A storm over Tethyr (Inactive)

Game Master JohnLocke


2,401 to 2,450 of 3,483 << first < prev | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | next > last >>

Imanda's conservatory of music is run out of a two story building in the garden district of the city. Bounded by a number of trees, the conservatory enjoys relative privacy from the surrounding homes. The discordant sound of inexperienced musical playing fills the air as you enter.

Imanda herself is a tall, handsome middle aged woman who smiles in welcome, despite obviously suffering from the musical efforts of her young students. She gestures to some chairs in a waiting area while the lesson ends. After about twenty minutes, the lesson breaks up and Imanda invites you into her office.

How may I help you? Imanda asks in dulcet tones.


To those not going to the music conservatory to find out more about that little box - is there anything else you'd want to take a look at before departing Zazzespur? Last chance to stock up on those essentials!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar will talk with his parents and get any advice that they have about what they might need to take with them. He will also ask them to be ready to come to the estate if it turns out that they need some help.

Then he goes to Belina and holds her close. Will you come with us now? Or will you make for the estate? I want you with me of course, but I will fear with you out there fighting with us.


@ Hezar:
Belina hesitates for a moment before replying. I will go where you will me, my lord ... I could help in gathering information on Kane and his band, and perhaps the advantage of numbers will help us overwhelm them. But, of course, I will obey whatever you decide. Belina smiles - the genuine, lovely smile you've grown so used to - and awaits her man's decision.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

DM:
Well then I would like you to come with us. wanted to make sure we had the chance to have less npc's for this one if you wanted


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

Matthias rose to greet Imanda with a smile. "Hello - my name is Matthias Valbrand, and this is my esteemed friend Amestri Atezadeh. We're sorry to disturb your music lessons, but we have some questions we thought you might be able to help us answer. Is there somewhere private we might go to talk?"

(Assuming we go somewhere:)

Matthias lifted the music box from his satchel, holding it carefully toward Imanda. "We think this music box to be magical, but we don't know any more about it. It is our hope that you might be able to shed some light on its nature, or perhaps its history." He opened the box, letting Imanda hear the song and see the dancers within.

Whew, finally Paizo loads again! I was starting to wonder if something was wrong with my browser.


Female Sun Elf Rogue 4

Money wise, 1375gp divided 8 ways (7 PC's and one Party Fund) is 171gp. The silver and copper can go into the party fund, to pay for food and beer, if no one objects. I'm sure Janiries can pop round to give everyone their share. ;)


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

I think Soren is gone. We could give him money, but seems silly


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

He has not made a post in a month at this point


Female Sun Elf Rogue 4

Seven way division is 196gp each.


Female Sun Elf Rogue 4

Janiries, after selling the loot and distributing the funds, will ask around the pubs and her contacts to see if anyone in Zazzespur knows about Kane and his party.

Knowledge Local: 1d20 + 8 ⇒ (7) + 8 = 15
Diplomacy (Gather Information Check): 1d20 + 8 ⇒ (8) + 8 = 16

Janiries would also buy the following items, if they're available in town.

Spoiler:

2x Wrist Sheathes, Spring Loaded 10gp
2x Vermin Repellent 10gp
2x Grappling Arrows 2gp
2x Bandoliers 1gp
1x Marked Cards 1gp
Chronicler's Kit 40gp
Vial of Antiplague 50gp
Vial of Antitoxin 50gp
Compass 10gp
Total: 174gp

Also, are we wanting to have the option of capturing these guys alive? If so, 4 sets of manacles and locks would cost 140gp.


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

sounds like a plan Janiries, the Druids may wish to judge him themselves. Only thing in town Landon is doing would be using 150 to get one of the priests of Helm to make his plate masterwork and then heading to visit his aunt to see what she knows about the Barony, preferably without letting slip too much


@ Landon:
Your aunt knows only a little about the Talonhawke holdings; it was never one of the more militarily powerful Baronies, but it's close proximity to the King's seat of power, and their reputation for fairness and honour, made them influential across the nation. When the last of their line died their holdings were bequeathed to the church of Helm; the family long had a reputation as upholders of the Helmite faith.

The keep itself is large, and has many secret passageways - many will have been undisturbed for decades. The keep is also reputed to be haunted, though one wonders why the Helmites didn't cleanse the place....

Your aunt knows little else, though she listens intently to your every word, and seems to infer a great deal from your questions.


@ Matthias and Amestri - Imanda gently takes the box and opens it; the two little dancers in their ballgowns begin their endless circling of one another, and the haunting, delicate music begins anew. Imanda shakes her head, clearly trying to resist the hypnotic effect of the box .... she continues to examine it for several more seconds, before closing it - albeit reluctantly. That is ... fascinating. Where did you find it? Upon hearing she nods her head. This box ... it speaks to some higher purpose ... I cannot tell if the two dancers are lovers, seperated forever by their dance, or dire enemies, unable to reach one another to continue their eternal struggle. To find out more, one must allow themselves to be fully enrapted by the box - drawn into it. There, you will find out who the dancers are ... and the role they may play in your fate. But beware - if you allow yourself to be drawn into their dance, I do not know how you will extract yourself.

Imanda stands and gives a tight smile. Thank you for your visit. I am tired ... I must rest. Good day! Imanda's eyes linger on the box as you leave her conservatory and step out into the afternoon sun.


@ Hezar:
Belina smiles. I will do as my man asks in all things, my lord ... I trust that you will make the right decisions for the two of us. And this Kane - he sounds like a nasty one, who truly needs to be stopped. Why does he spare the children, do you think? He sounds like a feral beast otherwise.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Belina:
That is a good question. I can only assume he believes he is fighting for some purpose. That is why he does what he does, rather than just being a monster. I guess we need to know what his cause is. Maybe we should go find Marius.


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

Welcome back, DM!

"I don't believe she was telling us all she knew," Matthias said quietly to Amestri as they wandered back through the city. "Perhaps the box is best kept closed and safe until we can discover more about it."

Looking around at the bustling city, he said, "Is there anyplace you care to see before we leave? I imagine we won't have much time to return once we've taken over our holdings."


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

"You may be right," Amestri says. "I might be inclined to further investigate in a manner that she suggested, however, as long as there would be someone near who could help to 'extract' me... But perhaps a little more research before doing so..." She thinks a bit before continuing. "I do have a spell I could use to improve my analysis of mystical objects. Perhaps I will use that first. And no, I think I am ready to return."

@GM: Would she have determined what it was with a higher spellcraft roll? She does have Identify which she could load into her ring for the +10. Unless it's an artifact.


@ Amestri: the music box is ... let's just say it's a special story item, and it'll be a little while before it's true value is revealed.

@ All: if there's anything you want to wrap up in the city, now is the time - come monday, I'm hoping to have you guys on the road north to Port Kir.


Female Sun Elf Rogue 4

So everything on my shopping list is available to buy, DM? If so, then I'm done in the city.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

GTG, unless marius has any info for me and belina


@ Janiries: everything on the list is available, though some of it may have required a bit of poking around. Are you getting the manacles as well?

@ Hezar: Marius knows little that he hasn't already said - he doesn't know why Kane has gone on his killing spree. To be honest, Kane and my circle weren't always diametrically opposed - we both worked against the deforestation and destruction of the natural lands around Port Kir. Using different methods, of course....


Female Sun Elf Rogue 4

As long as no one objects to getting the manacles, as they'd be bought from party funds, we'll get them. But it does give us the option of capturing these people alive!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

I think manacles is a waist. Rope will work just as well, and if you do non lethal and put them under it take s a long time for them to come out of it.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Well I guess we will have to find out.


Female Sun Elf Rogue 4

Rope is a DC 20+CMB escape artist check to escape from, while Manacles are a straight DC30 escape artist check to escape from (with a DC20 disable device check to break the lock). The strength check to break free of rope is only a DC23 check, while manacles need a DC26 check to break out of.

So I'd say that the manacles are better to keep our prisoners bound, especially if we slap locked gauntlets on them all too. (4 sets are 32gp, and deny the wearers the ability to cast spells or employ skills)

From what Marius said, these are going to be dangerous foes. So I'd prefer the added security of manacles. Besides, we can charge the cost of them to Marius as a business expense. :P


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hey you asked if any one objected, I dont think we need them, I think the other is fine. But you are the one with the money. Hezar is not going to leave or start a fight he just does not think it is necessary.


Female Sun Elf Rogue 4

It's cool. It's good to have debate! Your point about ropes made me look properly into some options for capturing people, and lay out the rules. :)


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Blargh, does this mean we hafta deal nonlethal damage now? -4, pffft.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

just a little


Female Sun Elf Rogue 4
Belgrin Stoneshield wrote:
Blargh, does this mean we hafta deal nonlethal damage now? -4, pffft.

Actually... nope. Manacles have another great ability, anyone can put them on quickly, so all we have to do is stick them on when they're dying, then stabilise our victims.


It's just a little past sunrise, and peddlers and traders trickle into the city of Zazesspur in order to ply their trades. Your group has assembled at the North gate, preparing to set out along the road to Port Kir, determined to find Kane and his group, and to stop them from claiming any further victims.

Marius was the first to arrive, his jaw firmly set, determined to prove himself to his circle. His companion, Tethys, a panther black as the night, paces around beside him, causing more than a few commoners to give you a wide berth. Marius has armed himself with his sling and a pouchful of stones, his oak quarterstaff, and a new scimitar - when drawn, you can see glowing red runes on the blade, running from guard to tip.

I'd like everyone who's still in the game to post about their arrival to the North gate, in preparation for departure, please.


Female Sun Elf Rogue 4

Janiries arrives at the north gate wearing her usual adventuring gear, ready for travel, with two new bandoleers crossing her chest, loaded up with various potions. Smiling to Marius, she squats down and opens up the bag of holding.

"Picked up some things that might be useful.."

Janiries can have bought any items people want, or she can have given them the money at some point before meeting up at the north gate. I'd recommend the vials of Antiplague and Antivenom, 100gp for both.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar arrives with Belina shortly after. Apollo races forward and leaps up onto Tethys back and curls up happilly.

Just the potion of CLW for Hezar.

Morning all. A good day for a hunt.


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

Matthias greeted the others with his usual good cheer as they arrived at the north gate. He had been up since dawn, praying and preparing, and was fully kitted out and prepared for their journey and the probable battle ahead.

He knelt to tousle Apollo's fuzzy head, and carefully pat Tethys. Then he stood and resettled the weapons at his belt. "Let's show Kane what justice means."


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Belgrin casually paces up to the gate, stroking his beard and yawning as he waves to the assembled group; his maulaxe hangs by his belt, and his shield rests on his forearm.

"Sunrise...Dunno why ye beanstalks like it so much; Just a giant lantern in the eyes when ye wake."

Stretching his arms up and outward pulls his corded muscles to their length and seems to get the blood flowing as he then rotates his neck to work out the stiffness of the night's rest, producing several audible pops.

"Any day's fine day fer huntin' a drow. We missin' anyone?"


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

Amestri arrives with a smile. "The sun brings warmth and light. It's a big ball of fire, and I like fire," she says.

"I'm ready."

Antiplague & Antivenin are good, Amestri will have ordered some. What do you suggest, one or two of each?

Also, if noone minds, I think Amestri wants to hold onto the music box so she can delve into its secrets on the trip during any downtime.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Apollo gives Matthias hand a little chew then licks it for a bit. Then he curls up again and closes his eyes, the exertion being too much effort.


Female Sun Elf Rogue 4

One each should be fine. Just remember to take them before we get into the fight!


As Landon is sidelined for the time being, I'm going to bot him in combat and try and work around his absence in non-combat situations. I've not heard anything from Soren's player so I must assume - with regret - that he is no longer willing or able to play.

Landon finally arrives, his plate mail gleaming with everbright; he nods silently to you all, mounting his horse and preparing to depart.

I guess that's everyone, then... sighs Marius, scanning the crowd to see if Soren is anywhere to be found. Kane is a bit more experienced than we are, as is the rest of his group - I'm really hoping that the weight of our numbers will give us an advantage when engaging him and his lackeys.

Marius pulls out his map and traces a route with his finger. To get to the area where Kane is based, we're going to have to move through the Starspire mountain pass - an area called the "Grim Jaws". It didn't get that name for being a fun and pleasant place to travel - bandits, orcs and other hazards are rife in the area.

What I'm hoping is, we can cover the 30 or so miles to the Starspire foothills today, then set up camp. Actually moving through the pass will likely take a couple of days, assuming we don't run into any trouble. From there, we need to start searching the area around Port Kir, maybe even as far north as the Wealdath forest.


Female Sun Elf Rogue 4

"Right then! Lets get on with this.. I'm sure a days riding will work wonders on my hangover.."

Janiries passes out the various potions and vials that she bought for the party, then jumps onto her horse, ready to depart.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar shakes his head at Janiries boozing. Then with a smile. Ms. Shaelara if you promise not to drink it all at once I brought you a bottle of wine from home.

Lets move. I will take the point. Hezar scoops up Apollo and puts him into hi satchel. Apollo pops his head out and grins.

Hezar and Belina ride on out.


The day turns out to be warm and pleasant - the warm sun is tempered by the cool breeze coming from the north.

The Grim Jaws are very interesting! enthuses Belina as she rubs her horses' neck. The mountains are riddled with ancient tombs - most almost completely inaccessible, unless one can fly. The dwarves of Shanatar were the first, but the nobles of ancient Tethyr are interred there as well ... emulating the ancient dwarven kingdom was once seen as very stylish amongst the upper classes!

More fodder for Lassathor's armies.... Marius mutters, just loud enough to be heard. The normally light hearted young man seems distracted and irritable.

The rolling hills make progress a little slower than Marius had hoped - as dusk approaches, you're about five miles past the last farm you saw, and more than that past the last inn.

Should we make camp? I'm sure my Hezar can find us a safe spot to rest! Belina beams at her man, waiting for an opportunity to display her cooking skills - her saddle bag is stuffed with fresh produce and salted meats, courtesy of Hezar's parents.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Survival Take 10 for 18

Hezar takes his time and looks about for a suitable site.

Well it is not the best area but this should be decently defendable, and as comfortable as possible.

Hezar puts Apollo back on the ground for the 4th time that day. Then he tosses his stick for him to chase.

I am sure that our dinner will be much better than the campsite.

After playing with Apollo for a bit. I will go set some snares see if we can find anything tasty.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

duh need to roll for snares 1d20 + 8 ⇒ (6) + 8 = 14


Female Sun Elf Rogue 4

The dead have always outnumbered the living, my dear Marius.. still, at least we aren't moving into Elven burial grounds. That would be uncomfortable, to say the least.

Keeping her thoughts to herself, Janiries keeps her attention focused on scanning the horizon for threats, as well as nursing her hangover. Once the camp is set up, the Sun Elf breaks out the cooking gear, pots and pans, offering them to Belina in the hopes that she knows how to cook.

Grinning playfully in the rosy glow of the campfire, Janiries takes in the surroundings and puts on a hushed tone "So, anyone know any ghost stories?", she says.


Hezar finds a good, defensible spot to set up camp; about a quarter mile off the road, in a natural depression surrounded by thick, thorny shrubs that would be very difficult to traverse, and impossible to move through silently.

True to her word, Belina makes a very good stew out of the ingredients Hezar's parents provided, and has enough left over for at least two more nights. My poor horse! She'll be happier when we run out of supplies! Belina notes, stroking her grey mare's neck while feeding her.

I'll need a watch schedule, please - not saying anything will necessarily happen, but on the road, you never know :-)


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Lacking night Vision Hezar prefers the first watch


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

That was wonderful, with luck I will have a brace of rabbits for stew tomorrow, but there did not seem to be any around, so we might be waiting. Hezar says as he helps clean, then he goes to the horses and takes some time soothing them after a long day.

Belina I think he is just happy not to have me or Belgrin riding him. He probably doesn't even know you are there.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Seems like our usual watch schedule works for me. Darkvision, HO!

"Bah, he'll be thankful the first time we chase off ogres with an eye for gnawin' on his haunches."

Belgrin dismounts and works the stiffness out of his legs with some knee bends as he surveys the area. "Mebbe this time we won't have talkin' wolves wakin' us up at midnight."

Nothing the thorny undergrowth, he scracthes his chin and decides to set up a spot closer to the center of the campsite. "Not keen on the idea o' rollin over into the thorns, though."

2,401 to 2,450 of 3,483 << first < prev | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / A storm over Tethyr - Gameplay thread All Messageboards

Want to post a reply? Sign in.