Carvin' out a niche...

Game Master Stiehl9s


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Modoc you easily recognize Hergen, the lad and your mule in the corral.


Male Human Rouge (Survivalist) / Level 2/ Health: 15/15 / AC: 13 / Saves: F/R/W +0/+4/+3

As Modoc walked back to the livery, he flashed a rough smile at both Hergen & the Stable Boy.

"Yer blessins' o' luck has com' ta fruit Hergen!

Modoc beamed as he held up the map case to show.

Peers we got da ol' Kilcher Farm...Magistrit says it wuz da las' plot but one o' da biggest. Yuz evr heard o' da Kilcher's bafur?"


Dm Roll - 1d20 + 2 ⇒ (3) + 2 = 5

The lad smiled and waved back at you but with the boss on site he kept to his duties. Hergen didnt reply immediately but looked towards the sky again like some people do when theyre trying to remember something.

Kilcher ya say? Hmm...can't seem to remember any Kilchers but theres been so many folk thru heres in the last couple a years. Cant member them all.

He shrugs as if its no big deal and motions for you all to step up to corral fence.

I s'pose that good news that yous got your land. Tho a bigger plot just means more work which just means more to harvest huh?

He points to the mules.

I reckon you can pick out another mule. The only one spoken for is the one with the black patch on its left eye. Just tell lad which one and he'll gets it cleaned up nice. Then we's can be seeing to a wagon for you. I'll have to be seeing those papers too.

another DM roll - 1d20 - 1 ⇒ (6) - 1 = 5

He looks at you Lathar but doesnt seem to really take notice. Your just another in a line of potential customers.

Can I help you sir?


male Half-Elf Monk of the Four Winds 2- -HP 14/14 AC 15 Ft 6, Re 4, Wi 8

yes sir i am here to pick up my mule as well. Me an the old man here are both signed to that property.

Lathar moves over towards the mules and starts looking them over.
Knowledge nature 1d20 + 5 ⇒ (11) + 5 = 16


Male Human Rouge (Survivalist) / Level 2/ Health: 15/15 / AC: 13 / Saves: F/R/W +0/+4/+3

Modoc looks uneasy as the half-elf explains the situation...looking up at Hergen he half heartily grins and says...

"Yea...Bit o' a wrinkle dat. Not sure wha ta think o' da lil' feller yet...."

Modocs voice trails off a little as his head cocks to one side as he watches the half-elf start inspecting the beasts. His eyes kinda glaze over and gets quiet for a few heartbeats as it finally starts to sink in.

I got what I came for...but I wasn't expecting this. I was looking forward to some quiet time where the only bickering I was gonna hear was braying from an ass!

Now I got this young half-elf...oh s@&t!!!...he's half elf!? How long they live for? What do they eat? Do they sleep?

Ah f$&k!!!


male Half-Elf Monk of the Four Winds 2- -HP 14/14 AC 15 Ft 6, Re 4, Wi 8

lathar picks through the group of beasts but none really stand out as any real special animal. Pointing to the dark brown mule with the white muzzle...

that one there he seems in good health I'll take that one.

handle animal 1d20 - 1 ⇒ (15) - 1 = 14 Lathar tries speaking softly to the beast to coax it along.

He turns to Hergen and Modoc
Do these animals come with bridles or do I need to purchase one from you?

To Modoc
Hey, Old Man, none of these animals strikes me as particularly better than another. Which one you want or shall I just pick one for ya too?


Dont get ahead of yourself Lathar!

You eye for nature's children doesnt really point out any exceptional animals but you do spot two that seem to be more obnoxious than the average mule. With the eyepatch one spoken for that leaves four to choose from and they all seem of similar temperment.

You make your choice and the lad gets to seperating it from the others. Hergen looks again at the sky as if he cant believe that the rains stopped and replies.

If y'all have the proper paper work then the mules come with a bridle and the rigging for the wagon.


As the lad lead the two mules into the stable; Hergen checked your papers and was more than satisfied. He lead the two of you to another large building where there were various carriages and sleds. He pointed out a wagon that looked in good condition. Its an open wagon that will easily hold quite a bit of supplies. He'll ask for your help pulling it out of its place where you can get to work on it. He takes a double bridle kit and starts rigging it onto the wagon for you and will readily explain how its down and why. As soon as he's done lad has the mules brought over and they both start hitching them up. Hergen looks outside and then at the both of you.

You's will probably be wanting to get started while it aint raining. No telling how long this respite will last though. be sure to get some supplies from old Grommunn before heading out. Most of those plots are days away from Brinewall and coming back to town wont be convenient. The vey best of luck to the both of you. Life is hard out there.

He'll shake both your hands and watch while you leave.


male Half-Elf Monk of the Four Winds 2- -HP 14/14 AC 15 Ft 6, Re 4, Wi 8

Lathar tosseshis gear into the back of the wagon and begins to lead the mules toward Grommann's store
At least the rain is letting us get a quick start towards the claim. I got a few ideas on Supplies I'm gonna pick up

just a wish list let me know what is actually available
Plow/tiller, plow harness, harvesting scythe, grain seed for 20-25 acres, 1 rooster, 6 hens, 1 goat female, 10 burlap sacks 40lb cap, 10 lb box of 16p nails, 2 lbs of curing salt, 1 milking cow, 5 metal pails
iron cooking pan and utensils, 1 lamp with oil, bag of coffee.


The salty dwarf Grommunn that ran the place; who was beardless of all things; says that he has most but not all of the things you want.

I got plows, there 10 gp each and the harness is 2. I aint got near that much grain in the place and ifen I did you better have a team of wagons out thar to haul it. I can get yous enough for about 3 acres calling it 4 gold.

He pauses to spit the juice from the darkleaf he's chewing and continues through his accounting.

Thats damn near all of me yardbirds but yous can have the lot, a cage for traveling plus that gnarly goat for 3 mores gold.

He stops again to spit and eyes you up and down wondering if he's wasting his breath and if you have the coin to cover everything.

The sacks are a silver a piece so that comes to another gold. Nails are a silver a pound so thats another gold. Salts 'spensive! That's 5 hard gold a pound mister and a cow is 10! Buckets are wood and five of them plus a skillet will run yous 3 more gold. Lamps are a silver a piece and so is a pint a oil. You want just the one pint? If coffee is the same as khaf then its a silver a pound as well. You wantun just a pound of that too?

He spits once with no mind to where it hits the floor and shakes his head a bit before raising his eyebrow.

That all comes to roughly 42 gold but we'll call it 40 sincin your gettin so much. You must be one of them thar homesteaders huh?


Male Human Rouge (Survivalist) / Level 2/ Health: 15/15 / AC: 13 / Saves: F/R/W +0/+4/+3

Modoc was quiet for a few heartbeats as he contemplated his thoughts about his new "partner". After a few more he shook his head. Walking over he inspected the animals and turned to Helgen.

"You hav any o' dem musk ox? I'll pay ya da difference If'n you got one."


Hergen looked at Modoc in wonder when he didnt leave with the other man and the wagon.

yah, I got a few of them. Theyre a hefty 15 gold each.


Male Human Rouge (Survivalist) / Level 2/ Health: 15/15 / AC: 13 / Saves: F/R/W +0/+4/+3

"Was' the difference If'n you keep da mule?"


Ah, I see.

He checks the mule with a trained eye.

Stout animal you gots thar. Him and 6 gold for one my musk ox will be square.


male Half-Elf Monk of the Four Winds 2- -HP 14/14 AC 15 Ft 6, Re 4, Wi 8

I'll take that offer for 40 gold. Yes, I have just recieved a claim for the old Kilcher place. I signed on with and old man as well for the same plot. He should be along in a while also. You know what happened to those folks the kilchers?

Lathar looks over the equipment as he loads it on to the the wagon.

You mind if I leave the 10 gold from the contract as a credit here? diplomacy if needed 1d20 - 1 ⇒ (10) - 1 = 9 Carryin' a lot of money attracts unwanted problems and besides I know I'm gonna have to come back for somethin' sometime.


Deal it is then! And right good business it is. But you might be needin that gold and I prefer clean books so you'll take the difference with ye.

The burly dwarf will spit in his right hand and hold it out to shake with Lathar. That done he'll turn to Modoc.

I'll make that deal on the ox as well partner. I'll even trade up the yokes as even. Ye be wantin anything else?


Male Human Rouge (Survivalist) / Level 2/ Health: 15/15 / AC: 13 / Saves: F/R/W +0/+4/+3

Thought long and hard. Before finally spouting out...

"Guess I'll be having' dat ox and a few other thins'"


A Compass - 10 gp
Anvil - 5 gp
Bear Traps - 2 gp (x2)
Snow Shoes - 5 gp
Furs - 12 gp
Cleats - 5 gp

"Yuz can coun' n' me ta bring ya some furs back fer sure."


That would be swell mister. We'll call it a deal then.

He spits in his hand again before shaking with you Modoc and then turns around starts yelling in what you can only assume is dwarven and it has an instananeous effect. A dark haired young man opens two barn doors before pulling your wagon into the store. Interior doors open and two dwarves, a gnome and a human girl run out each carrying something you ordered. They dont hesitate to start filling the wagon with the practiced ease of those who have worked together often and with effeciency. Or it could be that were too scared to mess up with Grommunn keeping up the yelling! The dark haired man unhitches the mules and leads one outside before returning with a musk ox even as one of dwarves switches out the yokes. The flurry of activity continues for some time as the anvil and plow are swung onto the wagon using some sort of rope and pulley system that would typically be seen on a seaside dock. All done you figure the weight looks pretty evenly distributed with no room to spare, covered with tough looking tarp and roped down tight. The brace of workers look with pride at their work and bow to you as a group before heading off to wherever they came from or checking on the other customers who were wandering around the well organized place.

Add 2 bolts/5 square yards each/ of canvas free of charge ^_^

Grommunn had taken your letters of credit and returned just as they were finishing. He hands Modoc his 3 gold in difference and Lathar his 10.

Well looks our business is concluded. I be looking forward to more of it for certain. You fellas'll be gettin a late start today but a late start is better than no start. Good luck to yous.


Male Human Rouge (Survivalist) / Level 2/ Health: 15/15 / AC: 13 / Saves: F/R/W +0/+4/+3

Modoc returned to retrieve his mule and travois at the livery being sure to leave a jug of ale stashed in the box stall for the boy to find later. He made his way out onto the street where he joined with his new companion and the wagon. He grabbed the reins of his mule and the ox and faced down the road leading out of town towards Kilcher's Farm. He grunted once and looked over to the half-elf standing beside him...

"M'names Modoc. Let's get going."


male Half-Elf Monk of the Four Winds 2- -HP 14/14 AC 15 Ft 6, Re 4, Wi 8

Modoc....a man of many words.

Lathar grabs up the reins and begins to lead the wagon out of town with Modoc. He looks up at the sky and sniffs the air.

survival to gauge the weather for the rest of the day.
1d20 + 4 ⇒ (20) + 4 = 24

Lathar moves along the road in silence waiting to see what comes of the rest of the day.


With introductions out of the way and the fully laden wagon out on the road; you find yourselves finally on track to head to your homestead. A quick look at the map coupled with a check of Modoc's compass have you settled into what looks like an easy journey for most of the way on somewhat traveled roads. Its early afternoon by the time you break away from Brinewall and Lathar can tell that even though its stopped raining for the time being you still wont be seeing the sun anytime soon. Thankfully the roads are free of traffic but unfortunately they are mud churned and difficult to negotiate at spots.

Will need either Ride or handle Animal checks to track progress.


Male Human Rouge (Survivalist) / Level 2/ Health: 15/15 / AC: 13 / Saves: F/R/W +0/+4/+3

Well, at least Ride can be used untrained.

Ride Check: 1d20 + 1 ⇒ (10) + 1 = 11
Ride Check: 1d20 + 1 ⇒ (5) + 1 = 6
Ride Check: 1d20 + 1 ⇒ (20) + 1 = 21
Ride Check: 1d20 + 1 ⇒ (3) + 1 = 4
Ride Check: 1d20 + 1 ⇒ (11) + 1 = 12


male Half-Elf Monk of the Four Winds 2- -HP 14/14 AC 15 Ft 6, Re 4, Wi 8

Lathar plods along and tries to keep the wagon from rutting to deep
ride check 1d20 + 0 ⇒ (17) + 0 = 17
ride check 1d20 + 0 ⇒ (11) + 0 = 11
ride check 1d20 + 0 ⇒ (10) + 0 = 10
ride check 1d20 + 0 ⇒ (2) + 0 = 2
ride check 1d20 + 0 ⇒ (5) + 0 = 5


Lathar you have a +1 to Ride

The mules seem to have no problem plodding through the mud although their temperment gets steadily worse as the day comes to an end. The wagon is much more difficult to make progress in and gets stuck a few times causing some delay. Despite the extra work you leave the town behind. You get to a point where the ox almost refuses to go any further. You reckon you've made it almost 10 miles out and its starting to get too dark to risk breaking one of your beasts of burden's legs. There are any number of places to pull off the road and camp.

Time for some camping preparations.


Male Human Rouge (Survivalist) / Level 2/ Health: 15/15 / AC: 13 / Saves: F/R/W +0/+4/+3

Modoc picks an area just off the roadway with a slight rise to it so that the rain will shed water...come rainfall.

Parking the wagon at the apex, and using some canvas he drapes it over the wagon again fixing the edges to ground on the opposite sides with stakes (pitons driven into the ground or fabricate some stakes from extra 10' pole section using the saw and whittling a point on one end if the pitons do not seem to take hold).

Unhitching the travois from the mule he lays at at one end of the wagon tilted on its side but lashing it to the bottom plank of the wagon.

Taking the yoke off the oxen he rubs down the beasts haunches, covers them with winter blankets and places strips of canvas over the mules to keep them dry, tethering their reins together and tying the ends to the travois at the top of the wagon as an anchor, then straps on feed bags.

Taking yet another piece of canvas Modoc lays this piece on the ground under the wagon from one end to the other (between wheels and axles) then lays out his bedroll & winter blanket (wearing furs).

Looking mighty comfortable, he pulls his axes free from his waist band under the blanket and places one to each side, before sayng...

"If'n you can thin o' anythin' else, yuz go ri' ahead. Waz min' z' yers. We r' a team now. We have to work togetr', r' die togetr'. Yuz can take der' firs' watch."

"Be vigilant and mind the beasts...they will smell fear and malignancy before you do." This last part spoken very articulately and forceful without the usual affect...

"Wake m' anon, I dun be needn' much slip anyhowz"

"Zzzzzzzzzz.....Zzzzzzzzzz........."


male Half-Elf Monk of the Four Winds 2- -HP 14/14 AC 15 Ft 6, Re 4, Wi 8

Sounds good Old Man I will mind them and heed the warning they give. Sleep well I will wake you when it is time.

With that lathar lays out his bedroll under the cart as well and then moves off to walk the immediate area round the camp. perception 1d20 + 5 ⇒ (3) + 5 = 8

He takes in to account any places that are heavily shrubbed or covered and searches them well. As he is Gathering some wood and shrub for a fire Lathar also looks for some herbs that would help him stave off drowsiness as the night went on.
perception, knowledge plant life, or nature
1d20 + 5 ⇒ (7) + 5 = 12
1d20 + 1 ⇒ (10) + 1 = 11
1d20 + 5 ⇒ (7) + 5 = 12

When he returns he hears Modoc's snores and takes a seat near the wagon and begins to strike the fire. As it begins too take shape he retrieves a small kettle from his alchemist tools and boils some water.

hopefully making some tea with whatever I found if anything.

Standing up quietly stealth 1d20 + 0 ⇒ (4) + 0 = 4 lathar moves off to the edge of the fire light and lets his eyes adjust to the dimming light low-light vision before he takes a slow continual circuit around the camp.

percep checks per hour
1d20 + 5 ⇒ (9) + 5 = 14 8pm
1d20 + 5 ⇒ (19) + 5 = 24 9pm
1d20 + 5 ⇒ (8) + 5 = 13 10pm
1d20 + 5 ⇒ (15) + 5 = 20 11pm
1d20 + 5 ⇒ (7) + 5 = 12 12am
1d20 + 5 ⇒ (10) + 5 = 15 1am
then waking Modoc unless something happens earlier


Lathar doesnt notice naything out of the ordinary as he walks the edges of the camp. You dont spot any herbs that will stave off sleep or boredom and while there is plenty of brush and wood for a fire it will take a man of skill to get one started considering everything is soaking wet. Survival DC = 15

Luckily the rains seem to be holding off for the night and Lathar's watch passes uneventfully.


male Half-Elf Monk of the Four Winds 2- -HP 14/14 AC 15 Ft 6, Re 4, Wi 8

survival 1d20 + 4 ⇒ (20) + 4 = 24


Modoc is awakened to a quite night and a blazing fire.


Male Human Rouge (Survivalist) / Level 2/ Health: 15/15 / AC: 13 / Saves: F/R/W +0/+4/+3

Modoc awakens and waits for Lathar to get comfortable under the wagon. Unhitching the mules from the wagon and leaving the ox tethered he moves the mules a little closer to the fire on the other side of the wagon to get warm. Then will try to construct a small screen to cover side of the fire facing the road, before trying to silently move over to some brush or a tree line within bow shot of the wagon...

Stealth Roll: 1d20 + 5 ⇒ (2) + 5 = 7
Perception Roll: 1d20 + 6 ⇒ (10) + 6 = 16

Knocking and arrow and moving around the sites perimeter periodically and perching to wait and see if anything approaches.


Modoc's watch also passes uneventfully and the gray skies to the east lighten at about the same time a slight drizzle does.


Male Human Rouge (Survivalist) / Level 2/ Health: 15/15 / AC: 13 / Saves: F/R/W +0/+4/+3

Modoc doesn't wake Lathar as so much just starts making a lot of noise as he pulls the tarp off the wagon and hooking the oxen up to the yoke. Once everything was gathered and stowed away for travel, Modoc took up the reigns and continued towards Kilcher Farm...


male Half-Elf Monk of the Four Winds 2- -HP 14/14 AC 15 Ft 6, Re 4, Wi 8

Lathar awakens to the noise of Modoc breaking the camp down and begins to gnaw down a ration bar.
Morning
He packs his kit and looks at the sky survival getting a sense of the weather 1d20 + 4 ⇒ (1) + 4 = 5 he moves out with Modoc as the wagon pulls down the road.

LOL, pulled my Indian weather rock out for that roll


The dice gods have not been kind to Lathar at all!

The smooth stone his master had given him confirms that it is indeed raining as the two new companions make their preperations for the day and get back to traveling on the muddy road.

3 Ride checks please.


Male Human Rouge (Survivalist) / Level 2/ Health: 15/15 / AC: 13 / Saves: F/R/W +0/+4/+3

Walking and leading...

Ride Check: 1d20 + 1 ⇒ (13) + 1 = 14
Ride Check: 1d20 + 1 ⇒ (1) + 1 = 2
Ride Check: 1d20 + 1 ⇒ (18) + 1 = 19


male Half-Elf Monk of the Four Winds 2- -HP 14/14 AC 15 Ft 6, Re 4, Wi 8

1d20 + 1 ⇒ (15) + 1 = 16
1d20 + 1 ⇒ (10) + 1 = 11
1d20 + 1 ⇒ (15) + 1 = 16

As lathar walks with the mule he comes up alongside modoc.[b]. So friend what has brought you out here to challenge this place? You seem as though you have seen the world already and it does not satisfied you yet. sense motive 1d20 - 1 ⇒ (13) - 1 = 12


The flat lands around the city of Brinewall give way to slightly rolling hills and ever increasing heavier vegetation. Trees grow more populous and taller as the rains persist. You make way doggedly through the muddy road and dont see any signs of life beyond the the occasional wild game in the distance. The wagon gets stuck once but Lathar is able to coax the ox to pull it free. A boring day to be sure but you make headway and its once again time to camp as dusk falls.

DM Roll:

1d20 ⇒ 9
1d20 ⇒ 14


Male Human Rouge (Survivalist) / Level 2/ Health: 15/15 / AC: 13 / Saves: F/R/W +0/+4/+3

Modoc will begin preparing the campsite as the night before. Taking care to make sure everything is still secured and staying dry.

"Mayb' it be bes' we don' make us a fire tunite. Here, have some o' this and stay dry."

Modoc pulls a hunk o' dried meat from under his furs and hands it to Lathar.

"I never had anythin' I could evr' call my own. I heard they wuz givin' away land, If'n a body had the gall to tame it. Funny thin is now I gotta share that too..."

Modoc walked into the forest pulling an arrow free from his quiver and nocking his bow...


You are able to find a spot somewhat sheltered by the trees. The drizzle isnt as prevalent but is an incessant patter on the canopy and underbrush.

Perception DC 16:
You can hear the soft rustle of something heavy moving across the wet ground over the rain.

Perception 20:
You can hear the soft rustle of something heavy moving across the wet ground over the rain to the north east.


Male Human Rouge (Survivalist) / Level 2/ Health: 15/15 / AC: 13 / Saves: F/R/W +0/+4/+3

Perception Roll: 1d20 + 6 ⇒ (16) + 6 = 22
Stealth Roll: 1d20 + 5 ⇒ (4) + 5 = 9

Ready my bow...


male Half-Elf Monk of the Four Winds 2- -HP 14/14 AC 15 Ft 6, Re 4, Wi 8

Perception 1d20 + 5 ⇒ (3) + 5 = 8
Lathar continues to prepare himself for the nights sleep. Not really paying attention to his new friend or that he was alone.

Again Lathar tries to find some herbs for later. nature 1d20 + 5 ⇒ (19) + 5 = 24


DM Roll - 1d8 ⇒ 2

Spotting some sasafras, Lathar heads out after the tasty root oblivious to the rustling in the brush and to where Modoc had gone.

Modoc is sure of where the noise is coming from and approaches the area with caution and arrow knocked.

Dm Rolls

1d20 ⇒ 2
1d20 ⇒ 1

Perception checks please.


Male Human Rouge (Survivalist) / Level 2/ Health: 15/15 / AC: 13 / Saves: F/R/W +0/+4/+3

Perception Roll: 1d20 + 6 ⇒ (14) + 6 = 20


Modoc:
In the dying light you can clearly see a man sized spider slide down a tree it was attempting to climb not 15' from a possibly oblivious Lathar. Yah, go figure a spider would fail its climb check and come close to failing its stealth. Youre in luck, take advantage.


male Half-Elf Monk of the Four Winds 2- -HP 14/14 AC 15 Ft 6, Re 4, Wi 8

perception 1d20 + 5 ⇒ (11) + 5 = 16


Lathar, as you're digging out a particularly nice sasafras root; you hear and see a giant spider slide down a tree right behind you!

Initiatives

Modoc - 1d20 + 1 ⇒ (19) + 1 = 20
Lathar - 1d20 + 1 ⇒ (12) + 1 = 13
Spider - 1d20 + 3 ⇒ (18) + 3 = 21

Surprise round actions! Then its the spider turn...


Male Human Rouge (Survivalist) / Level 2/ Health: 15/15 / AC: 13 / Saves: F/R/W +0/+4/+3

...Twang...

Attack Roll: 1d20 + 1 ⇒ (8) + 1 = 9


Male Human Rouge (Survivalist) / Level 2/ Health: 15/15 / AC: 13 / Saves: F/R/W +0/+4/+3

Sorry got Interupted while trying to post...

Modoc quick releases an arrow at the furry arachnid. Then moves to another location taking cover behind a large fir tree and nocks another arrow...

"Look out dare' younger!"

Surprise Round: Attack
First Initiative Round: Move & Reload


male Half-Elf Monk of the Four Winds 2- -HP 14/14 AC 15 Ft 6, Re 4, Wi 8

As Lathar focuses on the giant spider he moves away from it in the blink of an eye. move away from the spider and then turn to face it in a fighting position.
Turning to look at the beast he focuses and tries to recognize it nature 1d20 + 5 ⇒ (18) + 5 = 23

Surprise round: move action and use a skill
1st round: ready flurry of blows if the beast comes within 5ft.


Lathar, you know this spider has a vicious bite packed with strength damaging poison.

The spider having recovered rather quickly from its fall comes straight for you Lathar.

Spider Attack - 1d20 + 2 ⇒ (7) + 2 = 9

It lunges in attempt to bite you but misses poorly.

your turn!

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