The Wars of Whispering Hollow (Inactive)

Game Master Valedictus

Current Day: 2 - 2nd of Summer
Weather: Clear Skies



Prologue - The Passage Opens

The first day of summer had finally arrived. You and your cohorts had managed to discover that the Whispering Hollow's passage only was accessible on this particular day and you'd decided to spend the week at the Hanging Bough Tavern. There, you noticed a few other groups and it didn't take long for you all to realize you were here for the same reason.

As the day arrives, you get together with your cohorts to plan your mission... bur first...

It's time to design your cohorts. Each of you has three unique allies. They are not full characters and instead function using bonuses to complete objectives.

For each cohort I need the following:

Name, Race, Class, Ability Score distribution using the 15 point buy method and finally skill point distribution.

Lastly, you each have 20 1st level experts (no stats needed). These fellows are your workmen and stay at your garrison and can be assigned to different work stations. More explanations will be given later.


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F Human Bard 1

Rhiannon brings with her both a cleric and warrior from her uncle's inner circle, as well as a dear friend and thief she knows from her time on the road.

Thaliel Eamane
Male Elven Ranger
Str 13, Dex 16, Con 10, Int 14, Wis 14, Cha 8
Skill points in: Climb, Handle Animal, Knowledge (Nature), , Knowledge (Geography), Perception, Ride, Stealth, Survival

Agna Rognar
Female Dwarf Cleric
Str 14, Dex 10, Con 13, Int 12, Wis 16, Cha 10
Skill Points in: Diplomacy, Heal, Knowledge (Religion),

Alandre Burton
Male Human Rogue
Str 12, Dex 16 (14 +2 racial), Con 12, Int 12, Wis 10, Cha 14
Skill points in: Acrobatics, Bluff, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge (Dungeoneering), Perception, Sleight of Hand, Stealth,


Perfect example!

Liberty's Edge

Male Human Cleric/1

Bleek is accompanied by two childhood friends and the father of a child he saved in his village.

Isamo Clael (Friend)
Male Human Bard
STR 12 | DEX 10 | CON 14 | INT 11 | WIS 12 | CHA 16
Skills: Use Magic Device, Sense Motive, Perform, Preception, Knowledge (Nature), Knowledge (Dungeoneering), Knowledge (Geography), Appraise

Braig Yerth (Friend)
Female Human Wizard
STR 8 | DEX 12 | CON 14 | INT 18 | WIS 10 | CHA 10
Skills: Craft, Knowledge (Arcana), Knowledge (Engineering)

Wil Irani (Friend and Father to saved child)
Male Human Fighter
STR 17 | DEX 13 | CON 14 | INT 10 | WIS 10 | CHA 10
Skills: Climb, Handle Animale, Intimidate


M Half-Elf Wizard 3 (Diviner), AC 16, HP 19/20, FRW +2/+3/+4, INIT +9, Party Reward Tracker | NPC Activity Tracker | Personal Gear Tracker | Combat Status Tracker

Bleek, we're going to have to figure out who gets this avatar.

Cyrioul brings his fiancee(a somewhat direputable, but chraming, woman), his older brother (a wizard), and a tower guard from his order.

Reinala Dennsdotter (Fiancee)
Female Half-Elf Rogue
STR 8 | DEX 17 | CON 13 | INT 14 | WIS 10 | CHA 12
Skills: Appraise, Bluff, Craft(Traps)(Skill Focus), Disable Device, Disguise, Knowledge(Dungeoneering), Perception, Sleight of Hand, Stealth

Dolv Fasar (Brother)
Male Human Wizard (Divination School)
STR 10 | DEX 14 | CON 13 | INT 17 | WIS 12 | CHA 8
Skills: Knowledge(Arcana), Knowledge(Geography), Knowledge(History), Knowledge(Nature), Linguistics, Spellcraft

Gustav Verhu (Guard)
Male Human Fighter
STR 17 | DEX 13 | CON 14 | INT 10 | WIS 12 | CHA 8
Skills: Handle Animale, Knowledge(Engineering), Survival

Sovereign Court

Male Human rogue 3-- HP- 15/15 (sub) 14/15 AC 15 T- 13 FF-12 Fort +0 Ref +6 Will +3

dot, will have them up after dinner Are they the same rules for the charectors? I dont suppose I could have a orphaned mascot kobold could I? *lawls*

Sovereign Court

Male Human rogue 3-- HP- 15/15 (sub) 14/15 AC 15 T- 13 FF-12 Fort +0 Ref +6 Will +3

Thorin's three companions are :
Winston Binderbook. His foster fathers personal scribe and lorekeeper. Halfling Wizard
STR- 8 DEX- 16 CON- 12 INT- 15 WIS- 10 CHR- 13
Skills: Spellcraft, Kn. Arcana, Kn. Religion, Kn.Planes

Malcolm. Human Ranger, foster fathers best friend, second in command. Lost a hand in an old battle long ago.
STR- 14 DEX- 14 CON- 14 INT-10 WIS 13 CHR- 10
Skill: Handle Animal,Heal, kn. geography, kn.Nature, perception, survival, stealth

Lyssa - A young half elf rogue he hid when she escaped from slavery when she was barely a teen. Since then, has been a bit of a silent guardian of Thorin. (may or may not have a crush on Thorin up to the gm :)! )
STR- 11 DEX- 14 CON- 12 INT- 16 WIS- 10 CHR- 12
Skills: Appraise, Bluff, Climb, Disable device, Escape artist, Craft trapmaking, sense motive, perception, slight of hand, stealth, use magic device.


Just waiting on our last member to upload his team then we can start. Feel free to have your characters interact in the meantime, get to know each other, get a feel for their motives if they want to be open about it. Anyhow, who knows when next you'll meet?

Sovereign Court

Male Human rogue 3-- HP- 15/15 (sub) 14/15 AC 15 T- 13 FF-12 Fort +0 Ref +6 Will +3

Thorin whistled a jaunty little tune while he waited at the tavern, his associates would be along soon enough, He had time to kill. He was a bit shocked the place wasnt busier, then again perhaps some people had sense. Dragon hordes were by nature not something easy to acquire. He took another look about the room with a slight grin.


Male Elf Magus (Spelldancer) 1 8hp/8hp | AC 17, T 14, FF 13 | F +2, R +6, W +2;+2 enchantments | Init. +6 | Perception +0 |

Calaster has brought along some old friends and previous colleagues who share his desire for freedom and adventure. These remarkable individuals are also driven by their desires and personal agendas but have learned to cooperate as well as a any trained group of mercenaries.

Thorin Greatbellow, a jovial and boisterous dwarf and Calaster's best drinking companion. He wishes to build his own abbey/brewery in which to begin a new order of clerics.
Male Dwarf Cleric
STR 14, DEX 10, CON 12, INT 10, WIS 16, CHA 12
Skills: Heal, Profession (Brewer)

Flodynia Draenen is a witty and tempting elf who has been as much a thorn as a boon to Calaster in the past. She wishes to travel the world and document it's landscapes.
Female Elf Wizard
STR 10, DEX 15, CON 10, INT 16, WIS 13, CHA 12
Skills: Appraise, Knowledge (Arcana), Knowledge (Geography), Linguistics, Spellcraft

Helfarch Saeth is a half-orc borne from the womb of a mother who despised him. Contrary to many others of his kind, Helfarch is a caring individual who fights for the equality of all races and the preservation of nature.
Male Half-Orc Ranger
STR 16, DEX 12, CON 12, INT 10, WIS 14, CHA 10
Skills: Handle Animal, Heal, Intimidate, Knowledge (Nature), Perception, Survival


M Half-Elf Wizard 3 (Diviner), AC 16, HP 19/20, FRW +2/+3/+4, INIT +9, Party Reward Tracker | NPC Activity Tracker | Personal Gear Tracker | Combat Status Tracker

Cyrioul returns Thorin's rakish look about the room with an arched eyebrow. "That's a happy tune, friend. What brings you to the Hanging bough?"


Male Elf Magus (Spelldancer) 1 8hp/8hp | AC 17, T 14, FF 13 | F +2, R +6, W +2;+2 enchantments | Init. +6 | Perception +0 |

just a correction to my earlier post, The dwarfs name is Thongril Greatbellow. Sorry about that Thorin

Sovereign Court

Male Human rogue 3-- HP- 15/15 (sub) 14/15 AC 15 T- 13 FF-12 Fort +0 Ref +6 Will +3

He could have had the same first name *lawls* most his people call him O'Connel anyways

"Oh me? I heard there were beautiful maids about this area, good farmland, dragon treasures, friendly folk, and dancing.

He offered with a grin leaning back in his seat.

"If you meant right here right now, I was thirsty and Im waiting for some friends."

He added nodding to his mug of ale.


M Half-Elf Wizard 3 (Diviner), AC 16, HP 19/20, FRW +2/+3/+4, INIT +9, Party Reward Tracker | NPC Activity Tracker | Personal Gear Tracker | Combat Status Tracker

Cyrioul lifts his cup of whiskey. "To adventure, then. Cheers! It would appear that at least one of our goals is the same. I, too, await friends. They should be along shortly."


F Human Bard 1

Rhiannon orders some ale as she regards the people in the inn. The words 'dragon treasures' catch particular interest, and she turns her head toward Thorin and Cyrioul. She slips over into an adjacent table nonchalantly to hear the details more closely.


Male Elf Magus (Spelldancer) 1 8hp/8hp | AC 17, T 14, FF 13 | F +2, R +6, W +2;+2 enchantments | Init. +6 | Perception +0 |

At the bar, Calaster is intrigued by some snippets of the conversation the two humans are having.

"Let's see what they have to say, better to learn as much as possible before trying to make friends" he thinks to himself with a grimace, remembering some not so fond memories of his past .

As he reseats himself on his stool, he takes in the general look of the two humans having the discussion.


The barman overhears the discussions.

"If it's the Hollow you're seeking, I'll remind you all that you have until tonight to head in. Of course, the last fellas who went in never came out but what am I to do about it."

===

So here we are, everyone and their cohorts ready to enter and begin their exploration of the Whispering Hollow. The entrance is through a large stone arch about three miles from the Tavern.

I suggest everyone use their own hex map to track their exploration.

LINK TO A BLANK HEX MAP

Now, once you've crossed over we'll be following a day by day exploration system.

Each day, you will choose where your character explores. You may also opt to have your cohorts explore as well though their primary job is completing missions.

Each day, there is a chance that you receive a new missions. You can also discover them as you explore.

I roll all checks involving cohorts while you roll all checks involving your characters.

Now we come to the hard part. Since some actions may take more time than others, we are going to have to go by a trust system when it comes to player combats. Since I can't delay days because of a single week long combat, when a combat occurs I will detail which monster you face as well as their tactics. You must then make a spoilered reply showing the combat outcome.

I will also link a google doc page containing all the rules so everyone can easily find them.

===

Now, each player who is ready to enter Whispering Hollow must roll a d100 and we can get started.

Sovereign Court

Male Human rogue 3-- HP- 15/15 (sub) 14/15 AC 15 T- 13 FF-12 Fort +0 Ref +6 Will +3

" A good thing then, that im here waiting for my friends."

He said with a laugh. He couldnt help by notice the beautiful woman change tables to get closer to their conversation, after all, he had been trying to attract her eye. Still The way all their ears perked up made him a bit more cautious.

"Thorin O'Connel with 'the Black Watch.' A little mercenary group my father ran for a time, a pleasure to meet you all, but I suppose I should go prep for crossing over. Good day." He said as he finished the last of his ale shooting one final wink at the woman who moved seats before he whistled his way out of the tavern.

mystery roll: 1d100 ⇒ 20


F Human Bard 1

Rhiannon remains quiet even as he winks at her, remaining steely as she finishes her ale and heads out. "Mercenary group" sounds like she's up against people a little better organized than she had hoped for.

1d100 ⇒ 39


M Half-Elf Wizard 3 (Diviner), AC 16, HP 19/20, FRW +2/+3/+4, INIT +9, Party Reward Tracker | NPC Activity Tracker | Personal Gear Tracker | Combat Status Tracker

"And I'm Cyrioul Fasar, of the Church of Arenthea. May you find what you seek... shortly after Arenthea leads us to it." He toasts the health of all gathered, downs his whiskey, and leads his missionaries to the arch for crossing over.

1d100 ⇒ 6

Blank map now linked - along with a spreadsheet to track our stronghold and cohort - under nameplate.


Cyrioul Fasar wrote:

"And I'm Cyrioul Fasar, of the Church of Arenthea. May you find what you seek... shortly after Arenthea leads us to it." He toasts the health of all gathered, downs his whiskey, and leads his missionaries to the arch for crossing over.

1d100

Blank map now linked - along with a spreadsheet to track our stronghold and cohort - under nameplate.

You're free to share this information though I reckon if ever you get into a spot of dissent with another PC you'll want to hide those.


M Half-Elf Wizard 3 (Diviner), AC 16, HP 19/20, FRW +2/+3/+4, INIT +9, Party Reward Tracker | NPC Activity Tracker | Personal Gear Tracker | Combat Status Tracker

Noted. Thanks!


Male Elf Magus (Spelldancer) 1 8hp/8hp | AC 17, T 14, FF 13 | F +2, R +6, W +2;+2 enchantments | Init. +6 | Perception +0 |

Calaster let's out a short laugh at the boldness of the two humans, a smile of excitement on his face. After finishing his glass of wine, he makes to leave the tavern. As he passes by the lady, he gives her a winning smile

"Looks like we're all in this together then, guess i'll be seeing you on the grounds soon enough"

1d100 ⇒ 43


Alright, it's time to get everyone started! Your numbers have assigned your initial location.

As each one of you crosses the Arch threshold you feel a strong gust of wind and find yourself opening your eyes to an entirely different scene. Though your men are all unnerved, it was to be expected as per the legend.

When I describe directions, since we are using hex maps, I will use North, North-East, South-East, South, South-West and North-West. You are free to designate any of your hexes as your starting hex and work from there. It is up to you to keep track of your hexes since I only have the complete location map.

Thorin:

Thorin, you and your team find yourself beside a large lake in a vast field. You see mountains all around you, but they seem quite distant.

Essentially the hex you are in is a plain and the one adjacent to the North is the start of the lake. The mountains are still quite a ways away.

Rhiannon:

You and your team find yourself within the center of the forest. It appears to surround you on all sides.

Cyrioul:

You and your team find yourself atop a large hill overlooking a snow swept series of other hills. Directly to the N-E lies the beginning of a soaring series of frigid peaks.

Calaster:

You and your team find yourself in an open field of tall grass. Upon closer inspection you find that it looks surprisingly like rice fields. You hear seagulls overhead so the ocean or body of water can't be too far.

Each of you notices a large stone ring carved with runes. If legend serves right, these are the Whisper-Rings, allowing you to speak telepathically to anyone else also attuned to the rings. It is up to you whether you wish to attune yourselves or not.

When using the Whisper-Rings, please simply make a spoiler post with the title of Whisper-Ring. Anyone who chooses to be attuned can read the contents. This is an open decision but must be posted before you can read the contents. This decision can be made at any time.

For now, the Whisper-Rings can do no more but there are ways of enhancing their powers.

===

There are currently no missions available for cohorts so you may choose to send them on exploration missions.

I have decided to simplify travel and exploration for the sake of this campaign. Traveling to another hex takes the day and exploring takes another. For example, say you send your Cohort to explore South. Day 1 is spent travelling, while Day 2 would be spent exploring. You would receive your information on Day 3 when your Cohort returned.

You yourself can explore of course and it's probably a lot easier for you to do so.

===

Your workers can be spent constructing various buildings for your garrison once you choose the location. For now, they simply work on making living spaces, shelters, etc.

There is no need for abstract things like checking food supplies and etc.

===

When exploring, simply make it very clear where you wish to go. For example. Each player's Hex 1 is their initial Hex. Whenever you enter a hex, it is assigned the next number.

I travel North from Hex 1.

===

We will go Day by Day on these events. Any other questions? Feel free to ask them in discussion


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F Human Bard 1

Rhiannon makes sure to attune herself to the Whisper-Rings before settling in, seeing no reason not to have that private line to her competition.

After settling into her location, she establishes the line of command; herself, Agna, Thaliel, and the head worker. She orders the construction of the garrison where they stand; the abundance of lumber around her will make for easy access to supplies, and provide a good location to rig in the woods traps should the need arise.

Once everything is settled, she decides to scout out the surrounding area, sending Thaliel South from Hex 1, Alandre North-East, and traveling North-West herself.


Perfect example! Feel free to mark anything in spoilers if need be. I will always make sure to put your hidden information in one as well.


M Half-Elf Wizard 3 (Diviner), AC 16, HP 19/20, FRW +2/+3/+4, INIT +9, Party Reward Tracker | NPC Activity Tracker | Personal Gear Tracker | Combat Status Tracker

GM:
Cyrioul quickly sets about creating order. ”Gustav, set a perimeter! Dolv, set up our main tent! Reinala, get the workers set on establishing a base! Everyone else, change out to cold gear, get fires going from the provisions we have, and prepare to male camp! We set out from here to find the best area for our stronghold - to the glory of Arenthea!"
Once all are set, Cyrioul heads N-E to explore the base of the mountains. He directs Gustav to head S-E to explore, then Reinala to the S to explore, and Dolv to head S-W to explore. He appoints Morgrym the dwarf as lieutenant among the workers, and Brodun the human as Morgrym's second. They are directed to establish a primary camp here. Cyrioul is hoping that the hills or mountains could be mined to make a stone stronghold.


Male Elf Magus (Spelldancer) 1 8hp/8hp | AC 17, T 14, FF 13 | F +2, R +6, W +2;+2 enchantments | Init. +6 | Perception +0 |

Calaster makes sure to attune himself with the Whisper Rings, having heard of their powers and guessing that they could come in very handy if ever he wished to build an alliance.

GM:
"Thongril, You are in charge of camp while I am away. Make sure we at least have shelter by nightfall and set up defences if you have time. You can feast upon the rice in these fields so that we may preserve our resources for a time of more dire need"

Calaster then proceeds in taking in a deep breath of the cool slightly salty air as he follows the seagulls with his eyes.

"Flodynia, Helfarch... Looks like we are near an ocean or lake. Split up and search to see if you can find it. If you happen upon the coast or are injured return here as fast as possible, dying will do us no good in finding this hoard" he says with eyes full of the flames of adventure and discovery.

Flodynia goes North, Helfarch goes South-East and Calaster goes South-West


Perfect, this makes things much simpler on my end. And so Calaster and Rhiannon, you are free to post to each other now that you both realize you are attuned to the Whisper-Rings.

Sovereign Court

Male Human rogue 3-- HP- 15/15 (sub) 14/15 AC 15 T- 13 FF-12 Fort +0 Ref +6 Will +3

A magic stone that lets me talk to others? Sign me up!

gm:

He paced back and forth in front of the whisper ring stones thinking. This spot wasn't a bad place at all, a lake with water, open view to see trouble coming. mountains in the distance which had a good chance to have caves.

Malcom have the workers set up camp here, but don't get dug in just yet, Winston and I will explore to the north closer to the lake. if that's a better site I will want our permanent camp there along the lakeside. If its not we might settle here. Once you get the men set in head east with Lissa and explore there.

Glancing one more time to the stones he decided to try to use them, attuning himself to them. (whatever that requires)

keeping my party teamed up for the moment till we get the immediate lay of the land. Myself and Winston to the north hex, Malcome and Lissa east.


Going to give Bleek a few hours then I'll post your updates.


Day 1 Actions

Each of your characters travel in the direction you've indicated. You must now choose whether to explore or not. I've given each Hex a designation key following the same code: Letter of your first name, Hex, #. So mine would be VH 1, 2, 3, etc.

Traveling into an area indicates any LANDMARK locations and reveals the hex land type. This will come in handy earlier. A LANDMARK must be explored separately (so you would need an additional day of exploration to explore a landmark.) LANDMARKS are indicated after the terrain type.

Rhiannon:

S(RH 2) - Forest - Landmark: Valdaria Crevasse
NE (RH 3) - Forest
NW (RH 4) - Plains

Cyrioul:

NE (CH 2) - Mountain
SE (CH 3) - Hills
S (CH 4) - Hills
SW (CH 5) - Lake - Landmark: Norvar Village

Calaster:

N (CaH 2) - Plains
SE (CaH 3) - Swamp - Landmark: Broken Lajatei Shrine
SW (CaH 4) - Coast

Thorin:

North will take you into the lake quite literally. As for East, did you mean North East or South East. Sorry I didn't pick up on this earlier. I won't move to Day 2 until you've replied, don't worry.


M Half-Elf Wizard 3 (Diviner), AC 16, HP 19/20, FRW +2/+3/+4, INIT +9, Party Reward Tracker | NPC Activity Tracker | Personal Gear Tracker | Combat Status Tracker

GM:
  • Cyrioul spends the day exploring the mountain hex (CH 2), hoping to find a good access point for quarrying stone.
  • Gustav spends the day exploring the hills area to the southeast (CH 3), looking for available resources.
  • Reinala spends the day exploring the hills area to the south (CH 4), looking for available resources.
  • Dolv spends the day walking the perimeter of the lake (CH 5), and prepares to enter into the Norvar Village on the next day.
  • Map updated
  • Sovereign Court

    Male Human rogue 3-- HP- 15/15 (sub) 14/15 AC 15 T- 13 FF-12 Fort +0 Ref +6 Will +3

    gm:
    Ah sorry about that i thought there was a hex between our position and the lake, the then north east for the lake group, and south east for the second group.

    winston and I will explore the grid we have traveled too, as will Malcome and Lissa.


    F Human Bard 1

    GM:
    Both Alandre and Rhiannon travel South to come upon the spaces East and West of their garrison, respectivel. Thaliel explores the Landmark.


    Male Elf Magus (Spelldancer) 1 8hp/8hp | AC 17, T 14, FF 13 | F +2, R +6, W +2;+2 enchantments | Init. +6 | Perception +0 |

    Do the Whisper rings allow us to speak with our cohorts?

    GM:
    Calaster, glad to have found the coast so quickly decides to follow the shore in a northerly direction without exploring

    Flodynia explores the plains, interested by these new and unknown lands

    Helfarch is intrigued by the mysterious ruins and decides to explore them


    Whisper-Rings let you speak with anyone attuned to them, so yes. I'm about to update, sorry for the delay, had a rush weekend.


    Well, my main map got deleted from my computer, or I can't find it. While I make a new one everyone hold on to your horses.


    The map is restored and ready to go! As well, I realized I hadn't shown how resources work. Since we are using a simpler method of exploration and management, this is how everything works.

    Each Hex has a chance of containing Resources. Your HQ can only profit from a single instance of a resource. For example, a second Darkstone node won't give you more than just having one. However, you may trade away these resources for ones you can use. This means meeting other players or involving yourself in NPC diplomacy.

    Whenever your HQ attempts to build certain buildings or attempts a task, you may assign suitable resources to it.

    Resources are split into different types and as soon as I get the list of actions available up, I'll add which resources can be used for which purpose.

    Finally, to be able to use a Resource, you must assign a WORKER or COHORT to that region. I highly recommend you assign WORKERS. This choice takes no time and as soon as you confirm a worker assignment, you may add that Resource to your HQ.

    Rhiannon:

    South from RH3 - RH5 - Plains
    South from RH4 - RH6 - Plains

    Valdaria Crevasse
    Thaliel spends the day exploring the upper reaches of the crevasse. His climbing skills easily allows maneuvering among the harsh rocks and pitfalls. No monsters were encountered but Thaliel noticed beast tracks and recognized them as wolf and bear tracks. They did not seem to go very deep into the area however.

    Cyrioul:

    Exploration of the mountain and hill hexes have revealed that they are indeed suitable places to gather resources.

    CH 2 - Deepstone (Stone)
    CH 3 - Wildgrass (Plant)
    CH 4 - Wildgrass (Plant)

    Norval Village
    The village is deserted from what you can tell. Scorched buildings and ruined houses easily show that a draconic force was the cause. It would have happened a long time ago however.

    Searching the ruins, you do discover a modicum of wealth in the form of Coins (Monetary Resource).

    Calaster:

    North from CaH 4 - CaH 5 - Coast - Landmark: Wreck of the Dilettante

    Exploring the Plains reveals a Sungrass (Plant) resource.

    Broken Lajatei Shrine
    The shrine seems to have been destroyed ages ago and all that's left is the foundation and mosaic stone floor.

    If you choose to do so, you may dismantle the mosaics to obtain Glass (Material) resource.

    There is a lingering spiritual presence here however.

    Thorin:

    TH 2 - Plains
    TH 3 - Plains

    Exploring these hexes reveals two fine resource nodes, Bitterleaf (Plant) in TH2 and Wild Game (Food) in TH3.


    M Half-Elf Wizard 3 (Diviner), AC 16, HP 19/20, FRW +2/+3/+4, INIT +9, Party Reward Tracker | NPC Activity Tracker | Personal Gear Tracker | Combat Status Tracker

    GM:
  • Cyrioul returns to the base camp. "Thorsk! There's good stone in that mountain. Head up there and set about gathering what we need to start constructing a defensible base."
  • Gustav and Reinala return to describe the wildgrass they have discovered on the hills to the south and southeast.
  • Dolv's return gives Cyrioul both concern and hope. "Our challenge will be great, but we will prevail!" He sends Geddren to the village to manage the findings there. Are the Coins simply added to our "treasury", or do I need to keep a worker there to have the resource be "active"?
  • Cyrioul sends Fitch and Stinky Jake to the hills to gather Wildgrass for a variety of uses.
    Exploration plans are as follows:
  • Cyrioul travels N-W, explores (Area CH 6), then returns to camp (3 days total).
  • Dolv travels N, explores(Area CH 7), then returns to camp (3 days total).
  • Reinala travels N-W, then S-W, explores (Area CH 8), then returns to camp (5 days total).
  • Gustav travels N, then N-E, explores (Area CH 9), and returns to camp (5 days total).

  • 1 person marked this as a favorite.
    Cyrioul Fasar wrote:
    ** spoiler omitted **

    Forgot to mention that coins and other loot based resources are immediately added, no need to have a dude picking them up.

    Sovereign Court

    Male Human rogue 3-- HP- 15/15 (sub) 14/15 AC 15 T- 13 FF-12 Fort +0 Ref +6 Will +3

    gm:
    Workers will be sent to those hexes to gather what supplies they hold, the two groups will continue on, Winston and I will head along the lakes to the north east, Malcome and lissa southeast

    I want to skirt along the lake as best I can, would it be possible to eventually build a little dock or boats for the lake?

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