Into the North (Inactive)

Game Master Matt, Garnished Game Designer

Map Link - Gylbrandyr
Almanac Adventuring
Shrub Squadron


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Gustav thinks for a moment as he unloads his mule,then groans. "Climbing the fjord wall! Dangit, what to do with this mule? Sir, any chance that I could walk the mule up there, or is the initial approach only a climb?"


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

Mogwag feel the rush and anticipation to explore the great north. Hopefully he would be the one to make contact with the long lost Snow elves tribe of Elandressir.

Settings his things around himself backpack by his side he is wearing a simple fur coat and very thing gloves on his hand.

Well this is it Mogwag. talking to himself as he sees everyone ready to go explore the immediate vincinity


Male Human Gunslinger (Pistolero) 1

Craw leans back, staring up at the wall. Good thing I brought rope. He turns to his group, glancing at Banny's short legs. "We should invest in some good horses when we can. For now we should work on scaling that wall since we won't have the animals to worry about yet." He takes another draw on his cigar, waiting for the others thoughts.

I have put the map in my stat line for convenience.


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

i would recommand pack animal that can bear the freezing nights instead. Horses would die rather fast out here.


Banny Kneebreaker wrote:


If we can see the smoke of this village on the ship's port side, is it in one of the currently visible hexes, or past that?

Past that. It was a little more inland so it's in an "unseen" hex.

I've added both group's gameplay threads and linked them at the top. To facilitate and accelerate gameplay whenever the group performs exploration or travel actions, simply make a clear section so I can understand.

For example: Moving from F8 to G2 with no stops to explore. or Moving from A1 to A2 then to B2, exploring every hex we enter.

Whenever you enter a hex I'll add that hex's terrain and a description of the region but you'll need to explore it to visit any of the sites. I've tried hard to have each hex have at least something interesting to see.


Also on the subject of animals, such as pack mules, the known way up is the Shattered Wall which requires climbing but there may be other ways up.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Well, I believe our plan is then to move from our current hex to the nearest unexplored hex, and explore it, then move to the village hex, and explore it and find the village. As a large group. Not sure what hexes those are, since we don't have the smoke marked on the map. Yes Craw?


I'll wait for an affirmative just to make sure. Your next stop then would be G7 following the beach. That's the Shattered Wall.


Male Human Gunslinger (Pistolero) 1

Didn't think of the large group part but yeah, that's generally the idea. Figured get out the climbing early before we have more animals to worry about.

Sovereign Court

Well maybe we should split earlier than we thought. Gustav's mule is only the start, a good supply train from shore to town will require we find a route without climbing or confirm that we would need to build lifts off the bluff in the long run. Maybe you lot should climb and we should veer off and see if we can find another way around?


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

Mogwag doesn't mind.


Male Human Inquisitor 1
char sheet:

I'm in favor of splitting up, we'll cover more ground and increase the chances of finding a route through.


Town Drunkard 1 | HP 13/13 | AC 17 (2 Dex, 1 Dodge, 4 Armor) - FF 14 - T 13 | F+5 R+5 W+2 (modifiers apply) | Per +6, Init +2

"Elf's right," (Banny says, reluctantly), "about horses bein' a bad mount in the deep north. They eat through grain like nobody's business an' unless you've got good shelter at night they'll freeze to death. Hooves on ice ain't much good neither.

"Dogs an' a sled ain't bad, tho. Easier to haul up a cliff, too," she says with a brief, crooked smile. "Course, a sled won't do no good if there ain't enough snow to run it. Either way, we're hoofin' it for now.

"So it sounds like you lot with your mule are goin' to hunt for a walkin' passage, and the rest of us are goin' up th' wall?"


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

"Tik'Klik"

The golem seems to be fine either way, and waits for his group to start off.


"Yes, let's definitely try to find an alternate route. The Mule is carrying most of my gear. East or west upon landing, Dorian?"


Town Drunkard 1 | HP 13/13 | AC 17 (2 Dex, 1 Dodge, 4 Armor) - FF 14 - T 13 | F+5 R+5 W+2 (modifiers apply) | Per +6, Init +2

Since she knows what her team is doing, at any rate, Banny takes a moment to glance around the beach for a small driftwood twig. With that picked up and pocketed, she gives a wordless circle-and-forward gesture with one hand to the others, and starts a steady plod for the rise of the Shattered Wall.


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

Mogwag just nods after Banny's speech


Both groups have their own campaign page. Dot in my fine friends.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

I dotted in, but until it's a full campaign, other than just a PBP entry, it won't show up on my campaign's tab, so dotting doesn't help. :(


I'm in. See you over there, Almanac Adventuring!

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