Into The Stolen Lands ~ Say What You Will, I Live Free.

Game Master Ravenica

A group of settlers, each seeking something different, embarks on a journey that shall take them to places beyond their imagining.
Thorn River Camp
Greenbelt Map
Oleg's Trading Post
Party Loot
Random Encounter


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Lol... Can you imagine if Aluxian had the animal domain now, we need moar animals!


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Ravboom asks again, since it got missed...

Ravboom wrote:


GM, was the one Ravboom killed the one who took a potshot at him after moving? Or was he the other one? And could we get lines to show NPC movement paths? Helps with figuring out if we get AoO's.

If the one Rav chopped in half was the archer who shot him, he takes less damage (since the chop happened before the shot). If not, he is at 12 rather than 13.


ah no he wasn't you cut down the dwarf trying to reload


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Ok, at 12 then


human to the left of you, halflings to the right, watch them die as they flee in fright? The elf and the halfelf are over on the far side. I'll have to use more tokens to differentiate. The next map won't be so crude heh


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M Human HP (16/16)
Stats:
AC/Touch/Flat 18/14/14 | Fort/Ref/Will +4/+4/+6 | Init +4
Skills:
Knowledge(nature) +5, Knowledge(religion) +5, Handle Animal +6, Perception +10
Cleric of Erastil (2)

Um... Actually, I do have the animal domain. I'm a cleric, I swear!


derp didn't think that one through, forgot feather was a sub of animal, well menagaparty it is is lol


Male Elf Ranger 2/ rogue 2 HP 29/29 | AC 17;13 t ;14 ff | F: +3 R: +9 W: +2 || Skill:Perception +11,Stealth +10, Sense Motive +5,

I plan on ranger rogueing since that is what his parents were, i get up to four there will be another animal for you


lol this campaign is going to the beasts :P


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Ravboom - 3
Hella & Wolf - 2
???? - 1 (Missed who got the other one, Cerian?)


with your last attack there that puts you at 3 man, one net guy 2 archers


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Uhm, yep, that's what I put down, Ravboom 3?


derp misread, hella is at 3 as well


Female Gnome Sylvan Sorcerer 2
Stats:
HP 16/16 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +2, R +2, W +3/+5* | Init +4, SPD 20 | Perc +3 | Morningstar+1/1d6+1/20/x2; Light Crossbow+3/1d6/19-20/x2/80 ft |Spells: GM 3/4, 1st 5/5
Darbi:
HP 15/15 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +6, R +5, W +3 | Init +2, SPD 30 ft | Perc +5, SM +1 | Bite+3/1d4+1/19-20/x2

Hey guys, this was just a thought I had: just gonna throw this out there.

I think Ravboom might be good at killing things.

Call me crazy! I don't know what came over me.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Ravboom think Miri may have working hypothesis. Need experimentation to test and prove.


Male Human (Taldan) Cavalier (Gendarme) 1 /Fighter Dragoon 1 (HP 20/20) AC 18

Hey Everyone!

Sorry for my not posting this weekend. I'm moving back into my apartment this weekend. It flooded on Dec. 8th, for those of you in the DFW area, you will remember this as the weekend that the lands of the Linnorm kings invaded Texas. (i.e. severe cold weather and frozen *everything*).

So, I've been moving back in and having to deal with cleaning all of my stuff and putting things back where they go. I will be back in the office tomorrow as normal though and will be able to post more frequently.

BTW, GM, if I am ever delinquent on posting and it is holding up the group. Please feel free to GMPC me. I have no problem with that.


ok, I can do that if necessary, rather not and I didn't have anyones permission so I wasn't doing it so far, wasn't expecting much from anyone this week due to the holiday anyway heh


Female Gnome Sylvan Sorcerer 2
Stats:
HP 16/16 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +2, R +2, W +3/+5* | Init +4, SPD 20 | Perc +3 | Morningstar+1/1d6+1/20/x2; Light Crossbow+3/1d6/19-20/x2/80 ft |Spells: GM 3/4, 1st 5/5
Darbi:
HP 15/15 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +6, R +5, W +3 | Init +2, SPD 30 ft | Perc +5, SM +1 | Bite+3/1d4+1/19-20/x2

Are you going to move any other bad guys right now?


nope, the ones in the entangle are still stuck, the archers move last each round


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Might be worth it to post who you're waiting on? I've found a little reminder sometimes keeps people from getting lost in my games.


well Miri, Nedyr, and Aluxion still get to act before the archers heh


looks like everyone after all heh moving on to round 4 as the archers turn to flee and the route begins


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

This is very confusing, because the bad guys are all using the same icons, but...

If I understood correctly, the guy in the blue circle is a halfling, yes? The one who threw a stone at Ravboom?

He moved 40 ft to get there. He can't have done that, to my understanding. Halflings get 20 ft of movement on a single move. So he couldn't have moved even two diagonally, that takes 30 ft. Most he could do is one diagonal and one lateral or one up.

He could get there without slinging a stone.


derp forgot halfling speed, I've always counted diagonal as 5 feet movement, bad habit

fixed


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

LOL, yeah, it's a pain in diagonal. The whole '10 first, 20 second' thing. :) I just twigged because Ravboom's been charging around unable to use charge actions due to the difficult terrain, otherwise there'd be more dead bodies.


Female Gnome Sylvan Sorcerer 2
Stats:
HP 16/16 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +2, R +2, W +3/+5* | Init +4, SPD 20 | Perc +3 | Morningstar+1/1d6+1/20/x2; Light Crossbow+3/1d6/19-20/x2/80 ft |Spells: GM 3/4, 1st 5/5
Darbi:
HP 15/15 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +6, R +5, W +3 | Init +2, SPD 30 ft | Perc +5, SM +1 | Bite+3/1d4+1/19-20/x2

I don't understand why we're stabilizing the bad guys. Are we going to take 15 people prisoner?...

I can understand taking the 3 who were entangled, but not everyone else.


maybe hella likes her food still squirmey :P


1 person marked this as a favorite.
Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Ravboom begins looking under rocks and leaves as Hella heals all the downed and dying enemies.

When asked what he's searching for, he spits out a few words in Goblin, and then translates to Common.

"Prison to put healed enemies in, or rope to hang them from tree after trial..."


actually you don't need a trial, you've already been commisioned as arms of the law, the writ gave you the right to execute bandits by rope or sword. Normally executing prisoners without trial would be somewhat evil but in this case there will be no alignment reprecussions if you choose to do so. I actually somewhat expect Ravboom will execute the two in front of him when they surrender heh.


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

Hey, I'm saving the elf blooded to increase our chances of making new Elftopia of course. :)


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Ravboom not do it if they surrender.

Ravboom instead let surrendered enemy choose loose hand or tendons in leg. Then let healer heal them and they can go free (with Thief brand on cheek or forehead).

Thief that can no run or use hand be thief no more.


Female Gnome Sylvan Sorcerer 2
Stats:
HP 16/16 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +2, R +2, W +3/+5* | Init +4, SPD 20 | Perc +3 | Morningstar+1/1d6+1/20/x2; Light Crossbow+3/1d6/19-20/x2/80 ft |Spells: GM 3/4, 1st 5/5
Darbi:
HP 15/15 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +6, R +5, W +3 | Init +2, SPD 30 ft | Perc +5, SM +1 | Bite+3/1d4+1/19-20/x2

See, it's so much less complicated to just kill them in self-defense! :p


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Ravboom kill that one, and that one, and that one, oh wait, that was same guy in two places, anyway, Ravboom kill all his targets.


M Human HP (16/16)
Stats:
AC/Touch/Flat 18/14/14 | Fort/Ref/Will +4/+4/+6 | Init +4
Skills:
Knowledge(nature) +5, Knowledge(religion) +5, Handle Animal +6, Perception +10
Cleric of Erastil (2)

Our writ gives us the right to execute them in the case of unrepentant banditry. Aluxion would want want to try to spare those who are willing to give up their ways and rejoin society... but we're not in a position to help them right now, so we'd have to get them back north to a city who can handle them.

Only way to do it I see would be to keep them tied up in the wagon and have the merchant take them back on his return trip. If he's not willing to do that because of the avoidable danger it represents, we execute them all.

Edit: We can't just release them based on their word. A promise extracted under threat of death is not very binding or trustworthy. I'm suggesting we send them to a higher court if possible... or just execute them.


1 person marked this as a favorite.
Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Ravboom note that if they have lost hand or tendons in leg, then promise not to be thief easy to keep. :)


Female Aasimar Druid, Worldwalker 2

I guess, I am the only one thinking of finding out what they know and see how we can make them useful. The one's that aren't can be dealt with how people wish.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Not that Hella, just that the 3 live ones that were entangled, to Ravboom at least, were sufficient. The surrendered ones too. Bring the dying back was a bit much for him, but he's not going to rock the boat. ;)

It is important to find out information, absolutely. It's once we're done with them, what to do with them. Short of finding out they were all enslaved somehow, they're all going to have to be killed or maimed, we can't just release them.


All we really need to know at this point to finalise the combat is if the archers are cutting down the ones who are running heh theres a total of 4 that "could" be saved as well heh but if the archers are finishing off the ones not willing to surrenderyou will only save 2 more


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

I think anyone not surrendering should be cut down, for future. If we develop a reputation for cutting down anyone who attacks us, unless they surrender, then people will be more likely to surrender. They may not like losing a hand or the ability to run, but it's better than certain death.


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

I have to agree with Ravboom, steeling our enemy's resolve with desperation is counter-productive.


Female Aasimar Druid, Worldwalker 2

I'm just stabilizing the ones that AREN'T dead yet. The dead ones will be taken care of as a different matter.

Hella's curious why the one archer turned back around and was ready to fight. The one the thycaline knocked out.


Male Human (Taldan) Cavalier (Gendarme) 1 /Fighter Dragoon 1 (HP 20/20) AC 18

I have to confess, because I wasn't around for the beginning of the combat, I'm a bit lost at the moment. I was a bit difficult for me to follow everything that went on when I was behind by 30 posts or so.

Once we get out of this combat, I'll reset, and jump back in. Again, I apologize for not being available hardly at all this weekend.


it's all good, this combat is pretty much resolved. Looks like our archers aren't going out of their way to kill the two that fled so we'll move on to the after battle action and only a few are stabalising the wounded so I'll take it as writ that you are able to save 2 more and post as such.


Male Elf Ranger 2/ rogue 2 HP 29/29 | AC 17;13 t ;14 ff | F: +3 R: +9 W: +2 || Skill:Perception +11,Stealth +10, Sense Motive +5,

Not much use in a maimed person either, some form of organized penance perhaps, this far out in the wilderness, even if they have a bandit camp nearby, having a maimed hand makes life difficult out in the wilds, it might be more civil to kill them and be done with it. *shrugs* Cerian for the most part cares for two things, finding out what happened to his parents, and not dying (at least not till that parent thing is cleared up). Keep em tied up and make use of them in sort of a chaingang sort of fashion? I am sure we can find all manner of things they could be used for involving labor. Of course that means feeding them and the like.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

It's mostly up to them. They are the ones who attacked us, no? They can be hanged, beheaded, maimed, or lose a hand. Part of our charter is to clean up the woods and kill the bandits. We won't make much headway if we don't actually stop them from being bandits. Catch and release works for sport fishermen, not for stopping people who want to kill you.

As to tied up and chain gang, we don't have the people to do that. We'd have to watch them like a hawk, or they'd turn on us or flee. That works in a civilized area because you have more police around than escaped convicts, in this case, we'd be outnumbered soon, and we'd spend all our time supervising them.


Female Aasimar Druid, Worldwalker 2

Why not recruit them?


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Same reason the cops don't put crooks on the force.

The most we might use them for is a spy, the equivalent of a criminal informant. But it's not in their best interests to do that. They'd just run as soon as our back were turned, or they'd triple cross us.

If we want followers and hirelings, I say it's safer to recruit from people whom the bandits prey on after clearing them out.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Ravboom want to say, in defense of Hella's mean words, that Ravboom is vicious... but... but... it is constructive viciousness!


Female Aasimar Druid, Worldwalker 2

Hella means those words as a compliment.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Ravboom Shush's Hella.

Ravboom trying to make joke!

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