Go Forth and Conquer (Inactive)

Game Master Arythain

The Dragon has sent a picked group to unite the lands of the Gelkrosh region under her own banner.

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Hobgoblin Shaman 5 | HP 36/36 | AC 12, Touch 9, Flat Footed 12 | Fort +2 Ref +0 Will +7 | Initiative -1, Perception +11 (+13 for Surprise)

When Histrok notices that someone is approaching the camp, the Hobgoblin pauses to mutter a brief ancestral prayer as the halfling finishes his approach. When Yidi Tir speaks Histrok nods a greeting, and as Drekisal and Surtur both give their answers Histrok observes in silence.

Casting Guidance as Yidi Tir gets to camp

Sense Motive on Yidi Tir to detect anything unexpected in this first meeting with him: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28

Just trying to make sure that there aren't any hidden agendas I can spot other than being more likely to reach out as an agent of the dragon.


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

"Hmhm..." Jhaelwyn stared at the jovial shortfolk. Figures they were the overly happy sort.

The elf adjusts her seating and settles in. The 'traditions' of the camp could be useful to know (and whatever else Yidi would share!).


Outsider

Histrok:

You sense nothing amiss in Yidi as he speaks to Surtur, but you also catch the message that Yidi wants to speak privately to your leader. By the nature of his role he is quite adept at keeping secrets, but you see no reason to suspect his loyalties are anywhere but where you've been told they are.

"A pleasure, Surtur," Yidi says as he gives an exaggerated courtly bow, then straightens with a laugh. "Well, I see you've already found the woodseller. For most other errands and oddjobs that you don't want to do yourself, I can arrange for it to get done..."

Yidi speaks briefly about the various other concerns of the camp - the shared duty roster of manning the watchtower, for instance. Among his words he manages to get across to Surtur that he should meet Yidi later that night by the cliffside near the camp. Yidi is apparently very good at passing secret messages.

As Surtur may be away for a bit, anyone else can feel free to do some exploration of the camp, as until Surtur has plans for the party you probably have a day or two that you'd be free to look around in.

Jhaelwyn, could you be a little more specific about what kind of traditions you were looking to find out about?


Hobgoblin Shaman 5 | HP 36/36 | AC 12, Touch 9, Flat Footed 12 | Fort +2 Ref +0 Will +7 | Initiative -1, Perception +11 (+13 for Surprise)

After Yidi has left the camp Histrok eventually finds Surtur's side when the rest of the party is occupied elsewhere. "I saw nothing to indicate that the halfling's allegiances have shifted since our latest intelligence. He clearly wants to meet you on his own. I am comfortable with that, though should you like me to accompany you to the meeting he has proposed in order to observe, and then provide what insight I can, I am happy to do so. I believe that he would follow your lead in the matter."

The following morning Histrok spends the hour before dawn sitting in meditation, awake and a ways off from the tents. The others have prepared their space in very particular manners and this has been respected, this is the hobgoblin's chance to do the same.

Using my Wisdom of the Ancestors ability I will ask whether being open followers of Merry to the extent that Sir Gork is as a party would be likely to help or hinder us in the near future.

Once the meditation is done Histrok seeks out Cuneo and Jhaelwyn, during the morning meal. "I wonder if either of you would be up for some scouting. Our new halfling friend has provided some information to supplement what we knew coming in, but I trust both of your eyes and instincts more than his. Would wandering around the camp and seeing what you can see be something that might interest you today? If so, would the obfuscation of your passage be interesting to you? I believe we have some time to assess the situation fully at this time and that you are best equipped to do so."


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

"Who, and how, do decide the schedule and other things of camp importance? Is there a meeting we should know about?" Jhaelwyn asks, looking a bit sour as usual.

Mostly the small things of how the camp day-to-day activities work. When the hunters leave, when they come back. Any regularly scheduled activities ("every full moon we pray to X" or "every third monday we have a small feast"). That sort of things : )

It would be handy if he could point out important figures in the camp too. Now this would probably be about the same as our briefing but it can be handy to have an excuse if we were to act on that info. "Oh the halfling told us X" instead of "Ehhh I just assumed X"

Maybe he knows a bit more about what the common folk thinks about all the named actors? Specifically wondering a bit how they feel about the ogre bouncer, since currently that one might be on collision course with us.

---

Jhaelwyn's morning routine isn't very hurried. For once they were not moving anywhere and had no hunts planned so the elf took her leisurely time looking over and fiddling with all her trinkets and gear. Polishing blades, mending clothes and *uh* something apparently with a ghastly collection of trophies. Probably best not to ask.

As such her mood was relaxed for once, even if a tiny voice at the back of her head called out for action. She didn't have to think much before being on board with the hobgoblins idea. "Hmm-hmm-hmm! Yes. Yes! An excellent idea. I think we can first take a brief look. Yes, just a casual one. That's reasonable for any newcomer to do. Then, if there's anywhere they don't want us to be, we can take a look there more quietly."

Grand Lodge

M Human Barbarian (Titan Mauler) 2/Fighter (Mutation Warrior) 4 HP: 58 AC: 10 FF: 9 Touch: 10 Fort: 9 Ref: 0 Will: 1 Attack: 4 Init: -1 Perception: 7 Sense Motive: 8 Rage: 14/14

That night

Surtur listens as the halfling talks, giving away nothing, only answering when a small, but obvious question presents itself. He's not in the habit of sharing motivations with those he does not trust. As the halfling winds down talking, Surtur thanks him and promises that if any odd jobs are needed, he'll see it done.

"We were looking for someone to arrange to draw water for us," he mentions in an offhand manner, if you know someone reliable who might do this." He hopes the double meaning of the word isn't lost on the halfling.

He bids the halfling farewell, and suggests that if an odd job is needed, he'll let Yidi know. Perhaps sooner rather than later.

Possible questions for Yidi

Watchtower? How often, and when, and who organizes this?

With Histrok

Surtur shakes his head in response to the hobgoblin's questions. "No," he whispers, trying to keep his voice low so no one else can hear. "More than one of us gone will raise suspicion, and I am not afraid of what may happen. I will return when the moon is high."

When everyone is readying themselves for bed, with two guards set for watch, Surtur makes as if to answer the call of nature. However, rather than return, he keeps going, to this meeting with Yidi Tir, moving slowly so he can observe not just the route, but anything that may lie along it.

Perception: 1d20 + 9 ⇒ (18) + 9 = 27

Moving slowly and observing, readying an action to attack anything that comes within melee range if need be.


Outsider

Histrok - Wisdom of the Ancestors:

"The people have their own gods, but their worship is shallow. If you follow others, be as the lodestone, not the flood."

Jhaelwyn and all:

"Pah! The people here aren't a community like that, Miss Elf. The only thing of camp importance that is decided together is who keeps guard at the watchtower and when, and that gets settled between all the bands each month - usually by the leaders having a sit-down with Garca. Beyond that - all the supplies are brought in by Garca, with him doing his best to get special orders. Latrines are dug by yourselves or people you hire - and if you dig 'em where somebody else doesn't like it you'll have trouble. Same with just about everything else. Rule is, if you don't step on no-one's toes you'll get along fine. Everybody likes people who stick to their own business and don't cause trouble. Whatever little oddjobs you want taken care of, you can have me arrange it or go straight to Buri's group yourself - though he'll have you paying, a' course. Probably easier just to have your own soldiers do 'em.

As for Thud... well, he's none well liked. Not hated - Garca keeps him on a short leash, so he doesn't get to actively mistreat folks in camp. But alls can tell he's a s#%&. Ogre, after all. No offense, biggun!" Yidi says to Gork cheerfully.

"As for the other leaders - Buri is liked enough, but then he and his get a lot of the camp work done and STILL find time to go hunting, or looting, or whatever. Urim is feared and respected. Kulwa is feared and rather disliked. The other leaders, all - what is it now? - four of 'em, are anywhere between 'good lad' and 'who's that?' for the camp at large. Most just stick to their own bands."

Surtur and all:

This is in response to your public question, the meeting itself will be in the main body as it is the main 'action' right now.

"Water? Aie, can't be trusting that to anyone shifty. If'n you don't want anyone in your own group to do it, I'd ask for Lada Reahts, one of Buri's lietenants - but really he runs his own lads. Not a talkative one though, so if it's conversation you want go elsewhere."

[spoiler=Sense Motive DC 15]

Yidi understood your subtext Assuming your DM did and has told you that this Lada Rheats can be trusted to hold confidence.

"If you're here at the start of the next month, you'll be asked to come to the meeting of the camp leaders. That's where they decide the watch schedule. That's mostly why I'm here, to tell you about that. It's pretty much the only thing the camp organizes together."

Surtur makes his way to the meeting with Yidi, and as he approaches sees the halfling hiding among the shadows within the brush on the cliffside. You signal that he is seen, and he steps out with a smile. "Good eye."

You exchange greetings, giving the secret passphrases that were told to you when you departed the Dragon's lands.

"So, it's finally started, has it? Hope you're up to this," Yidi says. "This is a fractured land with more politics than you'd expect from its population. Plus whatever the hell lives in the Tower. But what do I know? I was just here to wait for you, and help you how I can. So I'll tell you this - to get any respect here, you'd better go hunting mantids quick. Bring back a few claws and whatnot and people will know you're for real. You'll fit in with what they expect of a newcomer. Anything else and they'll start to wonder why you're really here, eh?"

You converse for a time Ask any question you have and then Yidi takes his leaves, giving you instructions on how to reach him before he does. At any time you're in the camp, you leave a secret sign and Yidi will come meet you.

Grand Lodge

M Human Barbarian (Titan Mauler) 2/Fighter (Mutation Warrior) 4 HP: 58 AC: 10 FF: 9 Touch: 10 Fort: 9 Ref: 0 Will: 1 Attack: 4 Init: -1 Perception: 7 Sense Motive: 8 Rage: 14/14

At the campfire

Sense Motive: 1d20 + 10 ⇒ (1) + 10 = 11

Surtur nods appreciatively at the halfling's recommendation. Someone to cultivate a relationship with, if I need something done quietly, he thinks. "Though that doesn't tell me if he can be trusted,, clearly issing the point of the halfling's answer.

With Yidi, Secret Meeting

Surtur is not surprised when the halfling appears, vaguely attempting to remain hidden from those who might be following. Which is a good thing, Surtur muses. Not everything should remain out in the open.

"What can you tell me about hunting them? What dangers can I expect in the field?" He fixes the halfling with a stare. "I do not intend to lose my men." His voice brokers no argument, no wavering. It's not an if at all statement; it's an this will be statement.

He converses for a time, asking pointed, direct questions. "Who is the most likely to cause trouble here? Who is the most likely to be helpful? How often is someone stung by the mantids, and is there a field hospital, or a place for them to recover, amongst the groups? Or is it something handled separately? If trouble comes, how much can Obega Garca be relied upon to handle things fairly, as opposed to showing favoritism to those who have been here the longest? And is there a way to gain his trust? What can you tell me about our neighbors, and are they the kind who can be trusted?"

Finally, at the end, he asks a jarring question, to keep the halfling agent off balance. He leans in close, towering over the halfling, and asks "How much, Yidi Tir, can I trust you?"

Intimidate: 1d20 + 9 ⇒ (18) + 9 = 27

Dont ever let it be said that Surtur isnt an equal opportunity offender!

The next morning

Surtur's late night excursion doesn't affect his sleep schedule; in fact, he is the first one awake, brewing his strange pot of dark, bitter liquid that he drinks every morning. He notes with interest as the hobgoblin peacekeeper Histrok rounds up Cuneo and Jhaelwyn early, and soon afterwards, the three depart in the direction of camp.

That one is a leader in his own right, Surtur thinks to himself, before nonchalantly picking himself up and walking over to the two other noted agents of the dragon.

"Sir Gork, I would once again ask you to join me. Today, we go to scout the region. I would have us prepared for when we conquer our enemies."

He turns to the kobold, and asks. "Quartermaster Drekisal, I would ask you to stay. Greet anyone who asks for us, and when our three companions return, please deliver for them this message for me. That we are out in the pass, and that tomorrow, I will expect them ready to ride."

He departs, gathering his gear, and ordering the men who had accompanied them to do so as well. After a while, he returns to Drekisal, and quietly whispers "Do not think this a punishment. I expect eyes to be upon us today, and since we don not intend to engage the enemy afar, your skills will be more valuable here. I am trusting you," the word sound pained, forced "to represent us well here. That I know you will do."

Then he departs, shortly afterwards, leaving all but two of the men and Drekisal to guard the camp.


Ogre Shining Knight 5 (AC:20|9|20, CMD:22, HP:44, Save:8|3|6, Ini:0, Per:0, Spells:2/2, LoH:4/4, Smite 2/2)

Gork is up early despite laying down late.
Ham is feeding on the grass nearby while Gork is in the process of digging a deep hole into the ground some twenty meter beside the tents as Surtur approaches him.
"Huh, ridin' out, eh?
Lookin'round or smashin' already?"

Regardless of the answer, Gork will get out of the hole and armour up himself and Ham - which takes a bit and is noisy as hell (so any sleeping beauties are woken by the resounding cling-clang of metal on metal).


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Outsider

Yidi's answers:

Written in OOC style for time constraints.

Yidi tells you that the mantids are ambush hunters mostly - they lie in wait for things to come nearby, then spring up, often leaping directly from cover to attack. Due to the tall grass in much of their chosen hunting area, they are hard to spot and possess almost no scent. He knows about the antivenom and suggests that if nothing else, whoever you have riding in the vanguard should be dosed with it, as the leading members of a group are often poisoned before they have a chance to react.

Generally speaking, your group is big enough that you won't need to fear the other hunter bands trying to kill and rob you, and there are essentially no bandits to worry about in the area the mantids threaten.

There is no field hospital nor any kind of help. Once you leave the camp, you're on your own. If you are far to the north and in need of help you can try reaching Harraw - they don't tend to love strange outsiders but they'll help people who are hunting mantids more than likely.

Garca only tends to show favoritism to especially good customers, and tends to dislike people who cause trouble in the camp and harm his business. He has ruled against Kulwa's group in several recent altercations to punish them for their antics. Beyond that simple self-interest, he seems an honest judge of things as best as he is able. Yidi is not really sure the old merchant actually trusts anybody.

Most of the bands keep to themselves, though Kulwa's group has been stirring the pot recently saying that hunting the mantids is too small a goal for the lot of warriors gathered here. Urim's group ignores most people. There are occasionally allegations of theft (that might even be true) but there's no reason to be overtly suspicious of nefarious intent by most people in the camp. Keep and eye on your stuff and you should be fine.

One possible exception is Iri the elf, an enigma even to Yidi. Probably working for someone, and always leaves the camp alone - doesn't have an association with any of the bands.

Surtur wrote:
"How much, Yidi Tir, can I trust you?"

To your surprise, your glower and suddenly threatening stance do not phase the halfling at all. He simply smiles up at you and replies: "Exactly as much, big man, as I can trust you."

Then he gives a wink and a casual salute, and disappears back into the brush towards the camp.

How far are you intending to scout, and in what direction?

Grand Lodge

M Human Barbarian (Titan Mauler) 2/Fighter (Mutation Warrior) 4 HP: 58 AC: 10 FF: 9 Touch: 10 Fort: 9 Ref: 0 Will: 1 Attack: 4 Init: -1 Perception: 7 Sense Motive: 8 Rage: 14/14

Another question for Yidi, if you don't mind:
Sorry, this came up in response to one of your answers. If Kulwa Stonebreaker thinks mantid- hunting is too small a goal, what exactly does he think we should be doing?

Surtur slowly smiles as the bold halfling walks away. He's beginning to think he can trust this halfling, after all. He turns and heads back to camp.

GM Mercy wrote:
How far are you intending to scout, and in what direction?

Not far, maybe a hex to the left. He's mostly just making a show of leaving, since though he had intended to start hunting, three of his best left. If he can, he'd like to find a group out actually hunting and sort of tail them from a distance, to see what they do. If not, he'll stick to scouting the terrain and the various pitfalls and havens that might provide. He'll consider that just effort for the day, and await Histrok et all' return.

Sir Gork wrote:
Lookin'round or smashin' already?"

"Just getting a lay of the territory, Sir Gork. I don't like being caught unawares."


M Kobold Oracle 5 | HP 24/24 | AC: 18 T: 12 Fl: 16 | CMB: +1 CMD: 12 | F +0 R +2 W +4 | Init +1 | Perc: +0 | 1st level 5/7 | 2nd level 2/5 | Current Effects:

Drekisal is meditating when Surtur approaches him, focusing inwards to prepare for the day and maintain his connection with his odd draconic powers. He opens his eyes as the human approaches.

"Of course, Surtur," he replies to the command.

He has finished his meditations by the time Surtur returns. He listens quietly to the Chosen's halting admission of trust and responds with a small bow.

"All shall be well here. I will see to it," he promises.

While the others are away, Drekisal effeciently organizes the remainder of the camp, seeing to it that everyone has a task to do. He sets men to dig latrines, fetch water, and begin making a dugout for longer-term storage of supplies.


Hobgoblin Shaman 5 | HP 36/36 | AC 12, Touch 9, Flat Footed 12 | Fort +2 Ref +0 Will +7 | Initiative -1, Perception +11 (+13 for Surprise)

Before Cuneo, Histrok and Jhaelwyn head out the hobgoblin calls on ancestral aid, head bowed slightly. After muttering a few incatations and after a faint aura seems to surround Jhaelwyn there is a nod. "It might not matter much, but you'll now be able to guide us in the most direct route towards where you'd like to go. We'll also leave no trace of our passing, as was the case in the last leg of our journey here. I'd like to have you follow your instincts for where to go, with Cuneo's input. Whatever the two of you think will give us the best feel for the situation at the Lodge now, to supplement the information we've already gained. My only request is that if we come across one of the stronger camps or personalities we've heard of and it can be done discretely, I'd like to have the spirits assist me in taking a closer look."

Histrok prepares to follow the lead of the others; to watch and gain the knowledge he can from the tour of the Lodge.

Casting Nature's Path on Jhaelwyn (increasing our movement speed, allowing her to find the shortest path to whatever she wants and guide up to 5 others with her,) pass without trace on all of us. If we begin to approach someone that's shown up in our intelligence reports or any of the three major camps Histrok will try to cast Heightened Awareness for a 50 minute bonus to perception and the Pierce Disguise for 5 minutes of being able to see through magical disguises (illusions and polymorph effects) of third level or lower (the true form appears as a ghostly overlay on the creature’s disguised appearance.) Just seeing if anything looks out of the ordinary or there's someone hiding something that we might learn about early. I'll also keep detect magic up and be scanning people especially, but anything that might look interesting, so long as I can do it discretely.


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

"Hmm." the elfs gaze bounces a few times between Histrok and Cuneo, trying to determine if they had any more input on their path. She'd settle for just walking in a large circle around the camp to start with and unless there were objections, that was her move.

Sounds reasonable to just circle everything and take a look at the other important encampments? At least to start with, since we really don't know much about what else we'd want to see (except the trading post but we've been there : ) )

And - if we are (un)lucky - we might see something interesting on the way!


Outsider

Surtur:

"Can't quite figure that out - it's always something different, it seems. He's talked about waging real war against the mantids, annihilating them. He's talked about gathering the warriors and becoming mercenaries for hire, nearby or overseas. He's talked about exploring, he's talked about retaking the mines.... blah, blah blah. Early on I thought he might be an actual agent provocateur artfully playing the clueless blowhard. Nowadays I don't think it's an act. Not all the bigguns have brains like yours," Yidi responds with a smirk.

Histrok/Jhaelwyn/Cuneo:

???: 2d6 ⇒ (2, 6) = 8
??1: 1d20 ⇒ 19
??2: 1d20 ⇒ 5
??3: 1d20 ⇒ 19

You take a walk-around of the camp, trying to discretely surveil the other groups with spell and eye alike. You notice nothing particularly out of the ordinary. There are a lot of interesting characters to be seen, bearing clothing and equipment from far and wide - but none of them is hiding behind an illusion.

You do at one point notice a figure you'd had reports of but not seen in person - the elf, Iri. As reportedly the only elf in the camp you can only assume this is he. He is talking with a burly human who wears a colored patch marking him as a member of one of the smaller bands of hunters. As you walk by, Iri's ceaselessly roving eyes take notice of you taking notice of him.

As Surtur and Gork ride out, Gork continues to turn heads, but you pay them no mind. You make a small loop through the nearby countryside. at the furthest extent, on a hilltop just as you are about to turn back towards the camp, you see the low ruins of a village further to the west. You remember that this was a small town which used to stand at the crossroads between the river road and the bridge road. The fleeing denizens of this small place were the ones who desperately destroyed the old bridge to try and keep the mantids on one side of the river. Fortunately for the lands to the east, it seems to have worked.

Beyond that, you see little of note. The nearby area is rolling grassland marked by sparse copses of trees here and there. You see no sign of wildlife larger than a rabbit.


Ogre Shining Knight 5 (AC:20|9|20, CMD:22, HP:44, Save:8|3|6, Ini:0, Per:0, Spells:2/2, LoH:4/4, Smite 2/2)

Looking down at the forsaken town, Gork notes:
"Gud place fer many-house.
Pinkies 'ould've stay.
Could 've make da gud wallsy to hold off bugs."


Hobgoblin Shaman 5 | HP 36/36 | AC 12, Touch 9, Flat Footed 12 | Fort +2 Ref +0 Will +7 | Initiative -1, Perception +11 (+13 for Surprise)

When the Histrok sees the elf's attention has found the group, the Hobgoblin gives a friendly nod, but makes no attempt to initiate contact beyond that.

After the tour of the camp is done Histrok sits down on a log in the middle of the camp and looks to the others. "I saw nothing with the help of the spirits that I couldn't see without them. It looks like the area is largely as we would expect from my perspective. The elf was wary of our attention, but that's not surprising and not something I'm worried more than I was before. Did either of you see anything new that might be a cause for alarm or something we could take advantage of?"

Grand Lodge

M Human Barbarian (Titan Mauler) 2/Fighter (Mutation Warrior) 4 HP: 58 AC: 10 FF: 9 Touch: 10 Fort: 9 Ref: 0 Will: 1 Attack: 4 Init: -1 Perception: 7 Sense Motive: 8 Rage: 14/14

Surtur notes the ruins, and Sir Gork's words. He pauses for a long while, steadily staring at the town. His face is bunched in concentration, and a deep look of sadness briefly crosses it.

"Sir Gork," he asks, slowly, finally, "if it were up to you, where would you put the fortifications? Had it been you there?"

His unwavering gaze never leaves the town.


Ogre Shining Knight 5 (AC:20|9|20, CMD:22, HP:44, Save:8|3|6, Ini:0, Per:0, Spells:2/2, LoH:4/4, Smite 2/2)

Gork is obviously surprised at this question.
"Huh... Hmmmm...
Smashin' da bridgy was gud pinky-thinkin.
Leavin then wus bad.
Put lotz'o'gud bowies on high tow'as day'n'night an wall ze river an' bridgy.
'en ya culd try 'n cross da riva to hunt 'em an wall-off da ot'r side."


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

---Tour!---

Jhaelwyn in turn takes notice of the elf noticing their initial noticing. She asks those in her company, mostly herself though, about their opinions on the elf. "Hmh. I wonder; how does he feel about not being the only elf around?"

---Back!---

The huntress takes a seat as well. She closes her eyes and mumbles, going over the trip again. In truth there weren't much that stood out. With a grimace she tilted her head to the side and opened her eyes again. "Not sure what else I expected. More vultures? Perhaps a shrine? Poor hunters need every edge - maybe a prayer tips the scales..."

Then she grinned and laughed. "I wonder; is there a patron of mantid hunting? We should ask Gork - perhaps his God has a niche here."

She calmed down and fetched something to fiddle with. This discussion was probably not over - and quite frankly it could be useful - but her hands shouldn't sit idle.


M Kobold Oracle 5 | HP 24/24 | AC: 18 T: 12 Fl: 16 | CMB: +1 CMD: 12 | F +0 R +2 W +4 | Init +1 | Perc: +0 | 1st level 5/7 | 2nd level 2/5 | Current Effects:

Drekisal notes the others returning. He gives Histrok a nod, but for now continues directing the activity in the camp. No need to seem too interested in their scouting just now.

Grand Lodge

M Human Barbarian (Titan Mauler) 2/Fighter (Mutation Warrior) 4 HP: 58 AC: 10 FF: 9 Touch: 10 Fort: 9 Ref: 0 Will: 1 Attack: 4 Init: -1 Perception: 7 Sense Motive: 8 Rage: 14/14

Surtur thinks for a moment, then sighs, and swings around. "Back to camp, it is," he sighs.

He pauses for a moment to look up at the glaring sky.

@GM: About how high is the sun in the sky when we spot the village?


Outsider

You have not ridden very far, and even meandering a bit to expore the area would only have taken a couple of hours. We'll say it's a couple hours before noon when you get within view of the ruined town. Also, I need to get a 'Calendar' resource up, as eventually time will become rather important. :)


Hobgoblin Shaman 5 | HP 36/36 | AC 12, Touch 9, Flat Footed 12 | Fort +2 Ref +0 Will +7 | Initiative -1, Perception +11 (+13 for Surprise)

Histrok smiles and wave to Drekisal when the kobold nods, and is quite while Jhaelwyn finds the right level of activity for her hands to be comfortable. When she seems settled, the hobgoblin continues.

"I've been thinking about Merry as well, and how she might be an influence that helps us here. I hadn't thought of a shrine, but I was thinking of talking with Sir Gork about finding a spot a bit off from our camp to set up evening celebrations for her, like the one we had last night. We don't want strangers in our camp on a nightly basis, but if they were open others could join we might see people drift in as they were interested.

"I'm inclined to think that were the people in this area drawn to the worship of Merry it would make things safer for us, and everyone else, as a whole. I wouldn't expect everyone to have an interest. Perhaps none will. But if some do, and they're choosing it themselves instead of having Gork try to proselytize I think that might go over better. Showing the benefits of following Merry rather than talking about them."

Histrok stops and looks at the elf. "I don't get the impression that Merry's your sort of God, but you know a thing or two about hunters. Would there be that sort of interest if the option were open?"

Grand Lodge

M Human Barbarian (Titan Mauler) 2/Fighter (Mutation Warrior) 4 HP: 58 AC: 10 FF: 9 Touch: 10 Fort: 9 Ref: 0 Will: 1 Attack: 4 Init: -1 Perception: 7 Sense Motive: 8 Rage: 14/14

Huzzah! I like this calendar idea!

Surtur glance to the sky shows that he hasn't been out nearly long enough. If he wants to make a show of this, he needs to be gone till a few hours before dusk, at the earliest. So, he starts to back to camp; not to go there, but to get a trail to follow.

Survival to find/follow tracks: 1d20 + 9 ⇒ (8) + 9 = 17

Hoping that beats the DC?

As he searches for the tracks of a large band of warriors leaving to hunt mantids for the day, he thinks to himself, 'Mantids are ambush hunters. Today, we shall ambush the ambushers.'


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

The elf snorts and looks down at her task. "Not exactly what I usually worship. No not at all... I must admit that Gork is more pleasant then our priests. Less frightening too."

She pauses briefly, pretending to adjust her seating, and switches topic. "No what I was thinking was - 'what if Gork's God helped slay mantids'. Something close to that at least! Maybe if the blessings happens to prevent mantids' poison from working?"

"Surely such power would be worthy of worship. And surely the exarch of that faith would hold great authority. Plus - much harder to steal divine blessings then alchemical formulas..."


Outsider

Surtur and Gork ride about somewhat, but find no signs of the mantids this close to the camp.

Surtur, you would quickly surmise that the mantids simply haven't come this close to the camp recently. You'll need to go further afield if you want to locate signs of them.

Grand Lodge

M Human Barbarian (Titan Mauler) 2/Fighter (Mutation Warrior) 4 HP: 58 AC: 10 FF: 9 Touch: 10 Fort: 9 Ref: 0 Will: 1 Attack: 4 Init: -1 Perception: 7 Sense Motive: 8 Rage: 14/14

I apologize. I just realized that that wasn't nearly as clear out loud as it was in my head. I had asked earlier if it was possible to follow one of the other groups hunting the mantids, to see how they do it. The remark was stemming from the mantids being ambush hunters- so we're hunting the people who are hunting the mantids, like the mantids are, just with the intention of killing the mantids, not the people. Does that make sense? Or was that just in my head? I don;t know. Anyways, did I find any fresh tracks leading away, or was my roll not high enough to determine that?


Outsider

Ah hah, yep didn't make that connection! New response...

While not finding mantid tracks, Surtur and Gork do come across the trail of a group that must have departed the camp about two days before. Eight to twelve individuals, heading southwest. Their trail leads through the ruined village, and assumedly further - perhaps even into the badlands.

Do you follow, and if so for how long?

Grand Lodge

M Human Barbarian (Titan Mauler) 2/Fighter (Mutation Warrior) 4 HP: 58 AC: 10 FF: 9 Touch: 10 Fort: 9 Ref: 0 Will: 1 Attack: 4 Init: -1 Perception: 7 Sense Motive: 8 Rage: 14/14

Probably up to the ruined village, and, seeing as how the tracks are two days old, that gives me enough information to make an informed decision about what to do next- pending information from Histrok et al. After, that, we'll turn around and head back, marking the trail we followed with a few rocks and colorful flowers.

Surtur searches long and heard, but he doesn't need to- the tracks, two days old and heading out, are hard to spot, but not for someone with his expertise. He follows the tracks for a while, then, realizing that they ride beyond the village, stops, immediately sending men to marking the trail. He reaches over, and pokes the large animal Gork rides, as if feeling it's strength.

"We ride to battle tomorrow, Sir Gork," he says at the last. "Pray to your God that we find success."

And then, with the task finished and the trail marked, he heads back to camp.


Ogre Shining Knight 5 (AC:20|9|20, CMD:22, HP:44, Save:8|3|6, Ini:0, Per:0, Spells:2/2, LoH:4/4, Smite 2/2)

Gork is growing weary towards the end of the day.
It felt like a wasted day to him but the words of the big leader, promising dangerous work for the next day seems to cheer him up again.
"We fo'low hunt'as 'morrow, yes?
Merry don't like ze buggs around pe'ples.
Danger to end'as bugg-foodsy not gud fer Merry-life.
Pinkies pray to darker gods 'n such days."

Back in the camp (assuming it is not night already) Gork takes a ride-over to the lumberjacks to see if he can help them for an hour or so.
Maybe carrying back some lobbed logs or something, before inviting them over for a evening thanksgiving to Merry, a good meal and a place at the fire.
If they agree, he will hold a small ceremony, thanking Merry for another peaceful day of good work, joyful companionship and a belly-filling meal at days end.
The brief ceremony (no more than five minutes, really) is accompanied by slow drumming and the sound of lighting up campfire.
(unless we have some sort of planning meeting going on or something, that is.)
Diplomacy in order?: 1d20 + 14 ⇒ (2) + 14 = 16
Reroll, with honey tongue spell: 1d20 + 14 ⇒ (18) + 14 = 32


Outsider

You follow the trail a few more miles. The ruined village is almost entirely reclaimed by nature, with only a few resilient timbers and the rare stone foundation of a wealthier house still betraying the sad past. The tracks continue straight through and turn more southerly. You strew markers as you head back along your route.

Gork:

The woodcutters seem alarmed by your offer to help them, and also unsure of what might happen if they refuse your help. Used to such reactions, you simply go about some of the heavier lifting, easing their own burden.

Moving straight to the next day.

The night passes uneventfully, with none of the other camp denizens seeming to take any more interest in the new arrivals. The next day's dawn sends light through a cloudless sky.

Grand Lodge

M Human Barbarian (Titan Mauler) 2/Fighter (Mutation Warrior) 4 HP: 58 AC: 10 FF: 9 Touch: 10 Fort: 9 Ref: 0 Will: 1 Attack: 4 Init: -1 Perception: 7 Sense Motive: 8 Rage: 14/14

Surtur arrives back at camp, and attempts to look cheerful. Once he's back, he pointedly does not look at Histrok, Jhaelwyn, and Cuneo, instead wandering over to talk to Drekisal, before preparing for dinner.

"What did you see today? Anything useful?" he asks the small quartermaster. He converses with him in hushed tones for s short while.

He briefly looks at the tall paladin as he walks towards the woodcutters camp, and the faintest trace of a smile can be seen upon his lips. He uses whatever is left of the meat for stew; he truly believes that the need to keep up strength is important.

Around the campfire, he'll turn to the three wanderers. "What did you learn?" he'll ask simply, the even keel to his tone betraying none of his thoughts nor emotions.


Hobgoblin Shaman 5 | HP 36/36 | AC 12, Touch 9, Flat Footed 12 | Fort +2 Ref +0 Will +7 | Initiative -1, Perception +11 (+13 for Surprise)

"The Lodge is much as one would expect from a camp of hunters who owe very little allegiance to each other or the general welfare. I saw nothing that in my experience would raise any particular alarms. There was however an interesting looking elf hunter, rare in these parts near as I can tell, who took a notice of us as we made our tour. I'll point them out should the opportunity arise in the future." Histrok makes no assumptions that the conversation isn't being overheard, but instead attempts to play to the expectations that an eavesdropper might have about a typical party this large new to the area while also passing on what Surtur is likely to want to know.

After waiting for the others to answer as they might, Histrok turns the conversation to the coming day. "The camp seems set, with Quartermaster Drekisal having things well in hand. The men are ready for the hunt. While making preparations for tomorrow is there anything you have learned that might help us prepare? Also, is there anything you would seek guidance from my ancestors for tomorrow?" The hobgoblin seems ready to accept the instructions Surtur might have to give when something else seems to come to mind. "Oh, and one more thing, did you see any birds, either birds or prey or otherwise, during your scouting today? If they're about I might be able to make use of them to assist us tomorrow."

If there's anything someone would like me to ask with my Wisdom of the Ancestors I'm happy to take suggestions. I'm also trying to figure out if Commune with Birds might help us pinpoint any Mantids tomorrow, but there need to be birds about for that to help. The question is thus as much to GM Mercy as Surtur.

Grand Lodge

M Human Barbarian (Titan Mauler) 2/Fighter (Mutation Warrior) 4 HP: 58 AC: 10 FF: 9 Touch: 10 Fort: 9 Ref: 0 Will: 1 Attack: 4 Init: -1 Perception: 7 Sense Motive: 8 Rage: 14/14

I actually never asked if we saw any birds, so DM? Birds haha? No wildlife larger than a rabbit, but most birds aren't the size of rabbits!

As Histrok explains the actions of half the party, he nods sagely, saying nothing. When he finishes, he adds in his own input.

"We found a trail, leading off towards the mantid camp. Could you learn anything of them, and their fate? I'd see us join them if we may, not become food to whatever finds them."


Outsider

Definitely saw birds, and lots of them. Most of the immediate area is tall-grass plains, so as you move around lots of birds would startle and take flight where they were previously unseen. There aren't many trees, so ground-nesting birds are the rule. Grouse and other game birds, and the falcons that prey on them, are plentiful. (plus probably plenty of non-game birds but I'm not that knowledgeable on ornithology. :)


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

Jhaelwyn goes for a nod to add her part to the report. Histrok had covered their task and she didn't have anything to add. As for what Surtur and Gork had been up to there wasn't much to say. She fiddled with her things as she waited to see if the hobgoblin's spirits had anything to add.

Hmhm. Don't have anything for Wisdom of the Ancestors that I can think of right now.

Jhaelwyn gets' Blood Biography as a spell like, so if we find some corpses or signs of struggle she can help out a little bit.

---The Next Day---

The elf was up much earlier this day. There were no reason to dally - they were going out on a hunt!

The one extravagance she afforded herself was a small burnt offering to the gods of the hunt; a token taken from a previous encounter with the mantids. As the small fire burned she stared intently at it waiting for it to turn into ash.

"Mph. One day we should get a fire that burns faster." she muttered to herself.

While she was waiting she made sure to remove all beads and noise making trinkets from her outfit and wrap them in cloth. She returned them to their pouch and moved on to breakfast.


Hobgoblin Shaman 5 | HP 36/36 | AC 12, Touch 9, Flat Footed 12 | Fort +2 Ref +0 Will +7 | Initiative -1, Perception +11 (+13 for Surprise)

Histrok spends the hour before the sun rises in meditation as usual. The coming day promises to bring a different sort of the excitement than the past weeks have and the hobgoblin prepares the best one can.

I'll use Wisdom of the Ancestors to ask whether joining with other hunters on today's trip, if given the option after we've set out from he Lodge, will likely lead to better or worse results than sticking to ourselves.

When Histrok is prepared, the hobgoblins tours the groups camp to see if there's anything that would be useful to do to get ready for the expedition.


M Kobold Oracle 5 | HP 24/24 | AC: 18 T: 12 Fl: 16 | CMB: +1 CMD: 12 | F +0 R +2 W +4 | Init +1 | Perc: +0 | 1st level 5/7 | 2nd level 2/5 | Current Effects:

Drekisal ponders Surtur's question for a moment before replying, "Thus far all seems as I would expect it. The hunters are rough men who seek glory or vengeance or gold. No doubt some of them can be useful to us, but I did not notice any in particular just now."

He nods at the camp. "There are a number of improvements we could make to our camp, but it is good enough now, yes?"


Outsider

Histrok, Wisdom of the Ancestors:

Info? DC 10: 1d100 ⇒ 47

You receive only this short sentence in response: "The fate will turn upon the tongue."


Hobgoblin Shaman 5 | HP 36/36 | AC 12, Touch 9, Flat Footed 12 | Fort +2 Ref +0 Will +7 | Initiative -1, Perception +11 (+13 for Surprise)

Once the meditation is done, Histrok seeks out Surtur, who the hobgoblin knows to be an early riser. "In consulting with the spirits, I didn't learn the fate of the party whose tracks you saw yesterday, but I did receive guidance that we should choose our words carefully should we encounter other hunters out there. Should we approach with the right tone, other hunters we encounter could be a beneficial addition to our party, but should we offend the encounter could be a waste of our resources." The hobgoblin shrugs apologetically. "Sometimes the wisdom of the ancestors is little more than common sense, but I thought I should pass it on."

Grand Lodge

M Human Barbarian (Titan Mauler) 2/Fighter (Mutation Warrior) 4 HP: 58 AC: 10 FF: 9 Touch: 10 Fort: 9 Ref: 0 Will: 1 Attack: 4 Init: -1 Perception: 7 Sense Motive: 8 Rage: 14/14

@Drekisal: Surtur nods appreciatively. "You've done good work today, Drekisal. More importantly, we've learned more about who we are dealing with here. For that, I am thankful."

That might be the most sentences you've ever heard the big man string together uninterrupted, so you can tell he's genuinely appreciative. That, or excited, about something.

"We hunt the mantids tomorrow. Be ready."

The next morning, upon awakening, he's glad to see the hoboblin truthfinder seek him out. A small smile forms upon his lips, though it sours somewhat as the word the shaman speaks come out. He's no longer smiling, is all.

"I do no doubt in the right of what we are doing," he tells Histrok. "We will forge our way through with this alliance, or we shall find another. Either way, we shall accomplish what we mean to start."

He looks at Histrok. "Thank you for your words today."

He's clearly in a talkative mood, which bodes well for the upcoming encounter.

As the camp rises early, he quickly has everyone pack up, leaving nothing behind. He knows his axes are sharp; he double checks his concoction of herbs and plant, as well as the antivenom, though he does not allow any to take them, not yet, anyways.

And then they are off, tracking the trail they had marked yesterday, until they reach the ruined town. He calls a short rest then, and looks out into the world.


Outsider

As you leave the camp, the few people who are up and about spare a glance for you. Most do no more than that, but at least a couple look somewhat envious of your mounts - you have not seen many riding animals around.

Just before you leave the last tent behind, one hobgoblin looks up from where he is sparking the morning's cookfire. "Mind you be careful with the beasts. They'd make easy pickings for the mantids. Good fortune on your hunt."


M Kobold Oracle 5 | HP 24/24 | AC: 18 T: 12 Fl: 16 | CMB: +1 CMD: 12 | F +0 R +2 W +4 | Init +1 | Perc: +0 | 1st level 5/7 | 2nd level 2/5 | Current Effects:

Drekisal mounts his dog with a longsuffering sigh. While he appreciates not having to use his own feet, he has little endurance for long rides and no skill in riding to speak of.

He keeps to the back of their group, not having any business in the front, and keeps a careful eye on the surroundings as they travel.


Ogre Shining Knight 5 (AC:20|9|20, CMD:22, HP:44, Save:8|3|6, Ini:0, Per:0, Spells:2/2, LoH:4/4, Smite 2/2)

Gork packs up his few belongings, only leaving another Merry-Eight behind.
He will have enough time to make a new one during their ride today after all and this land can clearly need the Maid's blessing.

GM Mercy wrote:


Just before you leave the last tent behind, one hobgoblin looks up from where he is sparking the morning's cookfire. "Mind you be careful with the beasts. They'd make easy pickings for the mantids. Good fortune on your hunt."

From (high) atop Ham, Gork answers with a deep voice full of conviction:

"Merry w'll pro'ct us.
Te'r's still lots'o'work left to do."


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

Jhaelwyn hastily smears some of the ashes of her sacrifice underneath her eyes for luck then fetches her mount. On the way out of the camp she is cautious until they are out of earshot.

"That hobgoblin was right. We could leave our steeds somewhere safe and walk the last bit on foot. Where? That's the hard question ... Or use them for bait!"

Grand Lodge

M Human Barbarian (Titan Mauler) 2/Fighter (Mutation Warrior) 4 HP: 58 AC: 10 FF: 9 Touch: 10 Fort: 9 Ref: 0 Will: 1 Attack: 4 Init: -1 Perception: 7 Sense Motive: 8 Rage: 14/14
Hobgoblin wrote:
"Mind you be careful with the beasts. They'd make easy pickings for the mantids. Good fortune on your hunt."

Te advice is unexpected, and Surtur appreciates the gesture, inclining his head in a friendly way to the man as he goes.

---

At the abandoned village, Surtur looks intensely at the trail they've been following. He studies it for a time, trying to get an idea of how many people went, if they were mounted, and at their current rate, how long it might take to reach them.

Survival: 1d20 + 9 ⇒ (17) + 9 = 26

Afterwards, he grabs his fellows and lays out a small plan.

"The mantids are ambush hunters, and they like to weaken enemies beforehand. I'd like a staggered box formation, so if they hit one, someone will be close by to help. Travel lightly, and be on alert. If you see something, you yell. Jhaelwyn is our mantid expert. Anything to add, Jhaelwyn?"


Hobgoblin Shaman 5 | HP 36/36 | AC 12, Touch 9, Flat Footed 12 | Fort +2 Ref +0 Will +7 | Initiative -1, Perception +11 (+13 for Surprise)

Histrok waits for a lull in the planning session before speaking up. "I'm neither a hunter nor a tracker, but if someone who is can identify that we might be within a mile or so of a Mantid I should be able to call upon the birds in the area to help pinpoint its location before an ambush. That assumes we know when we've gotten somewhat close which might not be reasonable to assess, but I throw it out there as a tool to use."


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

"Don't get eaten? But that's obvious!" she responded after some hesitation. She had already shared most of what she knew, but maybe there were some nugget left that would help?

Lore Mantids: 1d20 + 11 ⇒ (8) + 11 = 19

"If we discover their presence before they strike I can sniff then out."

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