A storm over Tethyr (Inactive)

Game Master JohnLocke


2,651 to 2,700 of 3,483 << first < prev | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | next > last >>

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]

Hear watches while holding Belinas hand. He stays out of it trusting the others, knowing they will do what is best. Though he is saddened that someone young as he has forfeited her life


Female Sun Elf Rogue 4

Janiries pauses a moment at Matthias' statement, struggling to think of a proper response.

"Well...you see..uh.. I'll go get the manacles."


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

"If that's the way you see it then we'll take her into custody." then quietly, away from others he will add to Mathias, "Brother, don't misunderstand, sentencing someone under the law to death is not murder. It is the duty of those in charge to bear the weight of that responsibility and not shy away from it. When those with weak morals believe that they can do something without repercussions it's the innocent that suffer. How would you grieve if you let this woman g and next week she and her friends robbed and killed another group of travellers heading along this path." clapping an open hand on Mathias' shoulder, "Thankfully such burdens can be shared among companions."

Mathias:

Please don't take this in a negative way, i just see it as a great opportunity to role play the differences between our backgrounds. Despite both being noble blooded you were raised to show compassion while Landon was raised to govern and within the inquisition identify threats and eliminate them


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)

Landon:
No offense taken! I agree that it's great to have them come from two different perspectives of the same faith. Matthias is a real Captain America type, haha. Truth, justice and the Tethyrian way!

Matthias breathed a sigh of relief, straightening as though he had been under a burden. He nodded, accepting Landon's wisdom, though he added quietly, "I understand, and agree that we can't let bad people continue their deeds unchallenged. I only fear that while outside our barony, we don't have the authority to lawfully sentence this girl to death. She's just a kid. And who knows? Perhaps our mercy here will serve us well later. One so young as she can yet change her path, and perhaps the paths of others." He glanced at the girl, hoping she would realize just how close to death her bravado had taken her, and behave herself on the way to the city.


The young bandit seems scared for a moment as her fate is being discussed by the two Helmites. But....

Perception DC 15:
You hear a strange birdcall from further down the road, deeper into the foothills. It is difficult to identify what kind of bird it came from!

After a few moments the girl calms, the look of stoicism returns to her face, and she is as defiant as ever!

It's just a bit past noon, now - you can still make several hours of progress before looking for a site to set up camp. What are you going to do with the bandit?


Female Sun Elf Rogue 4

Perception Check: 1d20 + 8 ⇒ (16) + 8 = 24

I believe we decided to take her prisoner, and take her with us to Port Kir, to be handed over to the proper authorities. So Janiries will stick the manacles on her and gag her.


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)

Perception: 1d20 + 9 ⇒ (19) + 9 = 28

Helm did demand his followers stay vigilant. Matthias gave Landon a significant look, jerking his head slightly towards their path through the foothills. Then he helped Janiries hobble the girl so she wouldn't run off, and get her onto a horse.

He kept his weapon in hand and shield ready as they moved on.


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]

1d20 + 8 ⇒ (11) + 8 = 19 percep

1d20 + 8 ⇒ (18) + 8 = 26 nature to id that it is or is not a real bird call

I assume that is not a real bird call?

It would appear that there are more grave robbers approaching. Stand ready.

Hezar places Apollo in his satchel and tells him to stay, while giving him his chew stick.

He gestures to Belina to refresh Message.

Lady Shaelara, shall we scout them out?


You all assume correctly - that bird call sounded odd. And your prisoners' reaction was interesting, no?

After several minutes, no one has approached. The prisoner, gagged by Janiries, looks stonily ahead and doesn't attempt to move or resist in any way.

They wouldn't come for us in the day, unless their numbers were overwhelming - if they're out there, they'll be coming for us tonight. Marius says this, while looking hard at the girl. She's more trouble than she's worth, my friends!

Belina recasts message as Hezar has asked, and scans the cliffs ahead, longbow drawn. If we're going to move, we'll have to make a decision soon! She looks to Hezar after speaking.


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]

Perhaps we should let them come. Make a stand in the tomb there and eliminate them. That way we fight them on our terms.

Hezar smiles at Belina, acknowledging the wisdom of her words.

In any event I could see what there is to see out there.

DM with that nature check I made can I mimic the birdcall?


You could - but if you don't know what the call means in the first place, it could be a dangerous move! Just sayin'


Female Sun Elf Rogue 4

Janiries, having no clue whatsoever about the different sort of birdcalls, simply gets on with her job of shackling the prisoner, manacling her behind her back, then tying some rope around her ankles underneath the horse, so that if she fell she'd end up getting dragged.

Satisfied with her work, she responds to Hezar.

"Sure, making a stand in a tomb that was full of undead, with no other way out sounds like a great idea. I'm sure the bandits won't just set up camp outside and starve us out.."

Mounting up, Janiries checks the prisoner again for any weapons, before sitting infront of her on the horse.

"They'd be coming for us anyway, given that we just killed a bunch of their own. So we can best us this one as a bargaining chip for if they do catch us. Till then, I reckon our own ranger can keep us away from them."


As the sun falls from it's midday height you find yourselves making fair progress through the foothills, until the mountains themselves threaten to envelop you on either side. The pass is largely a rocky valley which allows easy access through the mountains - legend has it the pass was blasted through the living stone by great mages of the Netherese empire many millenia ago. Whatever the truth, it has been key in unifying the northern and southern regions of Tethyr - two regions which are very different in climate, and even culture.

You make no contact with the bandits throughout the afternoon, but you are certain you feel eyes upon you. As good as Hezar is, he is on their territory; if they are out there, he's unable to track them effectively.

As the sun gets lower you find yourselves needing a camping site for the night. There maybe an inn further down the road, but you're not sure; and the risk then becomes that darkness will fall and neither campsite nor inn have been readied.


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 seeks out a defendable campsite.

take 10 for 18


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

Belgrin eyes the setting sun, then turns to the prisoner with a flat stare.

"Well, lass, now we get ta see if yer merry band has enough sense to bargain for ye rather'n throw away a dozen lives or more for one, aye?"


Female Sun Elf Rogue 4

With a campsite found, Janiries knocks the prisoner off the horse, then dismounts gracefully.

"Right, best set up some insurance that this one doesn't run off or try to kill us in our sleep."

The Sun Elf then digs into the saddle bags and produces two of the vials of alchemists fire, grinning evilly at the prisoner.


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)

"Easy, easy!" Matthias hurried over to pick the girl out of the dirt and secure her somewhere, checking her hobble and bonds. He tugged at the manacles experimentally, then said, "She's trussed up like a turkey - if we have trouble, I doubt it will be from her. If you want to be sure, though, you can attach one of the manacles to a tree or something."

In truth, he didn't want to seem soft to either the group or the bandit, who wasn't exactly an innocent by a long shot, but his sense of honor protested her being roughly treated now that she was neutralized.

He joined the others in setting camp, then paced the outskirts of it restlessly as darkness fell. Peering into the black, he had an idea. They were terribly exposed in the firelight, but they might use that to their advantage - if they weren't being watched closely at the moment.

Motioning for Janiries to join him, he muttered quietly, "Do you think you can slip out of the camp without the girl noticing it? Later on maybe, once she at least pretends to sleep? An advance guard/sniper hiding in one of the trees or among the rocks might make a difference for us, if you could remain unnoticed by our watchers. If you leave your gear bundled up as though you're sleeping, it might fool them - and they'll be looking into the light, losing their night vision."


Hezar finds a fairly good place for camp - covered by a rock wall to the west and heavy thicket to the south, at least two directions are essentially proof vs. approach.

The prisoner has the air knocked out of her as Janiries knocks her off the horse. Breathing heavily, tears flowing from her eyes, she stares with unbridled hatred at the lovely elven rogue.

That's not necessary! Marius adds, shaking his head. Mistreating her just makes us look like scoundrels ourselves. If her people do have the upper hand, do you really think this will cause her to speak well of us?


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

Attempting to hide his disapproval of Janiries actions Landon climbs down from his horse and moves to check on the prisoner.
heal: 1d20 + 6 ⇒ (6) + 6 = 12 Bandaging her if its needed
Does she not realize that taking her prisoner means that we are honour bound to see her safely to the authorities.
"That's enough. There is no point to this bickering. From here on I'll take responsibility for her."

After seeing the prisoner secured he will set up his roll nearby and settle in for what will most likely be a long night.

Remaining in full gear for the night, despite the penalties he'll receive tomorrow


Female Sun Elf Rogue 4

Janiries mutters out a "Fine!, before stalking off to the campfire, leaving the Helmites to deal with the prisoner.

Calmed a little by the hot food and fire, Janiries heads over to Matthias when he motions to her, listening to what the cleric has to say. "Sure, I can get up a tree and keep watch that way, shouldn't be too hard. You might want to ask Hezar about that too."


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)

"I fear with his human vision he wouldn't be able to see them coming in the dark."


Female Sun Elf Rogue 4

"True enough. Perhaps at some point in the future, we should do something about that? Something to improve people's vision at night? Dwarf vision is pretty good at night, but having Belgrin hide in a tree seems.. doubtful."

Janiries grins playfully, before turning to look for a likely spot to hold her watch.

Perception Check: 1d20 + 8 ⇒ (14) + 8 = 22


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 tried to picture Belgrin in a tree, but somehow the image that formed was of a dwarf cannonballing into a bandit below. Effective, but a bit short-sighted.

"Er... perhaps Belgrin can take higher ground among the boulders tonight," Matthias mumbled to himself, looking for the dwarf to suggest that. Janiries is right - he's bound to see trouble coming before anyone.


Just before dusk sets, a lone figure approaches down the road from the north. Of average height, and slender, the individual wears a long hooded cloak which obscures identification of any specific features.

Stopping about 50 feet from the perimeter of your camp, the figure stops and regards you silently for a moment, before pulling the hood of it's cloak back. In the dark, features are difficult to make out; but the eyes have a glint of red in them. A feminine voice, cultured, but powerful calls out.

Greetings, travellers! I have come to understand that you have in your custody one of my people; a young lady, specifically. I have come to request her release into my custody - rest assured, if she caused you any inconvenience, you have my sincerest apologies!

The voice is calm, rational, but with an edge - this one has no fear of you at all.


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

Landon rises from his seat and steps up to greet/face the woman, If this woman is one of your people would that make you the leader of these bandits?"


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 readies and arrow and puts Apollo in the sarchel


Female Sun Elf Rogue 4

Janiries keeps to her position up in a tree, looking around to see if any of the other bandits are taking up offensive positions, or if this woman is truly alone.

Perception Check: 1d20 + 8 ⇒ (11) + 8 = 19


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 readied his mace and shield, but held his weapon lowered as he addressed the stranger. "We mean no disrespect, but we caught your people graverobbing. The others abandoned this girl to die, while their comrades were slain by the undead in the tomb they disturbed. By the grace of Helm we have saved her life, but we intend to take her to the city to face trial for her actions."


Are we bandits? The woman asks, drawing closer, a wry smile on her face. There is evidence of orcish blood in her - the red tinted eyes, dusky skin, the suggestion of enlongated canine teeth ... but nonetheless she is strikingly beautiful, her hair long and black as she pulls back her hood and shakes it free. I don't remember us engaging in any banditry - my fellows were simply investigating a tomb that had opened after the groundquake.

She stops and surveys your group for a moment. Two scimitars hang at her waist, though she makes no move to appear ready to draw them. In fact, unless my men report falsely, it was you who struck first, shooting poor Cassi through the throat. She looks to Hezar, shaking her head. My boys withdrew, thinking her dead ... but thank you for taking action to bring her back from the brink. I'd call that even, and ask that you free her. There's no need for anyone else to get hurt .... and I'm sure whatever task sends you north in such a hurry requires that you travel as quickly as possible. She smiles again, awaiting your response.

@ Janiries:
Your keen elven eyes detect at least a dozen figures in the shadows, and the glint of steel arrowheads trained upon your party!


Female Sun Elf Rogue 4

Seeing the ladies twin scimitars, Janiries feels a deep, deep sense of hatred towards this women, before shaking her head and concentrating on the figures in the shadows.

Sliding down out of her watch position, Janiries attempts to stealthy swing around and move closer to the figures from a blind spot.

Stealth Check: 1d20 + 10 ⇒ (2) + 10 = 12


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]

Sense Motive. I assume its BS about not being theves 1d20 + 8 ⇒ (20) + 8 = 28+2 if it is human...but its not lol


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)

What the heck, let me try a Sense Motive too.

Sense motive: 1d20 + 9 ⇒ (20) + 9 = 29


The woman smiles - charmingly, save for the pronounced canine teeth. I haven't come for a fight, but I have come prepared. I've over a dozen of my people surrounding you, heavily armed. Your lovely lady elf can confirm that, I think. She winks at Janiries, easily seeing her as she attempts to move around to a better position.

@ Matthias and Hezar:
While her statement about not being bandits certainly sounds less than honest, she does seem to be telling the truth about everything else - including a desire not to fight.


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]

Call off your dogs. If you want to treat for her then do so diplomatically, not as one armed for battle. If you choose to attack you may kill us and take her back, but how many more will you lose? How will you feel with arrows and a maul axe in your stomach? We both know that you are bandits so lets stop beating around the bush here. If we release her you will attack us anyhow. If you are not planning that then send your troops away and we will talk. We might not agree to release her, but we will not be threatened into doing it either.

To Belina Light please. He holds out a rock to her to cast light on then, tosses it towards and area that is not well lit so he can see targets.


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

Belgrin hops off his rock, dusting off his breeches and folding his arms, unimpressed.

"Got me no patience for anyone thinks they're a diplomat with a blade at yer throat. Either make a deal or let's get to killin' each other. Or..." He scratches his beard thoughtfully for a moment.

"Y'know, with the way the bones're risin' lately, banditry's bout ta become a bad career choice. Might want ta see where we're headed and think about signin' on with us 'fore ye sign yer rogues on with the undead."

diplomacy: 1d20 - 1 ⇒ (3) - 1 = 2

Well. I didn't honestly expect to win her over just like that, but...damn. Might wanna draw them weapons soon...lol.


The woman shakes her head. You are .... Hezar, right? My boys heard one of the others using your name. Look, we don't want to attack anyone. I came prepared because I'm no fool, but that doesn't mean I want a fight. If I sent my folk away would that really put me in a better position? I want my friend back. And you have some errand to the north that likely shouldn't be delayed. Let's both be reasonable.

Her eyes narrow a little at Belgrin's words. You're not much of a diplomat, Master Dwarf, are you? But we've heard of the increase in the number of walking dead - not good news for enterprising business people, especially if the problem spreads. Is that why you're headed north in such a hurry?


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)

"I think the point my friend was trying to make was that there is a compromise to be found here, one that benefits both parties. We will have need of enterprising people when we return to our barony. You no doubt see the danger in a life of banditry, particularly now, with the dead rising on all sides. Join us, and not only will we return your comrade to you, you will have a safer and more certain future of honest work in wait." Matthias didn't bring up the alternative. He only hoped everyone would be reasonably satisfied with his proposal, all things considered.

Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27


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

Belgrin nods towards the better-spoken cleric and points a thumb his direction. "Aye, that'll do. Your call, lass."


Female Sun Elf Rogue 4

Janiries curses as the woman easily spots her movements. Clearly the rogue wasn't at home here in the forest. But nonetheless, she waited for the woman to be distracted, before attempting to slink back into the darkness.


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]

Yay forest favored terrain I get init bonus


A .... job offer? That is unexpected .... my people will have to vote. Some may wish to take you upon your offer, and some may not. I will consider it myself. But I still wish my friend freed .... and I wish to know what drives you north in such a rush. Perhaps we can be of further assistance - if your cause strikes a chord with my people.

The half orc woman crosses her arms, and smiles at Janiries, watching her every move.


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)

"Perhaps we should introduce ourselves. I am Matthias Valbrand of Helm," Matthias said, glancing back at his nearest companions as though inviting them to introduce themselves as well. In truth, he was looking for some sign of what they thought of revealing their purpose in the north.

Perception: 1d20 + 9 ⇒ (18) + 9 = 27
or possibly
Sense Motive: 1d20 + 9 ⇒ (11) + 9 = 20
I'm not sure how hard you guys are to read, but here's your chance to weigh in before Matthias does something rash. *g*

Turning back to the woman, he gestured politely for her to speak. "And you are...?"


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]

your friend still has crimes to answer for


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

Belgrin scratches his whiskers, glancing over to the prisoner with a narrowed eye. "Tell ye what. We'll cut ye loose if ye stay put and perk up yer ears. If yer with her," he points a thumb towards the half-orc, "Then this concerns the both of ye just as quick."

pulling a dagger from his belt, he approaches and gets a grip on the ropes from behind, prepared to cut them on her agreement.

"Deal?"


The half orc woman smiles. My name is Rylind - ranger, tracker, and spokesperson for my band of mountain dwellers hereabouts. I can't claim to be ruler of this rabble, but I do knock their heads together on occasion - and they do seem to ask my opinion a lot! She gives a rueful smile. We have, from time to time, engaged in a bit of banditry - but our primary living is made via tomb breaking. These hills and mountains are full of ancient tombs, full of treasure that could be helping the living people here, instead of laying silent in a barrow somewhere. We also offer escort and protection for smart businesspeople through this pass ... there's a lot worse than us lurking in these mountains, I assure you!

The prisoner nods at Belgrin's offer, making no other movements or sounds.


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

The ropes are cut, and the manacles are opened. Belgrin gathers up the remaining length of rope and manacles, and tosses the whole pile towards the camp, sheathing his dagger and folding his arms. He looks expressionlessly at Rylind, considering her story before speaking flatly.

"Well, yer in luck then. Got no love for tomb robbin' nor banditry, but with the dead themselves massin', it'd be a fool who kills his neighbor and feeds their ranks now. Name's Belgrin, of the Stoneshield clan, by the way."


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 narrows his eyes. He does not lower his bow


Well met, Belgrin of the Stoneshield clan. I've never met a dwarf who wasn't upright and honourable - I'm glad to see that hasn't changed. She lifts her right hand, presenting her open palm. Put those arrows back in your quivers, boys, there'll be no violence here tonight. Her people - those you can see, at least - lower their bows and unstring their arrows, though they remain vigilant.

Rylind walks into the circle of your camplight. She is striking, despite her orcish heritage - her features revealing almost no trace of anything other than human. Those red eyes, though - and the pronounced canine teeth - would be telling signs to a perceptive observer. She is dressed for stealth - all dark greys and blacks; even her finely linked chain mail has been lacquered black.

She kneels beside your former prisoner, helping the unsteady girl to her feet, who smiles through her tears. As she hands her off to another member of her band, the girl shoots a hateful look at Janiries - apparently her mistreatment will not be easily forgotten!


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 hope this does not bite us in the butt.

He puts down his bow.

I do not trust you Rylind. I know that you have not been completely honest with us. However, I will honor the deal that has been struck, and am prepared to allow you and your crew to prove their worth. I do suggest that you tell your companion to ease up on her threats. Things might have gone better for her had she not made so many threats when she was captured.

He extends his hand

no xp :( stoopid diplomacy!


Female Sun Elf Rogue 4

Keeping to the shadows, Janiries waits for a number of the band to come into the camp before entering it herself, rolling her eyes a bit at the former prisoner's actions.

2,651 to 2,700 of 3,483 << first < prev | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / A storm over Tethyr - Gameplay thread All Messageboards

Want to post a reply? Sign in.