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<blockquote data-quote="Binks" data-source="post: 6356188" data-attributes="member: 6775039"><p>I hope you don't mind but I edited my edit to create a new post for it. It seems to flow better when looking back through things.</p><p></p><p>After I learn he's sickly and after he reveals their numbers and the presence of "The Rotting Man":</p><p></p><p>[sblock]Primary check Heal + 11. Rolled 10. 21 passes the medium DC.[/sblock]</p><p></p><p></p><p></p><p>[sblock]Primary check Nature + 14. Rolled 14. 28 passes.[/sblock]</p><p></p><p>I take in what he has to say about "The Rotting Man". Assuming I've settled the man's nerves a bit, I'm going to keep him off balance and upturn that disposition by dragging the body of one of his former companions near the water's edge. I'm going to use vocals or chumming of the water with the dead body (whatever is fitting for these creatures) to rouse the interests of the lizards. Once one of them comes and claims the body, I'll wash my hands in the river water and shake them out as I walk back. I won't say anything. I'll leave this little message to his imagination. </p><p></p><p></p><p></p><p>[sblock]Secondary check Insight + 8. Rolled 10. 18 passes the low DC.</p><p></p><p>Primary check Streetwise + 5 (augmented by + 2 from Insight). Rolled 10. 17 Passes the medium DC.[/sblock]</p><p></p><p>10s are wild! I've greased his palm by easing his suffering and at least played at being trustworthy. I want to milk him for the relevant info about this settlement:</p><p></p><p>- Does the river connect to tunnels that will let me access the upper complex? Are they well patrolled?</p><p>- I want to know about The Rotting Man's lair. Location, layout, and guards? </p><p>- Are there any potential mutineers here that feel their group has become mere thralls to The Rotting Man? Who are they and where may I find them?</p></blockquote><p></p>
[QUOTE="Binks, post: 6356188, member: 6775039"] I hope you don't mind but I edited my edit to create a new post for it. It seems to flow better when looking back through things. After I learn he's sickly and after he reveals their numbers and the presence of "The Rotting Man": [sblock]Primary check Heal + 11. Rolled 10. 21 passes the medium DC.[/sblock] [sblock]Primary check Nature + 14. Rolled 14. 28 passes.[/sblock] I take in what he has to say about "The Rotting Man". Assuming I've settled the man's nerves a bit, I'm going to keep him off balance and upturn that disposition by dragging the body of one of his former companions near the water's edge. I'm going to use vocals or chumming of the water with the dead body (whatever is fitting for these creatures) to rouse the interests of the lizards. Once one of them comes and claims the body, I'll wash my hands in the river water and shake them out as I walk back. I won't say anything. I'll leave this little message to his imagination. [sblock]Secondary check Insight + 8. Rolled 10. 18 passes the low DC. Primary check Streetwise + 5 (augmented by + 2 from Insight). Rolled 10. 17 Passes the medium DC.[/sblock] 10s are wild! I've greased his palm by easing his suffering and at least played at being trustworthy. I want to milk him for the relevant info about this settlement: - Does the river connect to tunnels that will let me access the upper complex? Are they well patrolled? - I want to know about The Rotting Man's lair. Location, layout, and guards? - Are there any potential mutineers here that feel their group has become mere thralls to The Rotting Man? Who are they and where may I find them? [/QUOTE]
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