-elf, and you can even *bring* your Cap’tain, to hide under!” The Dwarf gathers himself to his tallest height, and gazes at the Half-Elf triumphantly. “*We* are here as engineers and consultants, on the behalf of the Sun-Prince; Long-May-He-Reign! And *I’m* en’ contact with him even now, so *GODS HELP YOU* should something happen to me or my companions, *pirates*!” Balog looks around at you all meaningfully, as if *daring* you to assault him or his friends. He tugs at a Bright Rock around his throat, which you all become immediately aware must be a Sending Stone on a string…

    Does the “Sun-Prince” mean anything to anyone here? History Check to find out (DC-13)
    OH MAN. Well, you’ve heard the tales, but they must be *MYTHS*, surely? In the stories, a giant, flying glass ship glides through the skies of the Twilight Expanse, made of glass and light, *destroying* civilizations for profit before moving on.

    A Jolly, Inhuman Captain, his face hidden behind a *happy* sun mask, and his frame *much* too big for a mere man, plunders every land he comes across. He salts the earth; he throws traitors from the flying ship, into the water. The Glass Ship descends along only the unprotected parts of the Expanse. It lands in unguarded villages, and from the decks, ravenous lycanthropes emerge, *decimate* villages, and bring the spoils back to the Sun-Prince, who is clapping *gleefully* along to the carnage and Commerce…

    If Balog the Dwarf is simply threatening you out of turn, he’s certainly chosen a worthy tale to frighten you with. If you’ve *actually* pissed off Agents of the Sun-Prince? Well, *that* would be a large problem for one to worry about…

    Pulling his sword up again, Balog now addresses just Oak, who he has decided is the leader of this group. “Tell your boy to let my man go. *NOW*. We can *talk* after that, if you mean what you say, but if you *don’t*…” Balog hefts the sword, ready-to-die, and seems to talk into his Sending Stone. “...there will be some serious consequences for you all…”

    mrpaku on
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    AustinP0027AustinP0027 Registered User regular
    edited June 2021
    Oak eyes the Dwarf closely. He has heard tales of the Sun Prince. Now he has to decide if this Dwarf is telling the truth or just spinning lies out of desperation. Either way, they hadn't intended on killing them but this encounter was starting to lean that way. Oak needed to reset it.

    "Jack, let 'im go. And someone go help their other mate up." Oak motions his head over to where the unconscious Dwarf lie.

    Stepping forward, he sets the head of his axe down on the ground and uses the handle to lean on. "Seein' as we ain't from this Irnas fellow, no reason we can't try this again. Name's Oak. This here is my crew mates. We're just here to do a little job and get out of your way. Sounds like a certain mage may have made things more difficult."


    Geth, roll 1d20-1 for History.

    History:
    1d20-1 14 [1d20=15]

    AustinP0027 on
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    DenadaDenada Registered User regular
    Urixes lets the illusion drop, shadows returning to their normal shapes and statures becoming only their normal amount of imposing. He thinks back. Which one of him had heard of the Sun-Prince?

    Geth, roll 1d20+2 for History Check

    History Check:
    1d20+2 15 [1d20=13]

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    GlalGlal AiredaleRegistered User regular
    Ooooh, drama! Jack is all ears, listening intently. He's still holding the unconscious dwarf up, fanning them as the command is issued, "You want me to? Um... okay." With a confused shrug he steps away, letting the propped up dwarf drop to the ground with a heavy thump.

    "Was just keepin' 'em safe..." He mutters.

    Geth, roll 1d20 for History

    History:
    1d20 3 [1d20=3]

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    Endless_SerpentsEndless_Serpents Registered User regular
    Bern has yet to blink.

    Geth roll 1d20+10 for History

    History:
    1d20+10 26 [1d20=16]

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    mrpakumrpaku Registered User regular
    edited June 2021
    Jack releases the hefty, red haired dwarf. Jack heard him mumble his name a few times between frantic prayers while he held him (as in “Oh Olaf, what a terrible fate has befallen you; Oh Olaf, your mother was right all along; Oh Olaf…") Olaf the Red stumbles immediately and gratefully away from the Wild Bunch, moving to check his companion on the floor (mostly, so as to not have to look at you all). The fair haired dwarf is already coming to, although a wound weeps openly from somewhere up near his brow. Erik turns aside and coughs, and his partner *claps* him on the back to help bring him around.

    Balog the Bold looks around at each member of the party as the Fell-Illusion drops, and lowers his own blade in response (but does not put it away, quite yet). He assesses his own group’s campsite over one shoulder: donkey fled down a tunnel, man injured. Then he turns back towards Oak “A job, eh? And what *job* might that be? Wouldn’t have nothing to do with traversing the water locks into the Greater Expanse now, would it?”

    He nods knowingly around the group. “Aye, not a lot of *other* reasons you’d be here, right, yeh scoundrels? Well you’re all shit out of luck further up, on that end. The Yuan-ti and Koa-Toa had put in Stone Wards ages ago to keep out some of the larger *predators*. But Irnas *wrecked* half of em, and now Wurms bigger then yer’ whole damn Ship are loose in this place! Halls are full on wrecked…the pump system is half-wrecked...and the water-tights have been compromised, further up. That’s what *we’re* here to fix, if we weren’t getting interrupted and *half-assaulted* by a pack of skulking bandits!” Balog isn’t over you all ambushing his group. His demeanor suggests he isn’t the type to “get over” something like that, possibly *ever*…

    Charisma Check for additional info from Balog’s speech and body language, (DC-16)
    He’s trying to scare you with the talk of the “Wurms” and he’s not entirely wrong, but is *very* intentionally overselling it. It was *just* two of them, and from the way he caught his tone, *one* of them may no longer be in the picture anymore…

    He’s clearly trying to make himself sound *indispensable* to the situation here, with all the talk of fixing the damage to the Grey Maw’s infrastructure. He hasn’t lied about the state of the place, but that *his* is the *only* group to fix it may be a bit of an overstatement as well

    His talk of “Scoundrels” and “Bandits” is just guilt-trip maneuvering. Now that you haven’t all killed his group, and seem to have an understanding who the Sun-Prince is, he’s manipulating you; trying to get you in a position where you feel you owe him a favor. This dwarf, despite whatever else he may be, is a *born politician*

    “If you and yer group want through….and yer *not* just a bunch of agents of Irnas…yer gonna need help repairing this structure *Specialized* help.” Balog grunts, still clearly annoyed. “You just lost me my donkey, wounded my man, and scared the *shit* out of my cook! If you wanna make this right with me…make this right with the Sun-Prince…*you* all owe me a favor.” Balog looks around at the whole group, but most expectantly at Oak and Bern. The Dwarf scowls as he awaits your answer

    Do you take the dwarves offer of a favor to repair your offense? Do you try to get them to sit down and talk about this some more first; see what good guys you all are, as you share a meal and a drink (Charisma Check)? Or do you press back on Balog the Bold, and show him who’s *really* in charge of this situation?: (Investigation (DC-15) if you ponder the state of his operation; Survival (DC-15) if you call bullshit on his claim that they could’ve fixed this place by now; Intimidation or Persuasion (DC-15) to help them “find their way past” the whole “ambushing them” incident; *OR*, for something your 6th sense feels, Perception (DC-16))

    Perception- DC-16
    Tell him to put the Sun-Prince on the line. I mean, the Sending Stone is *right there*, right? If they’re in constant contact, surely the Sun-Prince is on the other end *right now*, correct?...

    mrpaku on
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    zekebeauzekebeau Registered User regular
    Arno*centipede makes an odd, popping sound as it enlarges and actual Arno steps from the shed carapace.

    "Well, you were ordered by the Sun-Prince to fix this place up and do repairs, and as he's your boss failure to do so likely has a pretty hefty price. Guys like that don't tend to like excuses, and 'five guys jumped out and said Boo!' sounds like a pretty thin excuse. I'm honestly more worried that this Irnas may have gotten filled up with purple demon snakes, those guys have a serious feud with us. I doubt the Sun-Prince would vow bloody vengeance on us over a donkey, though he seemed like a nice fellow and I would like to try and find him before a Yuan-ti tries to eat him. The donkey, not the Sun-Prince, who I'm not sure if he's a nice fellow or not.

    On the other hand, we really need those locks to work, so how about as a favor we give you some bodyguard work so you can finish your job faster and make the Sun Prince happy. Win-win. And we might even run into Irnas and help fix/negotiate with/ kill him. Win-win-win.

    Oh! Since the Yuan-ti set up Stone Wards, maybe we can keep them from harming us by offering them a stone statue and try to reset those Stone Wards. Win-win-win-win. Whew, I'm getting tired of all this winning.

    By the way, I'm Arno, I'm not always a centipede."

    Geth roll 1d20+2 for Charisma to read body language

    Geth roll 1d20+7 for perception for 6th sense

    Geth roll 1d20+2 for nature to know more about these giant worms

    Charisma to read body language:
    1d20+2 9 [1d20=7]
    perception for 6th sense:
    1d20+7 18 [1d20=11]
    nature to know more about these giant worms:
    1d20+2 10 [1d20=8]

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    zekebeauzekebeau Registered User regular
    "Hey, we can ask the Sun-Prince right now and see what he thinks! You got that stone right there. I have a sending stone with my captain right here too, we can do a group call and work this all out between both our bosses. Sounds simple, right? Great, let's call that Prince right up. Unless he's not actually listening. I mean, he is there, right?"

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    Endless_SerpentsEndless_Serpents Registered User regular
    edited June 2021
    Bern runs his fingers over the large black feather in his hair. He knows a lot, being a rogue and a bard of the college of lore, knowing a lot is just the starting point.

    Bern focuses on the younger dwarves, taking a few funeral marching paces towards them, and explains in depth how fearless he and his crew is, how he has survived terrifying beings from beyond, and now is the tale they tell their spawn to keep them away from the material world. He lets them know each pirate is more terrible than the last, and that any prince, of light or anything else, will pass from this mortal coil, as all things do. They at least, truly believe nothing will frighten the crew, not mages, or princes, or wurms.

    “I have seen such sights...”, he concludes.

    He’ll leave the eldest to Arno, he’s a smarter lad than he knows, and he’s got this.

    So my general idea here is these two will be less likely to back up anything Balog says from now on. If we want them to do things, they’ll go along with it unless Balog really throws his weight around. Additionally, they now think we’ll make great bodyguards.

    Geth roll 1d20+4 for Body Language
    Geth roll 1d20+12 for Deception

    Body Language:
    1d20+4 12 [1d20=8]
    Deception:
    1d20+12 27 [1d20=15]

    Endless_Serpents on
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    Endless_SerpentsEndless_Serpents Registered User regular
    I can’t wait to immediately die in the next fight because I built this character just to get these skill bonuses.

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    mrpakumrpaku Registered User regular
    edited June 2021
    BERN

    Bern helps Erik the Quick to his senses, as Olaf prepares some medicinal wrappings from their stores nearby. Bern’s read on the young dwarves was right: the two are naïve, and *pliable*.

    Don’t get the situation wrong, they back their boss 100%: but if they want to get some things done, (they argue to their boss), maybe *this* is the crew to help do it? And if Balog would *just* listen for a second, maybe he’d understand some outside assistance was *just* the thing they needed to finally get some things accomplished…?

    ARNO

    Balog already looks exhausted by Arno’s chattering. But he can’t argue with their logic, *especially* when they challenge him on the Sun-Prince. The Dwarf has but a moment to decide between his senses and his pride…and *angrily* lands on not backing down to the Changeling. Balog pulls the rope down around his neck, and talks into the Sunny, Stone-Carved Face…

    White Light, are you there? Respond *please*, White Light?”

    There is absolutely no response. A minute passes. Then another.

    Balog tries to look calm and collected, but the façade is quickly failing. Once more, the dwarf *shakes* the sun-charm necklace as if to wake it up, and half-yells: “*White-Light*….(quick glances at the Wild Bunch)…*EMERGENCY*…please respond!(Nothing, only silence. Then a single, loud, *mournful* howl from the other end of the Sending Stone, as though someone’s dog had stepped too close to the “mic”. Only *JACK* understands the undertones of this half mournful, half-*howled* message…)

    JACK
    Wolves in the background, *great big ones*. Your type of beast. One says: “Give it up, man…every *day* with this nonsense! Done bothering him with this *shit*!”

    The canine on the other end spends the next three minutes chewing on the sending stone, before *burying* it somewhere without sound, and the signal subsequently stops

    Balog looks around guiltily, as Erik and Olaf complain from the side of the cave they share with Bern. The Bold Dwarf seems to have sensed which ways the winds are blowing here. Finally, he turns to Arno.

    “Alright…yeh. Must be busy, the Expanse is weird about that sort of thing. Then, how bout we do what you said…you help get us around the place, and *we’ll* help you fix it up? Sounds…*fair*, to me?…”

    Balog extends a hand, in the general direction of either Oak or Arno. Does one of you take it? And do you suggest it is time to Camp, or Move On through these hidden Dwarf tunnels?

    OOC:
    Should you take his offer, Balog, Erik, and Olaf will temporarily join the party. You will find this trio handy for technical challenges the Wild Bunch may face within the Grey Maw. You will *only* find Balog the Bold to be a competent battle companion, and he leads his crew with a fickle sort of loyalty…

    mrpaku on
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    zekebeauzekebeau Registered User regular
    OOC I think this is a fair deal, but I'm not gonna bind the group without some input. If anyone should shake, it is Oak, he's the one people tend to trust.

    Also, even though Balog is the only one who can fight, at least we can have Erik bash through walls with his helmet, and Olaf's shield can be a hang glider, that's gotta be useful.

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    AustinP0027AustinP0027 Registered User regular
    edited June 2021
    OOC: Gonna roll here to see what Oak knows, but also wanted to get OOC input before I actually post.

    Oak's going to want to agree to bring them along. Any extra hands to fix what's broken, especially given Balog clearly has some knowledge of this place. Oak is content being the muscle that escorts the smarter folks around from place to place.

    Geth roll 1d20+1 for Charisma

    Geth roll 1d20+3 for Perception

    Charisma:
    1d20+1 18 [1d20=17]
    Perception:
    1d20+3 14 [1d20=11]

    AustinP0027 on
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    AustinP0027AustinP0027 Registered User regular
    Oak stares blankly at Balog as he rambles on about wurms and thieves. The Dwarf is clearly trying to put guilt on their conscience, and the Shifter has no interest in indulging it. Arno speaks before Oak can say anything, however, and points out something the Shifter missed, asking about the sending stone, to call the Sun Prince. Oak's eyebrow raises in interest as Balog attempts to contact someone, but all he hears is a sort of howl in response.

    Instead, Balog's tune switches almost immediately, and offers to come along, as if that was a favor to the group. Oak looks the Dwarf up and down before speaking. "I think ya have oversold yer position there mate. But I ain't one to turn away help so long as we have mutual goals. Ain't the only voice here, though, so my crewmates need to agree as well."

    Without turning his back to the Dwarf, he addresses the Wild Bunch. "What do ya say lads? Bring this lot 'long with us to fix the place up?"


    OOC:Realized that the input should be IC not OOC, really.

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