A long and winding road. (Inactive)

Game Master RHauglin

One foot in front of the other.


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Mystwalkur wrote:
I will move around and try and communicate with each individual, trying the different languages I know. I will let those whom I can talk to know about the birds and people Shadow saw. Has anyone seen the hooded man?

Averys responds in elf, "We should go there. If they are friendly, they can help us. If they are not friendly, we will have surprise and we can deal with them. Have not seen the Illithid."

Sasha has no clue to what you are saying to her.

Evan holds his belongings real tight and wimpers.

Brown Deer does not understand you.

John, aka the fighter responds in elf, offers you a cooked rat on a stick. "Well, lets go and say hi." He picks up his swords. "His kind of people needs to remain wet. He went back to the water."

Ishirou does not respond, he's dead Jim - Ray - I mean Mystwalkur.


Averys speaks elf to John, Mystwalkur and Ms Adventure; speaks polyglot to Sasha: "Does anyone want to come to find food and water? Does anyone want to give Rokko their waterskins for a refilling?"


Rokko, Brown Deer, Averys, Sasha and john head out. John suggests, "I thing we should go to the south-west this time."

Rokko do you take your horse?


yes. SOP is I'm with my horse.


To Averys

in elvish:
Yes, I will come along and help find food. I think Rokko knows the plants in this area.

I whistle and my dog comes with me.

Survival 1d20 + 2 ⇒ (19) + 2 = 21
Perception 1d20 + 10 ⇒ (11) + 10 = 21


Survival 1d20 + 0 ⇒ (11) + 0 = 11


Rat on a stick? Certainly, I like mine rare


to Avery

Spoiler:
I agree with scouting them out, I am not ready to march into their camp and declare my presence just yet


I will go with anyone who wants to scout the other camp, but I will not go into the camp, I will drop back and hide in the jungle and watch.
Survival 1d20 ⇒ 7.


I am not familiar with the pathfinder system as yet so I don't know what bonuses to apply to the roll, either from my own stats or Shadows

to Robert

Spoiler:
I will have memmed blend, mount, and shadow armor


Carol Yager wrote:

To Averys ** spoiler omitted **

I whistle and my dog comes with me.

Survival 1d20+2
Perception 1d20+10

You find food (berries, coconuts, etc.)and fresh water.


mjmeans wrote:
Survival d20+0

You and the group find various food stuff and fresh water.


Mystwalkur wrote:

I will go with anyone who wants to scout the other camp, but I will not go into the camp, I will drop back and hide in the jungle and watch.

Survival 1d20 .

To Ray:

On your character sheet, when you roll against a stat, everything is totaled under that stat.

Example:

Spoiler:
perception has no bonuses so you "roll" just a d20, 1d20 ⇒ 3. Appraise has a + 2, so you would "roll" a d20 + 2, 1d20 + 2 ⇒ (16) + 2 = 18. On the other hand, swim has a - 4, you "roll" d20 - 4, 1d20 - 4 ⇒ (13) - 4 = 9


Mystwalkur wrote:

I am not familiar with the pathfinder system as yet so I don't know what bonuses to apply to the roll, either from my own stats or Shadows

to Robert
** spoiler omitted **

To Ray:

Spoiler:
You get 3 zero level spells and 2 first level spells. Going into possible hostile area the zero lvl spells I would take: daze and dancing lights to distract any pursuers, message to tell someone if you get into trouble. The first lvl spells I would take: blend and mage armor. You do not have enough spell slots for mount, and besides, Rokko's horse does not travel any faster than someone on foot.


For any rolls, you should include all bonuses except circumstance bonuses in the roll. So skill ranks, stat bonuses, magical bonuses, supernatural bonuses, etc. should all be applied to the base roll. Any bonus that is a circumstance bonus should be listed separately. For example: If you're an elf that +1 to will saves versus fear effects, you should not include that bonus in your base roll, but list it separately. So if the GM asked you to make a will save, and all the non circumstance bonuses total +4, you would roll 1d20+4 and comment +1 versus fear. After all, you don't really get to know if your will save is versus fear in advance of the roll. This is important because certain feats and abilities may allow you to roll twice for some skill checks if you declare it in advance, and you shouldn't necessarily know, in advance, that some circumstance bonus applies. While at first level this is hardly a problem, it's a good habit to have to report your rolls this way.


Calling a meeting of the castaways speaking in Taldane and hopefully others translate.

in Taldane:

Unless there are other modifiers to the survival rolls we don't know about, those rolls result so far in enough food and water for 7 people-days. If there is anyone else helping to search for food and water, that will help.

We can continue to forage like this while travelling, so we can check out the other camp, but that probably means abandoning this one and the chance for ship rescue. I'm okay with that, if that's what everyone wants to do, but so far we have only given the ship rescue option one day. It's going to be several days, probably weeks, before the ship is missed at it's scheduled port and someone thinks to send out a search ship to find out what went wrong. Beyond that, the only way of rescue is to attract another ship and hope for friendly pirates.

We could always just travel up (or down) the coast making temporary camps until we reach a port city. Probably not much different than waiting for a ship. But blindly travelling inland will not likely find any civilization; and more likely find potentially unfriendly natives and unfriendly wildlife.


John (in taldane):

taldane:
"I do not care what we do. Sitting around is not my style."

Averys (in taldane):

taldane:
"Whether we travel the coast or explore the interior, sooner or later these other people are going to find us. I would like to know about them before they know us."

Sasha pays more motherly attention to Brown Deer.

In the middle of your meeting, Evan (screaming in halfling):

Halfling:
"The water killed Ishirou! He drowned! He could not yell for help! He suffered until he died!"


Taldane:
Does anyone know what he said?


Robert (GM): Being from Mwangi as I am, what nearby towns, cities or settlements are there, and relatively how far away (number of days or weeks journey by foot) each one is? Assume walking since I am the only one with a horse. Obviously deep jungle will be treacherous and slow, but fjords and cliffs are also time consuming and potentially treacherous. I am looking for any likely candidates to travel to? I will let everyone (who can understand me) know what I know.


mjmeans wrote:
Robert (GM): Being from Mwangi as I am, what nearby towns, cities or settlements are there, and relatively how far away (number of days or weeks journey by foot) each one is? Assume walking since I am the only one with a horse. Obviously deep jungle will be treacherous and slow, but fjords and cliffs are also time consuming and potentially treacherous. I am looking for any likely candidates to travel to? I will let everyone (who can understand me) know what I know.

Your last stop was Bloodcove to pick up Ishirou.

Your next stop was to be Senghor.
Both are in the Mwangi Expanse in the Kaava Lands.
Between both are the Fever Sea and Bay of Senghor.
By how long you are on the ship, you can guess that you are 150 miles from the Bloodcove.

John speaking elf to the group:

Spoiler:
"Another one cracks."


Overland movement under the best of circumstances (road) is 16 to 24 miles per day walking. Over flat plains it's 3/4 that and jungle is 1/4 that. So I'm guessing we would average at about 1/2. For 150 miles journey, walking, that's about 2 weeks. The only other option is strait through the jungle going south to the southern end of Mwangi. A very long journey and probably deadly due to the devil worshipping Kaava halflings.


In Elvish:
"What?"

In Hallit:
"What?"

"Que?"
"Nandeska?"
"Vas?"
"Quid?"


[ooc]"kempe? peú, 'úpe?" (I cheated and consulted a dictionary)/ooc]


Crickets... "Somewhere a clock chimed three. An owl hooted in the nearby copse. No wind stirred the casement window." "A minute passed. Then another. Then, another minute. Then... another minute passed. Then another minute passed. And another. A further minute passed quickly, followed by another minute, when suddenly, a different minute passed, followed by another different minute. And another. And yet another further different minute. A minute passed. I glanced at my watch. It was a minute past. This was it. A minute passed. After a moment, another minute passed. I waited a minute while a minute passed quickly past. And then, a minute which seemed to last an hour but was only a minute... passed." -- Excerpted from Monty Python. You can hear Episode Nine of 'A Minute Passed' tomorrow night at a minute past.


The last I heard...

Mystwalkur, Avery and John prepare for a scouting mission the the south-west. Anyone else go?


yes how is our scouting going? Do we make it alive? how many bugs have I eaten? And what about the monkeys, there are always monkeys argg monkeys..... :)
Sorry madness always takes over eventually in the jungle :)


I am not sure what direction we are going in right now with the quest, are we expected to do something or are we waiting to see if we are eaten by mad cannibal halflings?


Rokko called for a meeting. During the meeting, John and Averys were gung-ho about spying on the other people (in the south-west). Evan had a out burst.

John in Taldane: Well, you guys sit here and wait for your ship to come in. I'm going to have some fun. He smiles real big and leaves the meeting.

Averys in Elven: Hey, wait up! She also leaves the meeting.

John and Averys leave the current camp. Brown Deer tags along. Mystwalkur, you said earlier that you also wanted to go, are you still going?

Sasha and Evan are staying in the camp.

The hooded man has not been seen for a day or more.

Rokko?

Msadventure?


To Mystwalkur:

Spoiler:
Your bird flying out, tells you that you are on a island.


Those (John) who make a decision to go out on their own without consensus or the protection of numbers own the consequences of their choice. I on my horse could make it back to Bloodcove in about 4 long days. But, out of concern for the group I will stay and defend the weaker among us. If the consensus of the group is that we should scout, then we should all go so that weaker members can be protected.


mjmeans wrote:
Those (John) who make a decision to go out on their own without consensus or the protection of numbers own the consequences of their choice. I on my horse could make it back to Bloodcove in about 4 long days. But, out of concern for the group I will stay and defend the weaker among us. If the consensus of the group is that we should scout, then we should all go so that weaker members can be protected.

Is this what you think or are you talking to someone?


stealth:
I'll follow after all the only people I can talk to are leaving. I don't like this. we need a better plan.

1d20 + 4 ⇒ (17) + 4 = 21


I am all for scouting the camp


Robert Hauglin 13 wrote:
mjmeans wrote:
Those (John) who make a decision to go out on their own without consensus or the protection of numbers own the consequences of their choice. I on my horse could make it back to Bloodcove in about 4 long days. But, out of concern for the group I will stay and defend the weaker among us. If the consensus of the group is that we should scout, then we should all go so that weaker members can be protected.

Is this what you think or are you talking to someone?

Sorry. Forgot to put it in Taldane.

GM:
Whom do I estimate (based on size, build and mannerisms) are the most vulnerable among us, i.e. rank the others from what I see as apparently most vulnerable to apparently most capable of defending themselves?

speaking Taldane:
John said to everyone else to stay here and wait for a ship. He obviously wants to go out alone.


mjmeans wrote:
Robert Hauglin 13 wrote:
mjmeans wrote:
Those (John) who make a decision to go out on their own without consensus or the protection of numbers own the consequences of their choice. I on my horse could make it back to Bloodcove in about 4 long days. But, out of concern for the group I will stay and defend the weaker among us. If the consensus of the group is that we should scout, then we should all go so that weaker members can be protected.

Is this what you think or are you talking to someone?

Sorry. Forgot to put it in Taldane.

** spoiler omitted **

** spoiler omitted **

No. He sees this as a permanent camp from which the group works from. The gatherers gather and the explorers explore.


mjmeans wrote:
Those (John) who make a decision to go out on their own without consensus or the protection of numbers own the consequences of their choice.

If you are talking to John and/ or Averys, they will tell you in their own way that they do not expect you to hold their hand.

mjmeans wrote:
I on my horse could make it back to Bloodcove in about 4 long days.

If you are talking to John and/ or Averys, They look at you oddly.

"mjmeans wrote:
But, out of concern for the group I will stay and defend the weaker among us. If the consensus of the group is that we should scout, then we should all go so that weaker members can be protected.

If you are talking to John and/ or Averys, they tell you, "Suit yourself"


Mystwalkur wrote:
I am all for scouting the camp

Mystwalker:
You get the ideal from how long your bird has been gone and/ or by your empathic connection, that the other people's camp is days away.

I will tell those that can understand me that if we go to scout the camp it will take several days to get there, they are in fact quite a ways off.

again I will say I am not sure what direction this is all going, we all seem to be at odds at what to do, and every possible course of actions seems to meet with a bitter sad end, are we trying to leave this place, find adventure, not die...., find a specific dungeon or place? I feel like we are just sitting on the beach waiting for our inevitable joining with the elements and becoming interesting bones for others to find.


so with that said I am going to try and make a decision based on my knowledge of exploration of what to do and where to go, and pack up and go anyone wishing to live may come with me.
1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27


I guess that roll will gte me to a holiday inn pretty quick :)


Rokko

Spoiler:
Whom do I estimate (based on size, build and mannerisms) are the most vulnerable among us, i.e. rank the others from what I see as apparently most vulnerable to apparently most capable of defending themselves?

Armor and weapons were listed before.

A list of can-they-take-care-of-themselves in camp:
Brown Deer
MsAdventure
Evan
Sasha
Mystwalkur
Averys
Rokko
John

A list of can-they-take-care-of-themselves in combat:
Brown Deer
MsAdventure
Mystwalkur
Evan
Sasha
Averys
Rokko
John


Mystwalkur wrote:

I will tell those that can understand me that if we go to scout the camp it will take several days to get there, they are in fact quite a ways off.

again I will say I am not sure what direction this is all going, we all seem to be at odds at what to do, and every possible course of actions seems to meet with a bitter sad end, are we trying to leave this place, find adventure, not die...., find a specific dungeon or place? I feel like we are just sitting on the beach waiting for our inevitable joining with the elements and becoming interesting bones for others to find.

You, John, Averys (and Brown Deer is tagging a long) are heading off to spy on the other humans to the south-west.


I will stay in camp to protect those staying, to help provide food an water, and to watch for passing ships and signal them if they aren't flying an evil countries flag.

GM:
If this goes on with no change for 10 days or so, I will conclude that rescue by ship isn't going to happen and advise the group move on north along the coast to bloodcove. Since no one left in camp can speak my language, I resort to communication using pictograms drawn on the sand. A kind of map of wavy lines for ocean, coast line and trees for jungle, Blood cove as a pentacle to the north, a ship, a dashed line along the coast from bloodcove to the south, a wrecked ship and beach where we are. Draw a sun, and a moon, and a 2 by 5 array of boxes with an X in the two boxes on the left. After the array of boxes, A long dash, then some stick figures around a camp fire and tent, with a big X through them, and a line of arrows back up the coast part of the drawing to bloodcove. I suppose those that see it will need to make a sense motive check, but I you will have to decide on the DC to succeed. Perhaps those that figure it out can tell the others.


For Rokko:

Rokko:
On the first day after the group left, you realize Ms Adventure is nowhere to be found. On the third day after the group left, a storm rolls in. As you wait out the storm in your tent, you hear male voices, they do not match Evan.

if you look:
As you look out your tent, you see four men standing outside your tent looking at you. "The storm is getting worst, if you want to come with us, you have to leave now!" They loudly tell you over the strom.


For those that left the camp, on the third day:

A storm is coming in from the east.

You come across a giant crab.

Brown Deer: 1d20 + 5 ⇒ (11) + 5 = 16

Brown Deer tells everyone that the giant crab is not real. What do you do?


For Torenath:

Spoiler:
You hear noises from several people up ahead, so you sneak up on them. What you see is:

male catfolk dressed like a stereotypical pirate with a cutlas.

A little human girl dressed in soft leather with a spear.

A male human dressesd in scale mail with 2 swords.

A female elf dressed in leather armor with a longbow.

Depending on what Carol does, her character my or may not still be hidding behind them. A female 1/2 elf dressed in studded leather with a long sword.


Great, I hope they aren't cannibal pygmies, :)
I will be friendly and amiable with everyone going on our little expedition, but cautious, I would rather it take a little longer for us to get there than for us to be too quick and miss seeing or finding something important.


to unknown men speaking Taldane:
Who are you and where did you come from? Go where?

GM:
Please describe the men. Do I see the rest of the in-camp castaways?


Perception 1d20 + 10 ⇒ (12) + 10 = 22
Stealth 1d20 + 4 ⇒ (20) + 4 = 24

GM:
From my concealed vantage point, do I see anyone who might be casting a spell? Do I see any other non-party member in the area?

IF I SEE NOTHING:
I wait concealed, ready to spring out and block any attack with my long sword drawn. Saying loudly in elvish "Stop! We mean you no harm!" and if they stop or do not attack then I put my sword very dramatically back into it's sheath but stand with my head up, chest out, arms slightly akimbo with my hand still on the hilt looking away almost as if this were a "kodak moment", but otherwise ready to defend myself and the party.

IF I SEE SOMETHING:
If I see any strangers that are concealing themselves or my party hasn't seen; I'll cast dancing lights and put one light 3 feet over the heads of each person I see up to four in a 10 foot radius. If I see more than four I target the spell caster, if I can tell who that is, followed by the most concealed to the most heavily armed. These lights will look like bright green diamonds or ten sided dice resting on their points; though the light radiated is normal in color. IF THERE IS A Surprise Round where both sides stare at one another; I'll jump out and do my dramatic we mean you no harm bit. saying it in elvish and Hallit


Rokko:

Who are you and where did you come from? Go where?
"We are the crew from the ship Brine Demon. The Brine Demon is anchored off shore, but not for long."

Please describe the men. Do I see the rest of the in-camp castaways?
They are dressed in white shirts and knickers in the colors of black, brown or dark blue. Knee high socks with buckle shoes. They have that rugged tanned outdoorsy look. You do not see Sasha nor Evan.

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