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Brignat shakes his head at Drexel. Taking 17 coins from the pouch, he tosses a coin to each of the goblins, "We are equal in this quest." He takes watered wine with his meal and goes to bed early. The day will be hard tomorrow. Best to rest well while I still can.
Brignat is basically giving his hobgoblin share plus one to goblins b/c he thinks of them as equals but with a different job than him.
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As Kaega'ko pulls away from him, he bows once more and thumps his fist into his chest "Akesh Dhakann Dirge Singer!".
He walks over to the talble and takes his share of the coins 17pp, before turning at Drexel's question. He is about to snap off a retort when the Goblin Barmaid brings out another bottle and so he bites back on his reply.
He then turns to address everyone. "Feast and drink well tonight my brethren, tomorrow we set out for the Glory of Dhakaan. We all have a part to play in this quest," he glances at the Goblins, "and we will not fail."
With that he turns to the Barkeep and tells him to bring out the biggest haunch of meat he has got and moves to his own table close to the others to drink and wait for his food. Aftrer the food, he calls over another bottle of the good stuff and gets halfway through it before heading off to bed.
This is basically what he will do. If anyone wants to engage him in conversation feel free. He will respond in short answers. As an Officer he knows no to form friendships with those under his command, but to be short and to the point.
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Ur-Kaim will take his share and then with a lusty tone in his voice " "Whench it's time to try some of your fresh 'meat'".
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just so everyone knows, i looked over our current roster and there is only one goblin in our group, everyone else is a hobgoblin. Kurgal (the other goblin) never got finished, and Rethal our mysteriously absent psionic, is a hobgoblin.
I shoot the breeze with Hruskin if you do not rebuff me, basically just getting to know your background and such, so there is no actual need to respond other then to tell me if you actually reply to me or not.
having spent a lot of time scouting with goblins in the last war i see them more as equals then probably anyother hobgoblin out there and thus will talk to them as a "friend" of sorts
After i finish corrisponding with Hruskin (and anyone else that wishes to join in to our "conversation"), i finish my meal call my wolf to me and head up to bed.
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Ur-Kaim wrote:
Ur-Kaim will take his share and then with a lusty tone in his voice " "Whench it's time to try some of your fresh 'meat'".
It's not that fresh, but it's paid for for the evening regardless
It seems the rest of the party talks and drinks the night away
In the morning, after you've prepared to leave and had morning meal, as you depart the Inn, you now understand why no one else entered the rest of the evening, there are hobgoblin guards on watch outside the inn. As you step outside, a sergeant crosses his arms over his chest in salute and says"Keshk, please, your animals will be ready shortly, gather whatever other supplies in the next 2 hours and by noon break you can be on your way."
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Drexel Morrow wrote:
just so everyone knows, i looked over our current roster and there is only one goblin in our group, everyone else is a hobgoblin. Kurgal (the other goblin) never got finished, and Rethal our mysteriously absent psionic, is a hobgoblin.
He's deep in thought, contemplating his next item to craft with his artifice knowledge....heh. As the horse won't go in the mist once you get to the Mournlands, if he's still not back, he'll be guarding the animals...Dave should I have "Shiv" be hanging out in the mist, waiting for you?
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DM Dhakann wrote:
Dave should I have "Shiv" be hanging out in the mist, waiting for you?
if you do you cant blame me if i suddenly pick up a moldy blanket, improved grapple, and an elf friend that always gets in the last shot ;)on a different note, im going to wait to see if anyone responds to my last post about talking to people before i start posting about tomorrow morning
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Drexel Morrow wrote:
DM Dhakann wrote:
Dave should I have "Shiv" be hanging out in the mist, waiting for you?
if you do you cant blame me if i suddenly pick up a moldy blanket, improved grapple, and an elf friend that always gets in the last shot ;)on a different note, im going to wait to see if anyone responds to my last post about talking to people before i start posting about tomorrow morning
Hruskin will talk, slowly at first, but more and more as the strong drink takes effect.
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Hruskin Gelddar wrote:
Hruskin will talk, slowly at first, but more and more as the strong drink takes effect.
Encouraged by not being rebuffed by Hruskin, i will attempt to befriend him. Diplomacy 1d20+2=21 (if i need to roll it, if not then please ignore)
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Brignat will speak with Drexel while sipping his watered wine. He enjoys hearing about the Last War. After some conversation, Brignat retires for a good sleep.
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Drexel Morrow wrote:
Encouraged by not being rebuffed by Hruskin, i will attempt to befriend him. Diplomacy 1d20+2=21 (if i need to roll it, if not then please ignore)
No need for rolling. Hruskin warms to you, as much as warms to anything that he's not pounding on with a hammer. After a few drinks, he'll excuse himself and head to bed, taking a few moments to pray. Come morning, he'll wake early and head outside to start a small fire and pray before its heat.
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I enjoy telling Brignat and Hruskin about my exploits in the war, untill we all retire, embellishing here and there but mostly sticking to hard facts. I try to talk to each of them about what they are most interested in, weapons and armor with Hruskin (i.e. times when i used weapons of exceptional or extreamly poor quality), and the actuall battles with Brignat (i.e. exciting kills and tense situations)
The next morning I travel to the local apocrathy/herbalist and pick up some plant and animal/magical beast materials that i think i may need. then i will travel about the town seeing the sights untill noon, at which point i will go back to the bar to meet the others.
Ron, you'll have to give me some prices on what i pick up. we can corrispond via email. Also i may pick up some more items before noon i just need to find out how much gold i have left.
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Hruskin, does weaponsmithing count bows among the things you can make or do you need bowsmithing for that?
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No, according to the Craft skill list in PFRPG, bows and crossbows are made with (Bowmaking)
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Before sun rise Ur-Kaim will kick the gobblin out of his bed and travel outside of town and preform the 'greet the dawn ritual' and choose his spells for the day. After he will go back to the inn and get some breakfast.
any one have suggestions on spells I should take?
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Haruuc has breakfast, making small talk with the others once again, being as short as possible before stepping outside and seeing the Hobgoblin guards.
"Thank you Sergeant. Your men do Darguun proud."
He then makes sure he has everything he needs for a prolonged journey. He comes back and spends the remainder of the time before they depart talking with the Sergeant about threats in the area and possible things they might see and/or meet along their journey to the Mournland.
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Go ahead and shop for your extra stuff. The horses arrive, fully outfitted with studded barding, saddlebags, and 3 weeks of rations, obviously you'll have to find your own water. Since 3 weeks of water would break the horses backs. However 3 water flasks are provided on each horse.
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Hruskin has create water as a cantrip we dont need to find water, ever. :)
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Drexel Morrow wrote:
Hruskin has create water as a cantrip we dont need to find water, ever. :)
I am a useful goblin, I am!
Since cure spells won't work, perhaps the druid would be so kind as to stock up on goodberries? I believe those can be made and brought into the Mournland and should work as advertised. Otherwise we ought to be mostly stocked up, unless anyone needs anything special?
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Hruskin Gelddar wrote:
Drexel Morrow wrote:
Hruskin has create water as a cantrip we dont need to find water, ever. :)
I am a useful goblin, I am!
Since cure spells won't work, perhaps the druid would be so kind as to stock up on goodberries? I believe those can be made and brought into the Mournland and should work as advertised. Otherwise we ought to be mostly stocked up, unless anyone needs anything special?
Now that isn't general knowledge...
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"My fellows. The Great Dirgesinger said that magical healing doesn't work correctly in the Mournlands. What about mundane healing and alchemedical items?" basicly, anybody got high ranks in heal skill? We can use healing kits to restore hp then. Also, if alchemedical items work, then we should stock up on healing salves (1d8hp each).
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Im more known for killing things then i am for healing them...
I realize that Hruskin's ability to magically create water isnt well known, that is why i put it in an ooc box rather then suggest it to everyone. i was sorta putting it out there as an idea so that he could suggest it if he wanted too. with my survival skill i can find water if we need to.
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Is there an apothocary in town that sells healing potions, tanglefoot bags, sunrods and such?
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Drexel Morrow wrote:
Im more known for killing things then i am for healing them...
I realize that Hruskin's ability to magically create water isnt well known, that is why i put it in an ooc box rather then suggest it to everyone. i was sorta putting it out there as an idea so that he could suggest it if he wanted too. with my survival skill i can find water if we need to.
I was saying that in reference to the goodberries
Ur-Kaim: Yes. Rhukaan Draal is the capital of Darguun, there are black markets, you can easily find anything up to 1000gp value.
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Drexel Morrow wrote:
The next morning I travel to the local apocrathy/herbalist and pick up some plant and animal/magical beast materials that i think i may need. then i will travel about the town seeing the sights untill noon, at which point i will go back to the bar to meet the others.
While at the apocrathy/herbalists
While wandering around town
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Drexel Morrow wrote:
Drexel Morrow wrote:
The next morning I travel to the local apocrathy/herbalist and pick up some plant and animal/magical beast materials that i think i may need. then i will travel about the town seeing the sights untill noon, at which point i will go back to the bar to meet the others.
While at the apocrathy/herbalists
** spoiler omitted **
While wandering around town
** spoiler omitted **
OK on the ingredients, you were unable to find any in town.
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sorry after I read that it seems a bit ambiguous out of context. The ingredients you were able to find...the other thing you were unable to find in town
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After you've all gotten everything you need
Noon arrives, a blistering hot day in the middle of summer. The sergeant is waiting, he hands a satchel to Haruuc.
"Kaega'ko said to hand this to you specifically keshk"
Haruuc only:
After you depart the first day goes uneventfully,
I'll need to know the following
how long you travel each day:
marching order
when you break for camp
watch schedules
how many hours you camp
hot camp or cold camp
what fortifications or protections you employ
are you sleeping in your armor (causes fatigue)
Also: I consider 6 hours enough rest for casters to regain their spells. so 6 hours rest 2 hours watch works for an 8 hour camp.
(OOC: I will figure out tonight how long the trip should take)
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I will also figure out XP for RP and participation during day 1.
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DM Dhakann wrote:
I'll need to know the following
how long you travel each day:
marching order
when you break for camp
watch schedules
how many hours you camp
hot camp or cold camp
what fortifications or protections you employ
are you sleeping in your armor (causes fatigue)
Also: I consider 6 hours enough rest for casters to regain their spells. so 6 hours rest 2 hours watch works for an 8 hour camp.
I propose:
1. hard march
2. myself or Draxel on point
3. just prior to dusk (allows for a wider view of surrondings)
4. I'll take any
5. 8 hour camp
6. hot camp until we reach less populated areas, then cold camp
7. whatever surroundings supply; preferably structures with sound walls but cliff faces or other natural features allowing something to put our backs to and an advantagous point for lookouts would be preferable
8. I will be sleeping in my armor [no fatigue b/c it is light]
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DM Dhakann wrote:
I'll need to know the following
how long you travel each day:
marching order
when you break for camp
watch schedules
how many hours you camp
hot camp or cold camp
what fortifications or protections you employ
are you sleeping in your armor (causes fatigue)
Also: I consider 6 hours enough rest for casters to regain their spells. so 6 hours rest 2 hours watch works for an 8 hour camp.
(OOC: I will figure out tonight how long the trip should take)
[ooc]according to the PFRPG PH pg125-126
a player character can only travel for 8hrs a day any more then that is considered a forced march and fort saves will need to be made.
with a speed of 30ft a character can travel 24mi/day or 3mi/hr for 8hrs, so on a horse with a 50ft speed it would be closer to 40mi/day
that would be 8hrs of "rest" a night, 8hrs of travel by day, leaving us 8hrs to cook, eat, set up camp, break down camp, work on projects etc.
assuming that me and Ur-kaim are the only survival/out doorsy type then i would suggust Ur-kaim lead the group with Brignat as support incase a fight starts. and i will take point, sneaking about ahead looking for danger, scouting terrain, etc. If i see trouble, or run into it i can fall back to the group. Ur-Kaim can follow trail markers that i leave him (i.e. piled stones, sticks in gliph shapes etc.) idk about the rest of the marching order.
we will probably break for camp a few hrs before nightfall (or daylight and travel by night considering we are hobgoblins)I will take either 1st or last watch, I dont want middle but it is up for debate. I would suggust 8 hrs of camping, but it depends on if we want to force march ourselves to the mournlands. (id suggust not because if we get there damaged and fatigued what good are we?)
personally i would suggust hot camp untill we get within a days travel of the mournlands, but thats just me. I will sleep in armor if the rule that light armor doesnt cause fatigue applys, if it doesnt then i am sleeping out of armor.
and as for fortifications, being a scout i would suggust either in an abandoned cave, a easily fortifiable position, or at the very least high ground with semi dificult terrain around it. possably even pull fallen trees around the perimiter of the camp. basically set it up so that we will have some form of advantage incase anyone does decide to attack during the night. If possable only one or two easy entrances into camp so that we cant get charged while we are sleeping.
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I'm ok with the plan except Drexal and Ur-Kaim should be point as we both have tracking.
I'll take last watch.
Brignat wrote:
DM Dhakann wrote:
I'll need to know the following
how long you travel each day:
marching order
when you break for camp
watch schedules
how many hours you camp
hot camp or cold camp
what fortifications or protections you employ
are you sleeping in your armor (causes fatigue)
Also: I consider 6 hours enough rest for casters to regain their spells. so 6 hours rest 2 hours watch works for an 8 hour camp.
I propose:
1. hard march
2. myself or Draxel on point
3. just prior to dusk (allows for a wider view of surrondings)
4. I'll take any
5. 8 hour camp
6. hot camp until we reach less populated areas, then cold camp
7. whatever surroundings supply; preferably structures with sound walls but cliff faces or other natural features allowing something to put our backs to and an advantagous point for lookouts would be preferable
8. I will be sleeping in my armor [no fatigue b/c it is light]
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You'll be travelling by horse, so it will be farther than 24 mi/day. You sure you want to forced march the horses?
anyone have a portable trough? Hruskin could fill it in an hour...hmmm....I wonder how the gods feel about casting create water that much?
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DM Dhakann wrote:
You'll be travelling by horse, so it will be farther than 24 mi/day. You sure you want to forced march the horses?
anyone have a portable trough? Hruskin could fill it in an hour...hmmm....I wonder how the gods feel about casting create water that much?
i noted that on a horse with a speed of 50 it would be closer to 40mi/day. and no, we DO NOT want to force march horses, all damage that they take from a forced march is LEATHAL. we would end up with a bunch of dead horses if we did that, or we would end up wasteing healing on them that would be better used on us
Ur-kaim, I was planning on sneaking while i was at point, your sneak isnt exactally high which is why i suggested that you lead the group. I suppose that if you wanted to we could both take point and i could just be sneaking 30ft away from you or so? what do you think? come to think of it i would have trouble sneaking on a horse lol never mind scratch that idea
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you plan on sneaking on the horse?
(ooc: added goblinoid ranks from Forge of War)
If you want to travel by Road mostly it would be around 100miles to "The Gathering Stone" then around 180 miles to Lyrenton..which every hobgoblin believes to be cursed with a wasting disease, and lies beyond the dead-grey mist. Lyrenton lies within 20 miles of the battlefield
XP Awards:
Rethal
Hruskin
Drexel
Ur-Kaim
Brignat
Haruuc
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Forge gods with fire as their domain might have problems with their clerics casting create water THAT much... Though if it keeps said cleric alive... Hruskin will need a pony instead of a horse, or a ladder to mount his much-too-high mount...
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One of the horses is still a bit smaller (not pony size). You should be fine.
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DM, Ur-Kaim, and Brignat can read my Spoiler (for player knowledge, anyone that wants to know what i am doing can read it but its ooc only)
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Congratulations to Flash_CXii on making Superstar top32!
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DM Dhakann wrote:
Congratulations to flash_cxxi on making Superstar Top 32!
Thanks. I am so over the moon right now.
Haruuc chuckles to himself as he reads the Writ of Passage from the Lhesh. He knows that up north and especially amongst the MArguul that it wouldn't be worth the paper it was printed on.
He has yet to determine everyone's strengths and weaknesses at this stage and so is content to let the others figure out who should ride point. He moves his horse into position just behind the lead member (not the forward scout, the person leading the group). He goes over his letter and contemplates how best to handle the Mournland as he has no experience in that region.
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Brignat is keeping his eyes open for Drexel.
Perception & Survival Checks: 1d20+2=8 1d20+5=14
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Hruskin rides awkwardly, sleeping without his armor, due to it being fatiguey and all. He scowls a lot at his horse, watching it out of the corner of his eye, expecting trouble. Despite the fact that it seems an even tempered beast, he seems to expect it to grow fangs and horns and breathe fire, and acts accordingly.
He passes the day by reviewing forge recipes, sometimes out loud. His arm seems to twitch, as if he's hammering...
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Are you traveling on the road or not? Also are you camping off the road or not?
Either way the First night goes without incident.
After you break camp you get traveling again...
OOC:Are you pushing the horses or not?
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Are you traveling on the road or not? I never got an answer for that. if traveling by road, how far off the road will you camp?
The first night regardless, goes without incident. The night is hot and muggy, typical summer night in Darguun.
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We are traveling by road, we will be camping about 5 min from the road in a decently secure area. since i am currently leading this excursion.
Day 2 searching for Black Adders take 3
Survival 1d20+6=20
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Drexel Morrow wrote:
We are traveling by road, we will be camping about 5 min from the road in a decently secure area. since i am currently leading this excursion.
Day 2 searching for Black Adders take 3
Survival 1d20+6=20
sorry bout the double post earlier. I thought the first one got aaten by the board...
Due to traveling conditions; you thought you spotted an adder, but it turned out to be some non-poisonous relative, the good news is you've got a meal if you want it.
Go ahead and make a perception check Drexel
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Perception 1d20+6=20 and i will gladly make some snake jerky once we stop for the night.
oh, and we are not pushing the horses due to the fact that they would take leathal damage on a forced march.
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spotting for Drexal survival = 7
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Drexel
Tonight I'll post the Darguun map with the Indiana Jones red line showing progress.
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DM Dhakann wrote:
Drexel
** spoiler omitted **
Tonight I'll post the Darguun map with the Indiana Jones red line showing progress.
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