Hymenopterix's Colonies of the Salt Coast

Game Master Electric Monk


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NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Sorry, I missed Xarafine's first post


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Bump


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bump! :)


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Sorry for the delay everyone - I still have no internet at home and the Uni server was down yesterday. Will post ASAP.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

DM:

Old Man: 27-13=14
Akiros attack: 1d20 + 9 ⇒ (4) + 9 = 13
Damage 1d8 + 4 ⇒ (4) + 4 = 8

Concentration: 1d20 + 15 ⇒ (13) + 15 = 28
Cure Moderate: 2d8 + 6 ⇒ (3, 4) + 6 = 13

Bats 1d6 ⇒ 4

Finnabar's axe and Jacks arrow both strike the wolverine drawing blood which adds to the growing cloud of red in the water. Akiros steps up next to Bein and slashes forward with his sword but fails to land a blow. In response the animal, warily crouching, concentrates, emits a short series of yelps and the more serious wounds on its back seem to close up. The bats swirl downwards, following Finnabar and biting at his exposed flesh, drawing yet more blood. (4 damage + 1 Bleed. Also Fort save (DC 11 or nauseated)

Jack
Finn
Bein
Xerafine
Akiros
Old Man


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Finnabar calls for Belem's help and his wounds close partially. Striking from within the swarm, he tries again to put down the strange beast.

fort save: 1d20 + 8 ⇒ (7) + 8 = 15
Swift action lay on hands 1d6 ⇒ 6
Standard action axe attack 1d20 + 5 + 2 + 1 ⇒ (13) + 5 + 2 + 1 = 21,
damage: 1d8 + 1d6 + 5 ⇒ (1) + (6) + 5 = 12


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein hefts his greatsword and brings it down with all his might in an attempt to split the wolverine in two!

Greatsword Attack: 1d20 + 6 + 2 + 1 ⇒ (6) + 6 + 2 + 1 = 15
Damage: 2d6 + 1d6 + 1 + 4 + 3 ⇒ (6, 5) + (2) + 1 + 4 + 3 = 21


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Hoping helping bring down the wolverine will also stop the bats, Jack takes aim again.

Attack, PBS, IC: 1d20 + 5 + 1 + 1 ⇒ (3) + 5 + 1 + 1 = 10
Damage, PBS, IC: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Xarafine continues to vocalize (maintaining inspire courage).

At the crescendo, she belts out a warning to the beast:

"Your doom is nigh!"

Intimidate: 1d20 + 8 ⇒ (18) + 8 = 26


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

GM:

OM: 26
Akiros attack: 1d20 + 9 ⇒ (3) + 9 = 12 dam: 1d8 + 4 ⇒ (1) + 4 = 5

Bats: 1d6 ⇒ 4

Wolverine: 1d20 + 6 ⇒ (1) + 6 = 7

Finnabar's axe slashes into the creature's side, drawing a whimpering growl. Bein's sword and Jack's arrow however both miss their intended target. Akiros's strike also swings wide as the bats descend once again on Finnabar (4 damage + 1 Bleed. Also Fort save (DC 11 or nauseated)

The animal, in response, snaps at Finnabar, but its jaws close around nothing more than empty space.

Jack
Finn
Bein
Xerafine
Akiros
Old Man


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

greatsword: 1d20 + 6 + 2 + 1 ⇒ (20) + 6 + 2 + 1 = 29
greatsword damage: 2d6 + 1d6 + 4 + 1 + 3 ⇒ (1, 5) + (4) + 4 + 1 + 3 = 18

greatsword: 1d20 + 6 + 2 + 1 ⇒ (4) + 6 + 2 + 1 = 13

He heats his blade with a mighty grunt and brings it slamming back down on the Wolverines back...


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

fort save: 1d20 + 8 ⇒ (14) + 8 = 22

If the wolverine is still standing, Finnabar attacks again in paralel with Bein, his axe slasing the beast on the other side.

axe attack: 1d20 + 5 + 2 + 1 ⇒ (16) + 5 + 2 + 1 = 24, damage: 1d8 + 1d6 + 4 + 1 ⇒ (3) + (2) + 4 + 1 = 10


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Bein and Finnabar swing their weapons at the creature, which attempts to duck out of the way but, hemmed in by the opponents that surround it, it is unable to avoid the twin blows. The two blades sink deep into the creature, Finnabar's axe into its flank and Bein's greatsword into its skull. Soundlessly the wolverine collapses into the pool of red-tinged water dead. As it drops, the creature's form seems to blur and shift, resolving itself into the form of the old man. As it does so the bats surrounding Finnabar let lose a series of high-pitched squeaks and they pull away from him, spiralling upward into the air and seeming to fade into the shadows leaving no sign of their passing.

Well done everyone!.... LEVEL!


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Xarafine kneels quickly beside the old man, and checks to see if he is dead, or is still clinging to life. If the latter, she will attempt to stabilize him.

Heal Check: 1d20 + 8 ⇒ (4) + 8 = 12


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Still bleeding from the bats, Finnabar thanks Belam for the help he provided and asks for a last boon. One last time, he is bathed in a blue light and his wounds close completely, leaving him unmarked by the fight.

CLW for: 1d8 + 2 ⇒ (8) + 2 = 10

"Thanks everyone, especially you, cousin. That threat is now properly ended as we were sent to and this place will now be safer.", he says smiling.

"As for you Akiros, you have demonstrated that you were ready to change your ways. Here, over the body that represent your former life, swear an oath to turn away from banditry and evilness and you will be free. Free to stay here with us or to go your way. This is an unique chance to start again, do not let it go."

diplomacy: 1d20 + 10 ⇒ (20) + 10 = 30


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein twirls his blade around, point down, ready to execute the last stroke. "What of these two? Are they to be spared immediate justice or are they to be taken to the courts of Restov? This old man may slip away with his ability to change..." He was uneasy leaving either of them alive...


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

"The power to pass sentence is yours, Captain," Xarafine replies; responding to Bein's question, but looking to Finnabar. "If you decree that these men should meet their end now, I will waste no further effort trying to keep this one alive."

She returns to her examination of the man, not ceasing until ordered, or until determining that the old man is beyond help.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

He nods to their Teacher expecting no less of her benevolent nature before looking at Lord Finnabar. Bein knew that killing a defenseless man was dishonorable but these men deserved no mercy, nor could he tarnished his reputation more then he had tonight. However Finnabar decided was how Bein would act...


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Xerafine: the old man still breathes - but only barely, each of his shallow breaths is accompanied by a bubble of bloodstained mucus bubbling from his mouth.

Akiros turns to Finnabar "Thank you my lord. I do not deserve forgiveness, but I swear, by the nine and in the presence of a Teacher of the Nine that I will turn from my former life. I will endeavour to act as my best nature dictates and oppose those who would hurt those who can not protect themselves. By my life I do so swear."


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Xarafine wrote:

"The power to pass sentence is yours, Captain," Xarafine replies; responding to Bein's question, but looking to Finnabar. "If you decree that these men should meet their end now, I will waste no further effort trying to keep this one alive."

She returns to her examination of the man, not ceasing until ordered, or until determining that the old man is beyond help.

In a quick change of tone, Finnabar voice loose all warm when he speaks.

"Let him go, Teacher. He has chosen his fate. He decided to fight when all was lost and we offered him to surrender. ."

Reaching slowly to Bein, he pushed the knight's blade away. "I know how it goes against your belief and I do not ask it of you. In this I have passed judgment and the burden is mine to carry."

Then, with a swift stroke, he ends the dying man's life.

"The Stag we will keep alive to face a court of justice. Not that I doubt of his fate, but it will serve as an example to those who would defy the will of Restov and of the Empire."


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Xarafine washes the old man's blood from her hands, then turns and moves to stand before Akiros.

"As I servant of the Nine, I hereby bear witness to your oath, and in their name bind you to it. Your past transgressions, in their sight, are absolved, and you are welcomed into the light of their truth."

She reaches up and places her hands on the young man's shoulders for a moment, then releases him.

"May the Nine guide and keep you, Akiros.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack stands silent, jaw clenched. He sees Akiros's genuine intent and does not argue with it, even though part of him struggles to find forgiveness for any who walked the path of the bandit. In a way, he is grateful he stands above everyone on the other ledge and can do little more than watch.

"We need to find out who those other men were, and how to get through this door. Maybe the Stag knows." He paused. "I will say this. I know you are charged by Restov to do things in their way and will take the Stag back to them. But if keeping this filth alive poses any hint of a threat to us on the way, I will cut his throat myself, and if you need to punish me for it, so be it."


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein stepped back as Finnabar brushed his sword aside, his lords command had crushed down his wanton bloodshed and replaced it with his need to enact his duties. He stepped back to make room for Finnabar to deliver the final blow and as he stood their the adrenaline faded, he started to get the post battle shakes. The tunnel vision he had experienced started to broaden, the rush of battle and the need for victory was replaced by the weight of what he had done. He'd attacked unarmed men, he struck his foes down from behind and used tactics against the code of Chivalry. He harmed his friends over a ruse, he;d become the monster he tried so desperately to avoid.

He looked down as he felt the water rush up his gauntlet, finding that around him was a growing pull of red. His armor was splattered by the blood of several foes, his sword was covered in it as well. His blade slipped from his numb fingers and fell into the water, he barely took notice that it hit bottom as he reached into the water. Cupping his hands he started to splash water over his face and armor in a desperate attempt to wash off the blood. He had a hard time of it as his hands were shaking.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

... OK guys. There probably won't be any combat for a while so even if you haven't levelled yet you can still look around and see what's what. Assuming you're going to search the compound I'll post a full description of each area soon, but if you already have any specific areas you want to concentrate on let me know.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

With the Stag bound and the shape-changing old man executed, Xarafine decides to wade across the stream to the stone door the strangers fled through.

Calling on the Nine, she searches the stone for magical auras, as well as anything that might serve as a means of opening the door.

Casts detect magic.

Perception: 1d20 + 9 ⇒ (5) + 9 = 14


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Catching Bein state of mind with a new-found acuity, Finnabar closes and picks the knight's sword from the mud. Then, reaching out to the shaking knight, he lays a hand on his shoulder and speaks just loud enough to be heard.

"Loosing oneself in a fight changes you, doesn't it? Sometimes you just can't stop and end up putting your soul in jeopardy. Some say battle reveals the men. Other that it tempers them. You did well, young man and can be proud of yourself. But I see your standards are higher than that. Keep your eyes on them and you'll reach them sooner than you think."

Then without adding a word, he present Bein his blade, hilt first.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

After than, Finnabar climbs back towards the door they entered through and looks for a mechanism that would command them.

percpetion: 1d20 + 7 ⇒ (9) + 7 = 16
Kn engineering: 1d20 + 6 ⇒ (16) + 6 = 22


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

He takes his blade and nods to Lord Finnabar. Still shaken but more clear headed than a moment before. "Amends will have to be made later, but you are right my lord... Thank you." He moves to the bound Stag Lord and stripes him of his gear. Leaving him barely a step from nude to ensure he had nothing that could allow him to turn the tide on them.

He eyes Akiros, a steady look as he says. "As they have recognized you so must I. If she says they are absolved then they are. Do you know anything about this place?"

Diplomacy - Improve Relations Akiros: 1d20 + 8 ⇒ (16) + 8 = 24

Perception - Search Area / Compound: 1d20 + 3 ⇒ (14) + 3 = 17

Once he is finished talking to Akiros he turns to the others and says. "Akiros and I will keep an eye out up above in case other parties return to the fort. Besides we still have that horsemen to catch up to later and the girls to retrieve as well. Hate to lose all the horses..." If no one objects he and (hopefully) Akiros heads topside, dragging the downed Stag Lord with them. He drops the Bandit on his old bed and covers him in a fur pelt before he climbs through the trapdoor.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein is simultaneously keeping watch and piling the dead in the courtyard. Once they are all gathered in one spot he will work one man at a time and remove any gear that is obtainable.

perception checks if needed: 1d20 + 3 ⇒ (1) + 3 = 4
perception checks if needed: 1d20 + 3 ⇒ (14) + 3 = 17
perception checks if needed: 1d20 + 3 ⇒ (2) + 3 = 5


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

If they find no other way through the door, through which the strangers went, Jack says, "Do not forget these men--we need to find them and what they're up to. Maybe we can bring back a ram and break it in, or some magic to conquer it, if that scoundrel does not reveal to us anything useful."

He joins the group in searching the compound.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Xerafine: As the spell takes effect the door is surrounded by a dark pulsing halo of light indicating that it is indeed magical – A strong abjuration effect.

Finnabar: You examine the portal through which you entered. There is a mechanism in the passage but no way of opening the door from within the room itself. The Stone slab that has been stopped in its descent is thick and you don’t think it would be easy to break through It would probably require explosives or powerful magic.

Bein: Akiros replies that he wasn’t previously aware of the subterranean structures. He only suspected that the Stag might have a secret way out – not this ancient complex. He doesn’t know where it might lead.

I’ll assume that you guys search the whole area and post a full list of gear you find. This might take some time though… Feel free to continue RPing and even taking actions whilst I format the list. I don’t think any of the stuff you find is likely to effect your short-term plans.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Satisfied by Akiro's response he continues with his own plan and moves to loot the dead and get things gathered at the surface. Leaving the Stag Lord bound and down below as he took care of the above

The looting of the dead now passed Bein watched from the guard tower, waiting for, if any, bandits to return. He hoped that the horsemen of their group returned soon but it was most likely a matter of days before they did. The girls were on his mind as well, he would ride as hard as he could if Finnabar deemed it that he could ride alone to get them. Prehaps taking Akiros with him...


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

In the compound and on the bodies of the various bandits you find:

Magical
1 Stag-skull Helmet
1 Composite Longbow (+2 Str)
1 Amulet
4 Potions
1 Potion (different from the other 4)
1 Rapier

Masterwork
2 Longswords
2 Suits of studded Leather Armour
6 Daggers

Mundane
4563 CP
2052 SP
1547 GP
38 PP
Various Tools, Pelts, Barrels of Tobacco, Iron, Bronze, various weapons and armour etc.
Silver Knight and Dragon toys
4 50 ft. lengths of hemp rope
Three crudely-stitched leather masks
Jewellery (Various but unremarkable) in a sack
Silver belt-buckle depicting entwined erotic doe-headed figures, both female
2 Silver stag amulets
3 Horses + Tack
A leather-bound and stained cloth-eared journal
2 Sets of Thieve's tools
3 sets of dice


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

If Finnabar can close the door on our side, he will do it to avoid unwanted visitors as they can always re-open it later.

Then, he will help everyone secure and search the encampment and remove the bodies.

Spellcraft to identify magic items:
Stag-skull helmet: 1d20 + 5 ⇒ (5) + 5 = 10
Composite Longbow: 1d20 + 5 ⇒ (5) + 5 = 10
Amulet: 1d20 + 5 ⇒ (14) + 5 = 19
4 Potions: 1d20 + 5 ⇒ (16) + 5 = 21
1 Potion: 1d20 + 5 ⇒ (1) + 5 = 6
Rapier: 1d20 + 5 ⇒ (18) + 5 = 23

The two bandits still alive (The Stag and the bandit called Sneeg) will be throuwn one into each cages after a throughout search and will be additionally secured by manacles.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

OOH good call Finnabar! :D

They had found quite the sum, he looked over the Stag Skull helmet the former Stag Lord had worn. He handed off the magical items to Finnabar for he had the incredible ability to identify these strange items. "Milord, this is far too much for us to carry on our own, I don't trust their horses enough not to scatter at the slightest reason and we still need to retrieve the girls as well. If you don't think it a bother I was thinking that Akiros and I could ride to get the girls. Move them to Olegs fort and return with their cart. Or I can ride with haste alone and do this in the reverse order, I believe the Eagle Guard will move swiftly knowing that the Stag has fallen."


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Bein'Meleth Rámalóce wrote:

OOH good call Finnabar! :D

They had found quite the sum, he looked over the Stag Skull helmet the former Stag Lord had worn. He handed off the magical items to Finnabar for he had the incredible ability to identify these strange items. "Milord, this is far too much for us to carry on our own, I don't trust their horses enough not to scatter at the slightest reason and we still need to retrieve the girls as well. If you don't think it a bother I was thinking that Akiros and I could ride to get the girls. Move them to Olegs fort and return with their cart. Or I can ride with haste alone and do this in the reverse order, I believe the Eagle Guard will move swiftly knowing that the Stag has fallen."

Once the grimmy cleaning of the fort is finished and all are settled for a late meal and some of them have taken a guard duty, Finnabar proposes to discuss their next moves.

"Some of your suggestions are good, Bein but I would add a few modifications to your plans. This is what I propose, but I'll need your input. Our mission was both to end up the bandit threat and explore the area. While we've made a good job of the first one, we need to finish the second part. But winter is coming and it will be tougher and tougher to move around. So I propose we use this fort as a base camp for exploration. It still needs work but we can do it over winter. We have ample tools and food and I would not want any stray bandits to reoccupy it while we were gone. That's the medium term plan. Now for the short term, I'd like you Bein and Jack to ride out at first light tomorrow. Track the last bandit and deal with him. Then go on to the girl's cave. Once there, Jack can bring them back alone while you, Bein, go to Oleg's and the Eagle Guard. You'll have to bring them down with a cart to retrieve our prisoners, the girls and any extra gear we don't want or need. Oleg then will be able to sell that for us, while we decide what to do with what we've earned."

Waiting for the rest of the group to discuss his proposal, Finnabar stands, stretching and a rare smile lightens his face.

"You know, when I accepted this posting, I never thought I could find so many good people to work with me. I'm really proud of what we did together."


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

When sorting through the material, Jack pauses at the knight and dragon toys, staring at them with a look of sadness. He imagines they must have raided a caravan with children in it. Putting the toys down, he clenches his fist and shakes his head.

Later, as Finnabar draws him into conversation, Jack nods. "We may be lucky, and the rider has already turned around to report back to the Stag. But no matter what, we will find him."

He pauses. "Yes, I am glad we've stopped these dogs. This could become a safe place for people to travel through."


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Xarafine takes the opportunity to study the magic items

Identify helmet: 1d20 + 8 ⇒ (2) + 8 = 10

Identify amulet: 1d20 + 8 ⇒ (13) + 8 = 21

Identify rapier: 1d20 + 8 ⇒ (15) + 8 = 23

Identify bow: 1d20 + 8 ⇒ (14) + 8 = 22

Identify 4 potions: 1d20 + 8 ⇒ (4) + 8 = 12

Identify 1 potion: 1d20 + 8 ⇒ (20) + 8 = 28


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein nods to Finnabar, he hadn't wanted to take Jack as he was an excellent archer. With high walls and a tower he would be unassailable; like always though Finnabar's plan was well rounded while his was more blunted. It made sense. "I will let Kesten know that the Bandit Sneeg is here. I am sure that will perk his interest, along with the capture of the Stag Lord."

Once Jack was informed of the idea Bein nodded to him. "With horse and bow we can make this ride quick and short. Along with your keen eyes we won't have any issues I suspect." He smiles then, realizing how much they had all been through so far, how lucky they had been thus far as well.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack gives a half smile. "I hope you're right--both that I can help, and that this will be a short mission. I will keep going until we are finished... but once we are, I must admit I would not mind a break. We have been riding hard for a long time, so to speak."


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Xerafine (and Finnabar)

The amulet is an amulet of Natural Armour +1
The rapier is a +1 Rapier
The bow is a +1 Composite Longbow (+2 Str)
The potion is a potion of lesser restoration
You are not sure about the 4 other potions, but Finnabar identifies them as potions of cure moderate wounds

Neither of you can determine what powers the Stag's helm might have.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

With respect to your other plans....

The 2nd to the 9th of Gozran

Over the next few days Jack and Bein manage to track down the remaining bandit and kill him before continuing north to the Elf-cave. Jack returns two days later with the girls whilst Bein continues north to Oleg's where he stays whilst they gather the necessary equipment, send messages back to Restov, and leave a skeleton force to maintain the patrols of the road.

After a week, during which you have a chance to fully explore the compound and dispose of the corpses that still lie in the courtyard, Jack sites a cloud of dust moving down from the north which resolves itself into the form of a widely-grinning Bein followed by no less than fifteen guardsmen on horseback and a high-axelled cart being driven by another two guards.

After further examination the Stag's helm is identified (see below) and Finnabar conducts a complete itineracy of the goods you have salvaged.

Goods:

Reposting mundane equipment with (some) relevant prices. You can use this in establishing a town, or sell as you see fit. :)

4563 CP
2052 SP
1047 GP
38 PP
Various Tools, Pelts, Barrels of Tobacco, Iron, Bronze, various weapons and armour etc. (6856 GP)
Silver Knight and Dragon toys (45 GP)
Three crudely-stitched leather masks (worthless but found in The Stag's chamber)
Jewellery worth 3234 GP
Silver belt-buckle depicting entwined erotic animal-headed figures (200 GP)
2 Silver stag amulets (30 GP)
3 Horses + Tack (standard value)
A leather-bound and stained cloth-eared journal (found in The Stag's chamber)

Stag's Helm:


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Xarafine takes part of the time while Jack and Bein are away to peruse the journal found in the Stag's room, looking for a log of comings and goings, perhaps even a references to the strangers who escaped through the stone door.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein had more respect for the Eagle Guard commander. He had delivered him in strength and with more then enough men to protect the goods and secure the bandits for Transport back to their warranted judgement.

Seeing the girls had arrived safe wasn't a surprise, he did release a pent up tension in his shoulders however. After slaying the bandit on the road he had half expected the fort to have seen some action. The relief that nothing foul had occurred was immense for him.

"Comrades! Wecome in strength to remove your burdens and relieve you of unneeded gear!" Arundel flicked his tail in annoyance, he wasn't looking forward to the coming cold or standing around either...


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Hymen/Anyone:

A few questions.

1. Does the Stag represent the same symbolism in your world as Real World mythology?

- 1a. If so would it be hard to have a Banner ordered through Oleg?

- 1b. Along with several some modified tokens? Bein will pay out of his share of the loot if possible.

2. Who Represents Erastil in your homebrew?

Heres my idea: Create banner with a close representation of this symbolism.

Stag Symbol - Triskelion Symbol between antlers.

Instead of skull stag head I would see something being more fitting for the stag portion. Stag Head

If this is confusing I apologize I am not much of an artist but Basically a banner with a Live Male Stag and the Triskelion Symbol in the center of a whole circle resting between its mighty antlers.

In celtic mythology the stag symbol represented both female and male aspects. However my focus would be on the Male aspect also known as The Damh which represents independence, purification, and pride. It is known as the King of the Forest, the protector of its creatures.

The Triskelion is a symbol with Deep meaning. Below is a summary of it's Three Points. Here is an article.

Spiritual expansion - Top Leg of Symbol - Symbolizing Xarafine's connection to finnabar
Personal growth - Bottom Left of Symbol - Symbolizing Jack
Human development - Bottom Right of symbol - Symbolizing Bein

The center of the Triskelion Represents Finnabar's ability to bring the other three together in perfect Unity. Forming the circle that surrounds the Triskelion and transforming them into a powerful force for good, to make them whole as a team and to give them Focus while Nurturing their ability to grow individually. Accomplishing this through the use of his powerful Perception and flawless leadership and thus creating an unbroken symbol.

I thought that such meanings would be known to Bein. He comes from an old Noble Family with ties to the old kingdom and maybe more. Despite his line slowly dying out, his Grandfather had taught him the way of the sword but, like in all Knightly endeavors, Symbolism was very prominent and important.

So this banner doesn't just represent Bein, it was meant to represent all of them. Despite Xarafine being at the highest point, it is not an indicator that she is above us but she is the filter between all of us and the Nine. Interpreting their will and passing their guidance to Finnabar who ensures all of us work together so that we can learn and grow in our combined endeavors.

It will be backed with varying shades of/or a solid color of forest green. To represent life, renewal, nature, and energy, it is also associated with meanings of growth, harmony, freshness, safety, fertility, and environment. A strong symbol for a new nation or one who serves a nation in its infancy.

Despite the deep complexity of its meanings. It would be a symbol that hopefully one day people could trust and believe in again. To be comforted at the sight of it and to rally behind in it times of trouble.

Sorry for the wordiness, let me know what you think Hymen/Everyone. This has been an idea I was cooking up since we first encountered the Stag symbol.

If the above is possible - Hymen:

Create intricate Banner with the described symbolism. White Stag, backed on a field of varying greens to represent the Forest and the Treskelion and circle as a gole finish between the Stag's horns.

Create Twenty Tokens. 1 - Gold 4 - Silver and 20 - steel/iron symbols of the Stag and Triskelion between it's antlers.
-Gold Tokens for important/strategic friends
-Silver Tokens for important allies
-Metal Tokens for those who have allied themselves with us and to spread our cause.

Estimated Costs from PFSRD

3x Flags - Triskelion White Stag.
1x Gold Triskelion White Stag Medalion
4x Silver Triskelion White Stag Medalion
20x Iron Triskelion White Stag Medalion

Total Cost - 30 GP + 100 + 100 + 100 = 380 GP From Bein.

Flag's are 10 gp, let me know if it costs more due to complexitiy.
I would like three banners made.

Holy symbol, iron 5 gp 1 lb. UE
Holy symbol, silver 25 gp 1 lb. UE
Holy symbol, gold 100 gp 1 lb.

As everyone sorted through the item's deciding on what they would keep and what would go, Bein picked up the discarded Stag Helm. It was the feared symbol of the Bandit King of the South and the very image they had been plagued with until his fall. Now it was little more then a magical helm that represented a vile man's terrible ambitions. He picked it up along with the Silver Stag Medallion, looking it over as he considered the possibilities.

He cleaned it off as best he could as he studied the helmet. He spoke aloud, to no one in particular as he continued to wipe off the dirt and grit that somehow stuck to the magical helm. "It's a pity, to see such a symbol sullied is saddening. Perhaps though it can be pure again through our actions. Especially now that the one who wore it has fallen forever..." Once he cleaned it off he placed it over his head and gasped in surprise at the clarity it gave him. He then looked to the silver medallion and ran his calloused thumb over it as he remained deep in thought. "I have been thinking of this for a long time, retiring my grandfathers symbol and aquiring my own..."

Updating Loot Sheet soon. :)


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Hi guys, My parents are visiting from interstate so i haven't been able to really concentrate on the game for a few days. Coupled with the fact that i need to read through the kingdom rules, the next post might be a little while (although Xerafine can expect a response to reading the journal very soon.) As a quick question that might help the kingdom-building aspect of the campaign, Who has access to Ultimate Campaigns?


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

I do! And Hero Builder has the UC add on for posting kingdom builds! :D

Kingdom of Something or another...

NG Size 6 Kingdom
Control DC 27

--------------------
Statistics
--------------------

Economy 23; Loyalty 5; Stability 16
Consumption 0; Income Modifier 0; Unrest 0; Unrest/Turn 0
Fame 2; Infamy 0

--------------------
Leadership
--------------------

Heir (Ruler)
Councilor
General
Grand Diplomat
High Priest
Magister
Marshal
Spymaster
Treasurer
Warden

--------------------
Hexes
--------------------
(Hex Grid Area)
23.12

Improvements Farm, Road

24.12 (Farm/Road)

Improvements Farm, Road

24.13 (Farm/Road)

Improvements Farm, Road

25.14 (Farm/Road)

Improvements Farm, Road

26.13 (Farm/Road)

Improvements Farm, Road

OuR CiTy! (Capital Trade City)

Improvements Farm

--------------------
Settlements
--------------------

CITY!
NG Small Town
Corruption +0; Crime +0; Law +0; Lore +1; Productivity +1; Society +3
Qualities Prosperous, Strategic Location
Danger +0
Demographics
Government Autocracy
Population 1500
Marketplace
Base Value
1,400 gp; Purchase Limit 7,500 gp; Spellcasting 4th
Minor Items 2 rings, wands or wondrous items; Medium Items —; Major Items
Buildings: Bridge, House, House, Inn, Luxury Store, Noble Villa

[ooc]LIKE SO! >:D

Let me know what you think about the banner idea when your done visiting with your parents! :D Have fun!


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Thanks for that Bein. I'll check out the Herolab UC add-on.

Bein:
The Banner is OK with me and the costs seem OK so long as everyone else likes the design etc.

Xerafine:
Over several days you examine the journal found in the stag's room. The book is filthy and several pages are stuck together. And the writing, which is small and cramped is difficult to decipher in places since the author rambles and loses track of his words at several instances.

From what you can glean from the notes, however, the author was a "Timeon Tellenion" - a somewhat eccentric scholar of ancient monuments who came to The Stolen Land as an explorer several years ago from The River Kingdoms. In the journal he notes that he was trying to prove my theories. To show the fools that the elves of the Salt Waste have a deeper history of civilisation than they suspect.

Over several years he explored regions of The Stolen Land, finding many monuments that he interpreted as ancient elven ruins Though of a kind I new not. At one point he mentions A great cairn on an island in The Candlemere. Within which I found it at last - I have noted down the carvings and have great hopes they will lead me further.

After this point the journal starts too become ever more cryptic. Progressing from mad phrases out of context (The birds' eyes stare at me from the wall. to meaningless repetitions of words... down, down, down, down, down, down, down, down down. dark dark dark dark dark

Eventually the writing itself devolves into nothing more than repeated letters and then scrawling lines that cover page after page.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

When the caravan arrives, you find that Kesten Garess is at its head. The soldiers enter the fort and he swiftly looks around nodding at each of you in turn. Finally turning to Finnabar he smiles and steps forward to grasp hands.

"My congratulations" he says with a smile "Sir Bein has told me of your success in finding this 'Stag' and has seems to think that you may have put the bandit problem to rest. Whilst I agree that the signs seem good, I think it would be well if we waited a little before we celebrate too much. Nevertheless, I have also had word from the Swordlords in Restov. It seems that, even if some parts of these lands remain unmapped, they are keen to establish a colony. If we might talk in private?


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Xarafine reads over the passages again and again, trying to recall any key information that might provide insight into Timeon's notes.

Bardic Knowledge: 1d20 + 4 ⇒ (16) + 4 = 20

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