Dockside Diversion/Still Waters

"No dingy, son. But the draft on this boat is shallow enough we can get 'er close enough to use the plank for you to walk up without having to take another swim. Get the poles, lads." The boat workers set to and soon enough have the boat positioned so that it is easier to board from the mudbank.

The captain nods in response to Borric's question about piracy. "That it is. But us Ouhm natives generally take a more expedient route to justice." He makes a swift cutting motion across his neck. "Saves having to drag prisoners back to civilization. End result is the same, just a bit more convenient for travelers."

The halflings pale at the captain's pronouncements and they both look grim and begin sweating nervously. One begins to shake which elicits a scowl from the other and he hisses quietly: "Remember yer brothers..."

The other doesn't seem to pay him any mind having fixated upon his looming execution. He throws himself at Nathan's feet and begins begging the sorcerer for mercy. Don't kill us! We know things! I'll spill anything ya want to know. Give us a chance with the guard an' I'll tell ya ever-thing. Please!"

GM: An 18 wouldn't cut it for the ring (DC 20 by my calculation). But there will be several more days of travel before you arrive at Hruthrip so Nathan (and any other with the ability to do so) will have plenty of opportunity to try again. Odds are with three spellcasters capable of trying you'll get it done before you arrive at your next destination.
 

log in or register to remove this ad

Nathan Tchanlach, human sorcerer

The other doesn't seem to pay him any mind having fixated upon his looming execution. He throws himself at Nathan's feet and begins begging the sorcerer for mercy. Don't kill us! We know things! I'll spill anything ya want to know. Give us a chance with the guard an' I'll tell ya ever-thing. Please!"

Nathan frowns at the talk of slitting the throats of the prisoners, but before he brings himself to say anything, he's accosted by the frightened halfling's pleas. His gaze softens slightly, and he addresses the captain.

"I don't imagine I've got the authority to do negotiating on your ship, captain, but seems to me this much forthcoming-ness ought to at least buy a soul a trip to the closest magistrate, yes?"

He looks back down to the groveling halfling, adding, "Provided 'everthing' is information worth having?"

[sblock=mini-stats]
Nathan Tchanlach Human Sorcerer 4
Initiative: +4 Perception: +0

Conditions: Mage Armor (+4 AC / 1 hour)

AC: 15 (19)
touch: 14 (18) ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor)
HP: 22/22
CMB: +2 CMD: 16 Fort: +3* Ref: +4* Will: +5*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.
In Hand: None
Spells: Cantrips (DC 14): Dancing Lights, Detect Magic, Drench, Mending, Message, Prestidigitation, Spark
1st (DC 15): Bless, Grease (DC 16), Magic Missle, Snapdragon Fireworks, Summon Minor Monster. Remaining: 4/7
2nd (DC 16): Glitterdust (DC 17). Remaining: 2/4

Heavenly Fire: 7/7 remaining
Wand of Mage Armor: 47 charges remaining
Used: CLW potion
Used: 5d6 bead on Necklace of Fireballs
[/sblock]
 

Spellcraft for the ring.

OOC: Obviously, that should be a 23, lol.


Syl examines the magical ring, doing his best to discern the magic contained therein.
 

Zelena lets the others looks over the loot. And while some of the armors are actually small and she examines the sling staff but passes it up to focus on the others. She looks to Borric and points to the uncooperative one... "Perhaps gagging that one."

She looks to the cooperative one... "Perhaps we can work something out where we do leave you to an awful fate." She moves to stand on some solid ground and looking to the halfling small folk to small folk, "Lets hear what you know, if it is enough to convince the big guy," she motions to Borric, "You may live yet?"

(( Diplomacy 1d20+11=28 ))

[sblock=Zelena's Stats]Zelena Andu Gnome Cleric 3/Bard 2
Initiative: +2 Perception: +13
Conditions:
AC: 21 (13 touch; 19 flat-footed)
HP: 42 of 42
CMB: +2 CMD: 13 Fort: +5 Ref: +6 Will: +9
In Hand: Light Crossbow +5 (1d6)
Spells: Divine
  • (0-level - DC 13) Create Water, Detect Magic, Mending, Stabilize;
  • (1st level - DC 14) Bless, Air Bubble, Protection from Evil, Longstrider (d);
  • (2nd level - DC 15) Grace, Spiritual Weapon, Remove Paralysis (d)
Arcane Spell Slots
  • (0-level - DC 12 - At Wil)l Dancing Lights, Ghost Sound, Mage Hand, Mending, Prestidigitation
  • (1st level - DC 13 - 3 of 4 slots remaining): Grease, Silent Image, Vanish
Bard Song: 4 of 6 rounds remaing; Channeling: 0 of 5 attempts remaining; Liberation: 1 of 1 attempts remaining; Agile Feet 5 of 5 attempts remaining

Celebfedhiin (Riding Dog)
Initiative: +2 Senses: low-light vision, scent Perception: +8
Conditions: none
AC: 15 (12 touch; 13 flat-footed)
HP: 13 of 13
CMB: +3 CMD: 15 (19 vs. trip) Fort: +5 Ref: +5 Will: +1
In Hand: Melee bite +3 (1d6+3 plus trip) [/sblock]
 

The uncooperative halfling laughs bitterly. "Ya want to know things about us? My brother was a guardian of the Ouhm but he's dead now, no thanks to that one..." He tilts his head in Borric's direction. "...and the sacred bond broken. You may have us at your mercy but I wouldn't want to be in your shoes."

The cooperative one, highly agitated, cuts in. "We're pirates. We have a stash of gold. Lots of it in our camp. Not far from here. But I won't tell you more until I see the guard walking down the dock of your next port of call."

The captain inclines his head at Nathan's question. "Seems they know something. You captured 'em so I give you the decision. You know where I stand, but if you decide to turn 'em in at Hruthrip then you'll keep the watch of them; I've a boat to run."
 


Nathan Tchanlach, human sorcerer

"I didn't see any kind of rune, so I'm assuming that wasn't an eidolon. Never seen a druid with a friend that big, but I suppose anything's possible," Nathan posits, though he still looks to the rebellious halfling for clarification.

The captain inclines his head at Nathan's question. "Seems they know something. You captured 'em so I give you the decision. You know where I stand, but if you decide to turn 'em in at Hruthrip then you'll keep the watch of them; I've a boat to run."

Nathan nods. "I appreciate the courtesy," he says. Then he turns to the pleader, frowning.

"Really? Gold by risking a raid on a pirate stronghold is the best you've got? We're already getting paid handsomely to take what was a leisurely boat ride before you lot came along, so I can't say that appeals. I understand withholding details, but I'd suggest you give at least a hint as to what other cards you're holding, or I can't promise you I can hold Borric back," he says, nodding his head in the direction of the heavily armed fighter.

[sblock=ooc]I'm not sure if you want us to keep rolling as we go or not, especially since at this point I think Nathan's tactics are kind of a combination of things. Is he Intimidating by suggesting Borric might kill them? Bluffing, since whatever level of independence Borric shows, Nathan's pretty sure he's not going to be slitting throats if everyone else decides not to? Being Diplomatic by offering to interpose himself between the halflings and swift field justice for the right price? Social skills get kind of muddy to me in situations like these.

I'll just list Nathan's social mods and if you prefer, you can roll in secret: Bluff
+11, Diplomacy +7, Intimidate +11[/sblock]
[sblock=mini-stats]
Nathan Tchanlach Human Sorcerer 4
Initiative: +4 Perception: +0

Conditions: Mage Armor (+4 AC / 1 hour)

AC: 15 (19)
touch: 14 (18) ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor)
HP: 22/22
CMB: +2 CMD: 16 Fort: +3* Ref: +4* Will: +5*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.
In Hand: None
Spells: Cantrips (DC 14): Dancing Lights, Detect Magic, Drench, Mending, Message, Prestidigitation, Spark
1st (DC 15): Bless, Grease (DC 16), Magic Missle, Snapdragon Fireworks, Summon Minor Monster. Remaining: 4/7
2nd (DC 16): Glitterdust (DC 17). Remaining: 2/4

Heavenly Fire: 7/7 remaining
Wand of Mage Armor: 47 charges remaining
Used: CLW potion
Used: 5d6 bead on Necklace of Fireballs
[/sblock]
 

Borric Hawkins, Male Human Fighter

Borric snarls and cuffs both prisoners when they whine about his handiwork, "You idiots are welcome for the service."

"The guard might be too good for you, you will need to convince me otherwise and promise ain't gonna cut it. Since it is a pain in the arse to watch you, you better start talking with more details if you want to live that long. And, we only need one of you alive to talk, the other is extra garbage."

"How far away is this camp and who is there now? We are not sailing away to have to come all the way back here."


OOC: Sorry, rather busy and way behind on various games.
Borric is a man of his word and True Neutral. If he threatens to kill them, he will carry it out. Executing bandits and pirates vigilante style is within his ideals, I think. :hmm:
[sblock=Mini Stats]Initiative: +4
AC: 26 (23 without shield, 21 flat-footed, 13 Touch) - Platemail
AC: 20 (17 without shield, 18 flat-footed, 13 Touch) - Chain shirt
HP: 43 Current: 53
CMB: +8 CMD: 21 (23 vs. Trip/Disarm) Fort: +7 Reflex: +4 Will: +3 (+4 vs. Fear)
Conditions in Effect: Ioun Torch (night), Bless (+1 Attack), Heroism (+2 Att/Skills/Saves)

Current Weapon in Hand: +1 Flail
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]___________________________

Swash1.jpg
Borric Hawkins
 

Zelena senses that it is, ironically, the uncooperative one who is being more truthful. There is something about the other's words or manner that strikes her as wrong.

The halfling shakes his head. "No rune cause he wasn't a summoner. Your people would call him a druid but he was more than that. He was a guardian to the river, Tal Ouhm, the World Serpent; may He break free of His bonds. The Elashmot, the creature, the manifestation of my brother's bond with Tal Ouhm." He laughs and there is a bit of the gleam of the fanatic in his eye. "And if you thought it was big you should see one full grown…"

"That one was always a bit mad," interrupts the other halfling with a nod towards his companion. "We've gold and gems and magic stashed away. We've raided a lot of ships. But if I told you more now there'd be no reason to keep us alive and I've no reason to trust you'd keep us the days of travel to Hruthrip." He flinches from Borrics cuffing. "Our camp is a day away but you'd never find it without a map! Our chief is there and a good score of slingers like us. I don't know what else to tell ya!

The captain watching the proceedings from next to the cabin frowns but doesn't make any comment.
 

The gnome points to the cooperative halfling and informs her companions, "What that one is saying is... well... does not sound right. Something is off about what he is trying to give us."

Zelena nods to the uncooperative halfling... "Does not sounds good for anyone. Why then attack riverboats? I am sure those such as yourselves could come up with something... better. You have skills enough. Your, companions," looking at the dead, "Did not have to die here."

[sblock=Zelena's Stats]Zelena Andu Gnome Cleric 3/Bard 2
Initiative: +2 Perception: +13
Conditions:
AC: 21 (13 touch; 19 flat-footed)
HP: 42 of 42
CMB: +2 CMD: 13 Fort: +5 Ref: +6 Will: +9
In Hand: Light Crossbow +6 (1d6)
Spells: Divine
  • (0-level - DC 13) Create Water, Detect Magic, Mending, Stabilize;
  • (1st level - DC 14) Bless, Air Bubble, Protection from Evil, Longstrider (d);
  • (2nd level - DC 15) Grace, Spiritual Weapon, Remove Paralysis (d)
Arcane Spell Slots
  • (0-level - DC 12 - At Wil)l Dancing Lights, Ghost Sound, Mage Hand, Mending, Prestidigitation
  • (1st level - DC 13 - 3 of 4 slots remaining): Grease, Silent Image, Vanish
Bard Song: 4 of 6 rounds remaing; Channeling: 0 of 5 attempts remaining; Liberation: 1 of 1 attempts remaining; Agile Feet 5 of 5 attempts remaining

Celebfedhiin (Riding Dog)
Initiative: +2 Senses: low-light vision, scent Perception: +8
Conditions: none
AC: 15 (12 touch; 13 flat-footed)
HP: 13 of 13
CMB: +3 CMD: 15 (19 vs. trip) Fort: +5 Ref: +5 Will: +1
In Hand: Melee bite +3 (1d6+3 plus trip) [/sblock]
 

Remove ads

Top