Eternal Horizons - Gameplay Thread 1 (Inactive)

Game Master Jacob DeCourcey


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Welcome!


Female Hungerseed Tiefling Wild Rager 1

Well, assuming that the rest of her party fills her in on what Trope said, Ira and the gang should be headed west to try and find Bawldok. I guess I'll wait for the rest of the party?


HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
skills:
diplomacy 9, heal 7, knowl history 6, knowl religion 6, linguistics 7, perception 13, sense motive 7, stealth 3, profession cook 9, spellcraft 4

Finn hops off her seat and bids a jaunty farewell to everyone in the tavern. She gives a tug on Ira's tunic and says, "Time to go meet the others." She heads outside where she looks for Tensen and waits for Gimlet.


Female Hungerseed Tiefling Wild Rager 1

Ira, very relieved to be exiting the tavern, and civilization in general, follows after Finn silently.


HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
skills:
diplomacy 9, heal 7, knowl history 6, knowl religion 6, linguistics 7, perception 13, sense motive 7, stealth 3, profession cook 9, spellcraft 4

"Ira, it looks like Tensen is off tending to his Lion, Lilith, and I have no idea what happened to Gimlet." She sighs deeply. She may be friendly and outgoing, but she seems to have little patience. "I wonder where they could be. Maybe we should just go back inside and wait for them... who knows something else might turn up... there was that nice half elf, and the gorgeous human in the strange hat. Maybe they will want to hunt that bounty with us... or just explore." She shrugs and smiles a little, not her usual bubbly self, a bit more subdued.

"I so want to be out and DOING something, yanno?"


Female Hungerseed Tiefling Wild Rager 1

Ira shrugs noncommittally, she seems to be content following the gnome in whatever is next.


HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
skills:
diplomacy 9, heal 7, knowl history 6, knowl religion 6, linguistics 7, perception 13, sense motive 7, stealth 3, profession cook 9, spellcraft 4

Yay! I'm party leader!!! lol j/k


Male Human Lion Shaman 1

Tensen strides up, shortspear in one hand and light wooden shield strapped to the other. "Ready to go, finally?"

Lillith pads up beside him; the lioness strikes an imposing figure and looks at Finn with her big, brown eyes. She moves towards Finn and gives her a playful bat with her paw, rolling onto her back. She gives a small roar, begging to be scratched.

Tensen smiles a bit at the great cats antics. "She seems to like you already, good. Earn her trust and she may even let you ride her." Tensen taps his foot with a slight impatience and wonders aloud, "Now where is the small one with the mask.. As soon as he is here we can set off."


HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
skills:
diplomacy 9, heal 7, knowl history 6, knowl religion 6, linguistics 7, perception 13, sense motive 7, stealth 3, profession cook 9, spellcraft 4

yay! good to see you! now we are three!

"Hi, Tensen! Good to see you, I was beginning to wor... ry?" Her voice goes up almost an octave as she gets batted by the lion, but when it doesn't hurt her she grins and reaches out a tentative hand to scratch the proffered belly. "Oh... my... she's... beautiful!" Finn's eyes tear up as she speaks and rubs the lion's chest and belly...

She half turns to Tensen without quitting the scratching. "Haven't seen Gimlet yet, he didn't come downstairs while we were in the tavern. Haven't seen Chuff either, and no sign of his wolf... I wonder if they left in the night. There are two new people in the tavern, a human and a half-elf named Ax."


Female Hungerseed Tiefling Wild Rager 1

Ira doesn't seem at all anxious, or impatient. She has taken the sword from her back and now leans against it, swaying back and forth as she waits.


Male Goblin Ranger 1

After a glorious long dream involving slimy pickles, Chuffy enters the deserted common room and dashes outside screaming, Don't leave me yet! We haven't even gone anywhere! Chuffnose here, present, accounted for, ready


Female Hungerseed Tiefling Wild Rager 1

Ira, still leaning on the sword, gives Chuffy an uncharacteristically jaunty wave.

"Good morning, goblin!"


Male Goblin Ranger 1

Scittering to a halt, Morning?! Yes, it is morning! Not too late at all! Time to go! Ride! Charge that way! pointing wildly towards the west.

A bit more calmly, We are going yes?


HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
skills:
diplomacy 9, heal 7, knowl history 6, knowl religion 6, linguistics 7, perception 13, sense motive 7, stealth 3, profession cook 9, spellcraft 4

"CHUFF! I thought you weren't coming! Good to see you. I'm sorry to say we haven't heard anything from Gimlet, but with four of us, I guess we're kinda good to go. Where's Nose?" Finn greets her fellow small person warmly and smiles at him.

To all she says, "Well, shall we move out?" but she doesn't wait for an answer, hefting her pack and starting to walk to the west, trusting that with her slow small-person speed, the others will be able to catch up with her in no time.


Female Hungerseed Tiefling Wild Rager 1

Ira follows after Finn excitedly, in a much better mood than any of her companions have seen so far. She doesn't speak.


OK, whoever is navigating, give me a couple of survival checks. The unforested hexes are nothing, so I'll start you off in the first wooded one.

As you are exploring the hilly woods just west of Fallsvale, you encounter a number of kobold tracks, headed NWW.

That's all in the first hex. At this point, I'm assuming that you're setting up camp. As such, what is your food situation?


HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
skills:
diplomacy 9, heal 7, knowl history 6, knowl religion 6, linguistics 7, perception 13, sense motive 7, stealth 3, profession cook 9, spellcraft 4

well i bought some rations, but we have a druid and a ranger, so I figure with some survival checks, we can eat off the land. I hope anyway


HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
skills:
diplomacy 9, heal 7, knowl history 6, knowl religion 6, linguistics 7, perception 13, sense motive 7, stealth 3, profession cook 9, spellcraft 4

"Ira, you look like you're positively glowing. I guess you weren't too comfortable in town. The wilderness definitely agrees with you. I'm glad to see you so ... happy."


I though as much, too. I'm seeing already that going RAW for wilderness exploration is going to make for long and boring campaign, so how's this: whoever can, give me as many survival checks as it takes to hit DC 12. For every check that goes by without meeting the DC, you will be fatigued for one day of exploration from hunger. That is, once you run out of rations.


Male Goblin Ranger 1

FINN! Mask is here![b] peering around Somewhere. Perhaps he has turned invisible?! You never can be sure with witchy gnomes.[/b] With a word, which wanders from whine to woof, Nose appears from the shade of the stable. Chuffy gleefully scrambles aboard the noble beast, which seems, almost, to bear a martyred expression Time to go, to fight, to steal, to BURN! And with that rides off to the west.

That last for about 15 to 30 minutes, depending how interesting 'over there' was before running back to see what the rest of the party is up to. This will be the pattern, more or less, Chuffy follows during the day as the party explores the hexes. Actual time away from the party varies depending on how far he needs to go to help the party explore, and if he finds something interesting that must be shown to Fionn right now. At night Chuffy will always rejoin the party, unless something noteworthy happens

Perception 1d20 + 5 ⇒ (7) + 5 = 12
Survival 1d20 + 6 ⇒ (12) + 6 = 18
Nose:Perception 1d20 + 8 ⇒ (12) + 8 = 20
Nose also has scent, which may affect things.


HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
skills:
diplomacy 9, heal 7, knowl history 6, knowl religion 6, linguistics 7, perception 13, sense motive 7, stealth 3, profession cook 9, spellcraft 4

awesome, sounds like a plan, and we have signal whistles for everyone, so if we are separated and something bad happens, we can whistle for whoever is separated. You can call for us, or vice versa. Nice survival roll too... and perception for Nose


Male Human Lion Shaman 1

Both Tensen and Lillith have ranks in survival, and are happy to forage for food. I actually did not buy any because I imagine they are quite self-sufficient when they are out in the wilderness.
Ira also has ranks in Survival, don't forget. For now, we should assume that Gimlet is following as he posted to leave with us in the tavern thread...

Tensen checks out the tracks and gives a quiet scoff. "Some prey to match the size of the majority of our companions. I think it would be wise for us to start a map and fully explore each area. As it stands there is no record of what lays in the wilderness."

If the party agrees to fully exploring the hexes, here are the survival checks. Lillith has an Int of 4 and can understand commands and to my understanding, communicate non-verablly since she is so smart. I will roll an assist from her if thats okay.

Survival check for 1st hex (Tensen, Lillith):
1d20 + 7 ⇒ (8) + 7 = 151d20 + 6 ⇒ (11) + 6 = 17

Thats a total of 17 for my exploration check!


Male Goblin Ranger 1

I've got three days worth for me and Nose. Hey! How do you know all we found we some Kobold tracks? The noble nose rolled a twenty, with scent. If Kobold tracks are all that's to be found. What does our perception and surival tell us?

Nose: Survival 1d20 + 1 ⇒ (5) + 1 = 6
Nose: Survival w/scent 1d20 + 5 ⇒ (7) + 5 = 12


Since you fully searched the hex, you were guaranteed to find the kobold tracks. Scent could conceivably offer more insight about the kobolds, but you would have to have a reliable way to communicate with Nose to find out what it is. For the time being...

When Nose stumbles across the tracks he sniffs around a bit and clearly indicates that the kobolds traveled NWW.


HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
skills:
diplomacy 9, heal 7, knowl history 6, knowl religion 6, linguistics 7, perception 13, sense motive 7, stealth 3, profession cook 9, spellcraft 4

"I have paper and pens and ink for making maps, but no skill in cartography. When we do stop to work on maps, I'd be happy to turn the job over to someone with some skill if anyone has any... otherwise, I'm also good with trying my best at it." ie if anyone has knowledge geography or profession cartographer, please feel free to make the maps lol

Finn, while not as comfortable in the outdoors as everyone else, seems ultimately adaptable and her irrepressible good spirits are undeterred by the hardships of hiking through forest. She does her best to keep up, but ultimately is just not as fast as the others, so she does slow the party down some, but that just gives Chuffy and Nose more time to scout around.

She watches the others with their survival skills and comfort in the wilderness and tries to emulate them, but to no real avail. survival can't be used untrained, i believe, lol


Male Goblin Ranger 1

Bah! No buried treasure on the first day?! What is this nonsense! If I'm correct, NWW is the next hex we were headed to anyway, yes?

As everyone gathers in for the night, Looks like the dragon toes are going where we are going. We must be very careful. Nasty trap makers are sneaky and devious, with lairs full of all manner of unexpected death!


HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
skills:
diplomacy 9, heal 7, knowl history 6, knowl religion 6, linguistics 7, perception 13, sense motive 7, stealth 3, profession cook 9, spellcraft 4

"Dragontoes?" She giggles at the name. "Well if they are going our way, you are so right, Chuff, we will have to be cautious. I brought this long pole so we can check for traps... if you see an area that looks like it might contain some, we can probe ahead for danger."


Male Goblin Ranger 1

Alas fair party members, my brain is turning into goo, and I have work and research abstracts to write tomorrow. If something comes up, take a gander at chuffy's sheet and play him. There's a bit of Chuffy inside all of us. Adeiu.

P.S. This both a sign of trust, and a threat that if Chuffy's death in not suitably goblinish, his heretic cousin, the fire-bomber goblin alchemist will arrive at the tavern... for revenge!


HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
skills:
diplomacy 9, heal 7, knowl history 6, knowl religion 6, linguistics 7, perception 13, sense motive 7, stealth 3, profession cook 9, spellcraft 4

actually, since we found nothing in the first hex which was SW, and the second would have been NW, that's where you found the kobold tracks, we'd be going SW again after that - but we can change up and follow the kobold tracks if y'all want to. Finn is not the decision-maker here. That more falls to the folks with survival and tracking abilities.


HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
skills:
diplomacy 9, heal 7, knowl history 6, knowl religion 6, linguistics 7, perception 13, sense motive 7, stealth 3, profession cook 9, spellcraft 4

ni ni Chuffy - thanks for showing up and playing for a while - it was fun! get some rest and ungoo your brain lol


Male Human Lion Shaman 1

As long as Finn consents, as the party seems to follow one of the two of us around, we will continue in the SW-NW pattern until we reach the goblin lair, or find something more interesting. Presuming that we will fully search each hex, here are the rolls for each day.

Survival for 2nd hex exploration:
1d20 + 7 ⇒ (1) + 7 = 81d20 + 6 ⇒ (12) + 6 = 18; Survival 10
Survival for 3rd hex exploration:
1d20 + 7 ⇒ (3) + 7 = 101d20 + 6 ⇒ (10) + 6 = 16; Survival 12
Survival for 4th hex exploration:
1d20 + 7 ⇒ (1) + 7 = 81d20 + 6 ⇒ (14) + 6 = 20; Survival 10
Survival for 5th hex exploration:
1d20 + 7 ⇒ (14) + 7 = 211d20 + 6 ⇒ (14) + 6 = 20; Survival 23
Survival for 6th hex exploration:
1d20 + 7 ⇒ (19) + 7 = 261d20 + 6 ⇒ (2) + 6 = 8; Survival 26

And food... not assisting this time, separate checks on each day.

Survival for food 2nd hex:
1d20 + 7 ⇒ (9) + 7 = 161d20 + 6 ⇒ (1) + 6 = 7; Lion is sad
Survival for food 3rd hex:
1d20 + 7 ⇒ (11) + 7 = 181d20 + 6 ⇒ (14) + 6 = 20;
Survival for food 4th hex:
1d20 + 7 ⇒ (1) + 7 = 81d20 + 6 ⇒ (10) + 6 = 16; Tensen is sad
Survival for food 5th hex:
1d20 + 7 ⇒ (5) + 7 = 121d20 + 6 ⇒ (16) + 6 = 22;
Survival for food 6th hex:
1d20 + 7 ⇒ (11) + 7 = 181d20 + 6 ⇒ (14) + 6 = 20; Lots of food this day!


Female Hungerseed Tiefling Wild Rager 1

Oh what the heck, I've totally been online this whole time, I just missed the one exciting hour >.>

Survival, if it matters at all: 1d20 + 4 ⇒ (19) + 4 = 23
Perception to generally see stuff while traveling: 1d20 + 4 ⇒ (2) + 4 = 6

EDIT: Survival ninja'd by Tensen, quite hard.


HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
skills:
diplomacy 9, heal 7, knowl history 6, knowl religion 6, linguistics 7, perception 13, sense motive 7, stealth 3, profession cook 9, spellcraft 4

Finn has no objections to following the pattern we established rather than running off after the kobolds. Chuffy might have other ideas though. Finn has 5 days of rations, so for any days you missed your survival rolls, she can manage - and Chuffy might make his survival rolls those days, too. - Jacob just let me know how much food I'm actually using up.


Male Human Lion Shaman 1

Tensen stretches out next to Lillith at the end of the first day of travel, seemingly much happier in the wilderness than he was in the confines of the tavern. "I would not follow the scaled ones... Chuffy has the truth about them. We also are in a bit of a race, it seems, to collect this bounty. But why not take the time to really... subjugate the wilds while we are out here! Tensen lets out a booming laugh, as he references the contract that Gaius had luckily crossed Finn out of.

How do you want to rule the days where we get really really high Survival checks for foraging food? Extra day of rations? This is the only way I plan on actually collecting food for my character, so it would be nice to have a couple days of stock..
Edit @Ira: yeah I figured we may as well roll all the important checks up front, to make things a little easier on the GM. You should go ahead and roll or assist for the exploration each day.


Female Hungerseed Tiefling Wild Rager 1

Ira also seems much happier out in the wilds, although her mannerisms more closely resemble Lillith's than her humanoid companions.

"So, what exactly are we doing? We need to capture a man, right? Where is he?"

Ira has four days worth of wandermeal, which also can cover for any missed survival checks, but between her, Tensen, and Chuffy I don't think we really need rations.

Exploration, Hex 2: 1d20 + 4 ⇒ (12) + 4 = 16
Exploration, Hex 3: 1d20 + 4 ⇒ (15) + 4 = 19
Exploration, Hex 4: 1d20 + 4 ⇒ (11) + 4 = 15
Exploration, Hex 5: 1d20 + 4 ⇒ (9) + 4 = 13
Exploration, Hex 6: 1d20 + 4 ⇒ (12) + 4 = 16

Food, Hex 2: 1d20 + 4 ⇒ (19) + 4 = 23
Food, Hex 3: 1d20 + 4 ⇒ (9) + 4 = 13
Food, Hex 4: 1d20 + 4 ⇒ (12) + 4 = 16
Food, Hex 5: 1d20 + 4 ⇒ (4) + 4 = 8
Food, Hex 6: 1d20 + 4 ⇒ (16) + 4 = 20


HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
skills:
diplomacy 9, heal 7, knowl history 6, knowl religion 6, linguistics 7, perception 13, sense motive 7, stealth 3, profession cook 9, spellcraft 4

Finn giggles slightly at Tensen's mention of Gaius' contract, but it is a nervous sounding giggle, then she laughs outright and earnestly. "You're right about the race, but if we don't collect the bounty, perhaps we'll find something else of greater value in the long run. The bounty was only 100 gold alive, 50 gold dead. Surely we can find something even better if we lose the bounty. I'm not worried about it. As for subjugating ANYthing, it's not exactly in my nature. I don't think the wilds were meant to be subjugated. I like them wild, it seems... somehow ... right that they are what they are."

She shrugs slightly and stokes the fire gently, just enough to give off a little more light for her vision to kick in so she can keep watch for a while. "I'll wake Ira later so she can watch after me... then Chuffy, then you... we'll each get enough sleep but no one will be deprived."

If anyone wants a different watch schedule, feel free to speak up and we can change it to whatever works.


Female Hungerseed Tiefling Wild Rager 1

Everything seems good, watches wise, we're waiting on GM to tell us what happens in the hexes or at night, correct?


Male Goblin Ranger 1

Seconded. I suggest Chuffy takes whichever watch occurs after moonset. He's got darkvision, so that makes the most sense.


Hex 2 (It looks like we're getting plenty of food from the other two, so my checks are purely investigative, unless we come across something particularly juicy, like a gathering of deer/elk/boar/etc. Nose can communicate things he finds, just like a hunting dog would.)
Perception 1d20 + 5 ⇒ (5) + 5 = 10
Survival 1d20 + 6 ⇒ (14) + 6 = 20
Nose: Perception 1d20 + 8 ⇒ (10) + 8 = 18
Nose: Survival 1d20 + 5 ⇒ (1) + 5 = 6
[ooc]
Hex 3
Perception 1d20 + 5 ⇒ (17) + 5 = 22
Survival 1d20 + 6 ⇒ (14) + 6 = 20
Nose: Perception 1d20 + 8 ⇒ (20) + 8 = 28
Nose: Survival 1d20 + 5 ⇒ (20) + 5 = 25
[ooc]
Hex 4
Perception 1d20 + 5 ⇒ (5) + 5 = 10
Survival 1d20 + 6 ⇒ (20) + 6 = 26
Nose: Perception 1d20 + 8 ⇒ (13) + 8 = 21
Nose: Survival 1d20 + 5 ⇒ (9) + 5 = 14
[ooc]
Hex 5
Perception 1d20 + 5 ⇒ (3) + 5 = 8
Survival 1d20 + 6 ⇒ (14) + 6 = 20
Nose: Perception 1d20 + 8 ⇒ (5) + 8 = 13
Nose: Survival 1d20 + 5 ⇒ (6) + 5 = 11
[ooc]
Hex 6
Perception 1d20 + 5 ⇒ (18) + 5 = 23
Survival 1d20 + 6 ⇒ (12) + 6 = 18
Nose: Perception 1d20 + 8 ⇒ (13) + 8 = 21
Nose: Survival 1d20 + 5 ⇒ (7) + 5 = 12

*Edit The dice don't hate me! Oh fabjuous day! I hope the be something good, because I think Nose got a twenty in there... somewhere. I did too!


So, I don't need checks for exploration, as you are guaranteed to find whatever may be there, or I will roll on the encounter tables if you pass through. However, I will hang on to those rolls you made for various other things.


Male Human Lion Shaman 1

alright, well our plan is still to fully explore each he along the way. We are waiting in you GM to let us know what we find so we can proceed!


Male Goblin Ranger 1

No hidden things in the hexes to find?


The first night passes without note.

The second day, the party stumbles across a rather small pool in a clearing. Nose, after stiffing around for a bit, directs you to an old sock hanging from a tree. It doesn't look like the sock has been hanging there for long, since the it's still smelly. Nose indicates that the scent attached to the sock continues south.


Chuffy, the way my tables are set up don't factor in perception checks. It's too many variables. If there are things hidden in the hexes, you will find them if you take the time to explore thoroughly. However, I did work in Nose's perception in the fluff here.


Male Human Lion Shaman 1

Tensen lets Lillith get a good sniff of the sock they found on the second day, that she may be able to detect the scent if she finds it again.

Chuffy I think you over-estimate the abilities of your purchased wolf.. He has really no way to communicate with you because of his low Int of 2. Everything you want him to do either needs to be a trick he knows, or you need to make a handle animal check.


HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
skills:
diplomacy 9, heal 7, knowl history 6, knowl religion 6, linguistics 7, perception 13, sense motive 7, stealth 3, profession cook 9, spellcraft 4

"Should we follow the scent south then, or continue on our planned route? It could belong to Bawldok, or it could belong to someone in Gaius' party. She giggles at this last thought, then shrugs, willing to let Tensen make the final decision here.


Male Goblin Ranger 1

Jacob. Makes sense and thanks. Tensen, could be, but I think it's legit. We never train our dog and it acted much as Jacob described Nose's actions. Never tried it with a wolf though.

A Sock! We should follow and see what we can smell. Since there is one sock, perhaps it is a one legged man?


HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
skills:
diplomacy 9, heal 7, knowl history 6, knowl religion 6, linguistics 7, perception 13, sense motive 7, stealth 3, profession cook 9, spellcraft 4

"Or perhaps it was someone scared off before he could collect it - perhaps by another passing party - one without benefit of Nose and Lilith. I agree, perhaps we should let the animals track the scent, see where it takes us. Wonder what Tensen thinks about this idea."


Male Human Lion Shaman 1

Tensen gives a big shrug, curious as to why he is being asked to decide the direction of the party. "We are likely to lose the scent if we continue towards are location." He pauses to think for a moment before nodding. "We will follow this trail, none should leave their man-made belongings in the wilds. Green one, lets send the animals to lead the way." Lillith gives a great roar, seeming excited to hunt, and begins to follow the scent trail.


HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
skills:
diplomacy 9, heal 7, knowl history 6, knowl religion 6, linguistics 7, perception 13, sense motive 7, stealth 3, profession cook 9, spellcraft 4

Finn smiles and follows along, letting the animals and the big folk lead the party. She shivers a little when Lillith roars, the lion beautiful, but loud. I hope it turns out to be this Bawldok who lost his sock here... it would be good to return to town to collect our bounty while the others are still hunting. Then we can go out exploring again, maybe find that old mansion near the goblins.


Female Hungerseed Tiefling Wild Rager 1

Ira follows in the back, warily watching all around her. She appreciates being on the move, and for once with some company!

"I wonder what this place has in store! Is it not exciting to walk into unknown places?"

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