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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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,

Indeed that is true, I suppose we should get going while the day is still young?

He began smiling almost grimly. He reached his hand over and gently patting her knee. They had much work to do, and the only way to get it done would be to start doing. He rose and moved to where he had stored his gear, taking care to inspect it as he gathered his things together...


Female Aasimar Druid, Worldwalker 2

Looking at Cerian and shakes her head slightly.

"Only check the bandit camp today. We will not push ourselves to hard. Even we need breaks and it would be good for us to stay and get to know the people here. We confirm that threat is moved and then we come back here. That is what I would say. First before we go we should talk with those here to see if they need anything or have news."

Looking to the Captain and the others waiting for them to answer her questions first then this was their chance to speak up.


Kesten shakes his head. "Me and my men are well supplied. And it's not captain. Just call me Kesten."

Oleg shakes his head as well, "We are quite self sufficient here, and with the extra protection I see my profits growing rapidly." He grins, " And you've already made my wife ecstatic with word from her friend and the return of her ring."

Benny shyly shakes his head but Reynolt looks thoughtful. " You might want to watch out for Breeg. He's a nasty piece of work who traps out somewhere to the west of the camp. If there's a quick profit to be made you can bet he'll be nose deep in it. We could never catch him to make him join up but we suspect he got to a few marks before the Doe's did. I did some dealings with him and he cheated me blind and picked my pocket, took my best axe. If you happen to 'liberate' it from him I'd like it back."


She looks at you briefly before looking back at Cerian and squeezing his hand. "Just come back safe."


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

"On the road again, it seems," Nedyr says as they prepare to go, having no problem with the plans proposed


Female Aasimar Druid, Worldwalker 2

Hella smiles at Kesten and nods extending her hand out to shake it or arm if that was his type of shaking. "Alright Kesten, if there is anything you are your men need keep us informed. I know they sent you here but you are free to join our pack if you wish." She told him shaking his hand.

Looking to Oleg she smiles. "I am happy for her. It is because of her recommendation we found out first allies here. Now we can open trade with them and they can grow strong with proper food."

Smiling she walked over to Benny and gave him a hug picking him up in a bear hug before setting him back down. "Alright, well if you see or here of anything you want you tell me okay pup?" Hella looked at him with a smile and he could tell Pup was an endearment from her.

Looking to Reynolt. "Thanks for the advice and we will keep an eye out for it and him. Also for any traps he may have laid." She gives him a nod and seeing Neila look at her she smiled.

"We will bring him back to you. Though I think he comes running with tail wagging anytime we mention coming back here to you." She said teasingly.


She shyly hides her face behind her hair at your teasing.


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)

Aluxion grins. "I'll be keepin' an eye out. We'll be back before y'all know it." He tightens the straps on his pack and saddles up, ready to go.

We go explore the thorn river hex?


Female Aasimar Druid, Worldwalker 2

Grinning she would go saddle up Blue Moon as Wolf begged food off of Benny and Reynolt shamelessly.

"Alright Blue Moon another day of traveling. I promise you will get a day off soon enough." Blue just looks at her and snorts while he saddles her. Grinning at him she would lead him out and looks at Benny.

"Benny, you had time to play with the others with the game I bought?"

She basically had bought him all the stuff for a baseball game from the merchant before. I figured it would be kinda a fun down time activity for us that is just for fun.

"Just remember you have to teach me how to play when we have time to spare." Grinning at him before she grabbed Shrieker and let him take off into the air as their overhead eyes.

She would take the lead as they headed out.

Yep, checking out the camp first. Stealthily coming up on it at first just in case.


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,

stealth: 1d20 + 6 ⇒ (17) + 6 = 23
perception: 1d20 + 6 ⇒ (20) + 6 = 26
survival: 1d20 + 4 ⇒ (17) + 4 = 21

hehe possibly pertinent rolls for the approach


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

Nedyr seems in good spirits. Mooneye blinks in the sunlight and seems a bit grumpy instead. Nedyr doesn't let his mood get dimmed by his familiar's preference for the nocturnal.

Glorious, this land is glorious.


Female Aasimar Druid, Worldwalker 2

Stealth: 1d20 + 2 ⇒ (19) + 2 = 21
Perception: 1d20 + 11 ⇒ (12) + 11 = 23
Survival Assist: 1d20 + 10 ⇒ (7) + 10 = 17

Stealth and perception is for when we get to camp to sneak up and see if anyone is still there.

Survival Assist is to map that hex after we are done.

Hella grins at them as they make their way out. "Cerian you don't mind taking point? You seem best suited for it."


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,

It would be my honor miss Hella.

The elf began easily taking the van, leading the way torwards teh bandit camp.


As you approach the camp there are no new indications of it's existence or abandonment. The blind you spotted the first time is empty but still concealed. You find the other two empty as well, cleared of all supplies. As you approach you find a number of piles of logs, set up to look natural but clearly a defensive measure if you knew the camp was there. You creep to the edge of the clearing to find that it has indeed been abandoned, though it does not seem to appear it was done hastily. You don't see anyone keeping watch on it at the moment...

map updated.


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 assume we are taking great care in approaching the camp, would it be appropriate to take 20's on perception. Going to roll say 5 disable devices for you ahead of time.

disable device rolls:

Disable device1: 1d20 + 9 ⇒ (4) + 9 = 13
Disable device2: 1d20 + 9 ⇒ (2) + 9 = 11
Disable device3: 1d20 + 9 ⇒ (14) + 9 = 23
Disable device4: 1d20 + 9 ⇒ (19) + 9 = 28
Disable device5: 1d20 + 9 ⇒ (9) + 9 = 18


As you search the camp it doesn't seem they took the time to trap the remains, but it is clear they cleared out trying to keep it's location a secret. You do find a number of traps around it's perimeter you are able to disable. Judging by the fires and the areas tents were, you expect a total of around thirty people and 10 horses stayed here.


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)

After looking around to some length, Aluxion sits down on a stump, thinking. "I reckon they done skedaddled down to the Stag Lord's fort. Good for us in the meantime, but it'll make things harder later. We should finish mappin' this area up so we know the terrain in case of them comin' back."

Looks like we're free to map the hex. That'll probably take the rest of the day? Move on and map the next hex the next day? That's the plan anyways, right? I assume we do that if nothing happens to us in the meantime or we find something interesting.


1d100 ⇒ 60

The rest of the day goes by fairly quietly and you make good progress. A detailed map of the area roughed out.


Female Aasimar Druid, Worldwalker 2

Hella nods at Aluxion. "Indeed. Alright we shall continue then spend the evening if we can make it at Oleg's. Then we start mapping around it day by day to solidify our knowledge of the local area. Also, this will let us tell Reynolt what we see and if any land looks farm worthy for him. I believe we will need to invest in pastures for the amount of horses we have now. The stables are full and we still have more. Maybe after exploring we can work on that as a way to show that we are invested more than just.... We let you do all the work and take the credit. Plus, it would be good for our own horses and the pasture would help supplement feeding them."

She grins at them and would hunt on the way back.

Survival: 1d20 + 10 ⇒ (19) + 10 = 29


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)

"Ah reckon you've got yerself a good point here with the pastures, but we really should be focusin' most of our efforts on mappin' this whole place right now. Let's get some more of the map written down before we head back in."

I don't think we need to resupply yet, and I'm itching for some new exploration. We should camp the night, possibly taking advantage of the bandit structures (maybe sleep in one of the blinds or set up tents where the bandits had theirs), then explore the hex to the east the next day. Then northeast, then back to Oleg's if we need to resupply. Maybe drop by Bokken's place if nothing interesting happens until then to see if he needs anything done.


I'm in favor of camping, and not just because I have EEEEEVIL plans muahahaha


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,

He was quiet as he listened to them both, indeed they both had valid points... it did slightly amuse him that Hella, was already thinking that far ahead it seemed.

I may have to agree with Aluxion on this one, we might want to.... focus on exploration and getting rid of those bandits before we try to settle folk down. I dont know how much good it would do to get a nice farm built to have that stag lord come swooping down on them while we are away.

He paused and looked over the camp again and shrugged.

I worry that perhaps there are other hidden camps out there, and perhaps they just moved to more fertile ground. I dont like how this looks like it had been set up to defend...

what sort of traps did they have set up? could they uh be moved, reset and repurposed into defending us?


Female Aasimar Druid, Worldwalker 2

"My intention was to finish exploring around Oleg's before we worked on pastures anyways. I did state that. My concern is for the horses. We have the eight horses from the guards, eight light horses we got from the bandits, and the horses others brought here with them. It is not good for the horses or our own health to have them cooped up the way we do right now. If you wish to camp out here then we can. Ill send Shrieker back with a note letting them know we won't be back like we had originally said we were going to." Hella stated simply.

"As for set up for defense. If they had been camping here for a while and this was an active camp it makes sense. WE KNEW.." Her voice emphasized those last two words. "That they were ALREADY set up for defense even before we got here originally. They probably expected trouble this close to the border." She reminded them pointing out the warnings Neila had already given them.

"It is possible they may have others. It may be possible they don't. We don't know and Neila has not mentioned any others."


Cerian raids the trapped area for anything he can re-appropriate. Most of the traps are built with local materials, dead falls, ankle breaker pits and snares. But he does manage to disarm and acquire two bear traps as well.

The area itself is a bit of a bowl surrounded by a rise on all sides except the trapped area in the north. So long as you don't have a very big fire it should be relatively secure. As you search around a bit more you find their latrine pit, it was carefully covered over with netting to make it almost another pit trap.


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

"I'm enjoying exploring myself but I'm not glued to it, pardon, I guess my indecisiveness in the situation isn't helping," He admits


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,

So do we stay up in one of the blinds or risk sleeping in the open? I have seen nothing to indicate that they are hanging about waiting for us to slip up in here... but one never knows.

He said to the others as he looked about the traps and such that he had acquired from their camp. It would all depend on where they were sleeping what he was doing with them.


The blinds still hold their camouflage and cover. Though fitting the party in one would be cramped.


Female Aasimar Druid, Worldwalker 2

"My wolf would have trouble getting into the blinds. I wouldn't mind staying on the ground with him and the horses. But I do say we keep watches. Using the blinds to do so."


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)

"Good idea. Since they're higher an' all, it'd be easier to spot stuff from 'em. I'll take first watch tonight."


The blind is much the same as the one by the river, though without the supplies stocking it. There is easily enough room to sleep four and plenty of room beneath for the beasts.

1d100 ⇒ 59


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,

It sounds like a plan to me. Shall i take the one after or the early morning shift?" He asked as strange as it sounded he figured that perhaps Nedyr would prefer the absolute dead of the night for his shift, I mean he did have an owl familiar and all.


Whoever is taking second watch please make a perception check and arrange yourselves on the map as you shall be at that time. everyone else may make a perception check as well with the usual penalties for being asleep as it isn't "trying" to be stealthy.

Stealth: 1d20 ⇒ 18

Watcher DC 18:
The sound of thrashing in the underbrush is unmistakable. Something is coming. The horses are spooked, whatever it is is coming straight for you. As the brush parts below a pair of glowing fiery red eyes and a fire flickering inside a mouth. Jagged claws that almost look like bundles of twigs stretch out as it sets eyes upon the group. The inner fire in its face casts enough light for you to get a look at the beast. It looks like a scarecrow, a carved pumpkin for a head. And it looks angry.

Happy Halloween muahaha


Female Aasimar Druid, Worldwalker 2

Perception: 1d20 + 11 ⇒ (8) + 11 = 19

"What tha'....Wake up everyone we have company. And I am not sure it is friendly." She says and whistles down to her wolf as she tries to recall what it is.

Knowledge Nature: 1d20 + 6 ⇒ (6) + 6 = 12
Init: 1d20 + 2 ⇒ (7) + 2 = 9

Red Wolf's Perception: 1d20 + 5 ⇒ (5) + 5 = 10 This isn't taking into account he might have smelled it before seeing it.
Wolf Init: 1d20 + 2 ⇒ (13) + 2 = 15


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)

Perception: 1d20 + 10 ⇒ (15) + 10 = 25 DC increases by 10 for being asleep, and that's not a 28.

"One more minute, ma..." Aluxion takes a moment before waking up.


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

Nedyr rises up when he's woken up "Amazing is what it is..."

Knowledge Arcana 1d20 + 11 ⇒ (9) + 11 = 20
Knowledge Nature: 1d20 + 10 ⇒ (14) + 10 = 24


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,

What the!
He began reaching for his bow and an arrow.
initiative: 1d20 + 9 ⇒ (7) + 9 = 16

for funsies and just in case
kn.nature: 1d20 + 5 ⇒ (12) + 5 = 17
kn.geography: 1d20 + 5 ⇒ (10) + 5 = 15


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)

Aluxion wakes up when Hella calls for everyone. Question though... which map are we setting ourselves up on?


Thorn River Camp


Monster Initiative: 1d20 ⇒ 13
Nedyr Initiative: 1d20 ⇒ 9

Cerian 16
Wolf 15
Monster 13
Hella 9
Nedyr 9

The creature locks eyes with Hella and screeches, its claws reaching out.


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,

whatever it was it didnt look friendly, He drew an arrow and loosed it at the creature.

bow attack: 1d20 + 4 ⇒ (17) + 4 = 21
arrow: 1d6 ⇒ 1


The arrow flies trick, sticking in the tangle of branches that makes up its limb.


Female Aasimar Druid, Worldwalker 2

Wolf growled leaping at the strange creature grabbing at his leg.

Bite: 1d20 + 3 ⇒ (7) + 3 = 10
1d8 + 3 ⇒ (6) + 3 = 9


Wolfs jaws snap on empty air as the creature moves out of the way quickly.


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)

Init: 1d20 + 4 ⇒ (9) + 4 = 13

What sort of knowledge check to identify it?

"That's one right ornery critter! No wonder them bandits up and left this place!" Aluxion scrambles for his bow and casts Bless on the party.

+1s to hit all around!


Female Aasimar Druid, Worldwalker 2

Hella pulls out one of her spears and chucks it at the monster.

Shortspear Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Dmg: 1d6 + 1 ⇒ (3) + 1 = 4


knowledge Arcana to identify

Knowledge Arcana DC 19:
Scarecrow
N Medium construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE

AC 16, touch 10, flat-footed 16 (+6 natural)
hp 47 (5d10+20)
Fort +1, Ref +1, Will +1
Immune cold, construct traits
Weaknesses vulnerability to fire
OFFENSE

Speed 20 ft.
Melee 2 slams +8 (1d8+3 plus fear)
Special Attacks fascinating gaze
STATISTICS

Str 16, Dex 10, Con —, Int —, Wis 11, Cha 14
Base Atk +5; CMB +8; CMD 18
SQ freeze
ECOLOGY

Environment any land
Organization solitary, pair, or gang (3–6)
Treasure none
SPECIAL ABILITIES

Fascinating Gaze (Su) Target is fascinated, 30 feet, Will DC 14 negates. Fascination lasts as long as the scarecrow remains within 300 feet of the fascinated creature. The approach or animation of the scarecrow does not count as an obvious threat to the victim of this particular fascination effect (although the scarecrow's attack does count as an obvious threat and ends the fascination immediately). This is a mind-affecting effect. The save DC is Charisma-based.
Fear (Su) A scarecrow's touch infuses its target with overwhelming waves of fear. If the victim fails a DC 14 Will save, she cowers and can take no actions other than attempting a new DC 14 Will save at the end of the following round (and each round thereafter) to end this fear. A successful first save leaves the victim shaken for 1 round. This is a mind-affecting fear effect. The save DC is Charisma-based.
Animated scarecrows look just like mundane scarecrows until they come to life, at which point their eyes and mouths glow with fiery light. Scarecrows are usually created as guardians to warn away trespassers. Each scarecrow is unique, but most stand 5 to 6 feet tall and are made of wood, cloth, and rope. Their stuffing of dried grass or straw makes them vulnerable to fire.

A scarecrow cannot speak, and the only sound it makes is the creaking of its wooden frame and the rustling of its straw stuffing when it moves.

In combat, a scarecrow uses its fascinating gaze, then chooses the largest foe to pummel with its slams. Although unintelligent, the scarecrow does not ignore other enemies, using its fear touch to cow them until the scarecrow kills its first target. A scarecrow usually does not pursue fleeing foes unless specifically commanded to do so by its creator.

The creature turns it's baleful gaze upon Cerian, pulling the arrow from it's limb as it does so. DC 14 or be fascinated

Hella's spear flies at the creature but another lightning dodge and it is buried in a tree behind him.


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,

will save: 1d20 + 0 ⇒ (11) + 0 = 11

I was assuming will yes.... and oooooh purty stick figure


Female Aasimar Druid, Worldwalker 2

Wolf snarled and bit at the creature again trying to take its leg off of it as he yanked.

Bite W/ PA: 1d20 + 2 ⇒ (15) + 2 = 17
DMG: 1d8 + 3 ⇒ (4) + 3 = 7

Trip: 1d20 + 2 ⇒ (4) + 2 = 6


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)

Aluxion glances over at Cerian after firing an arrow at the creature. Hey there, y'all feelin' alright?"

Attack: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
damage: 1d6 + 1 ⇒ (6) + 1 = 7


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

Yay Knowledge Arcana. Since I rolled a twenty

"Fire will hurt it badly, if you have it. Don't bother with cold, and beware it can affect the mind..." He glances over to Cerian, "Oh dear.. like that."

"Fire spells, you couldn't have taught me fire?" He asks Mooneye, then sighs and glares an evil eye upon the construct.

DC 15, -2 to its AC

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