Hymenopterix's Colonies of the Salt Coast

Game Master Electric Monk


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General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Yeesh if it hadn't been for Jack I think I would be in the river as well >.>; one tough Female bandit there.

In the silence Bein realizes he had erred and had foolishly left himself open, and had Jack not endangered himself Bein would most likely been killed by the desperate bandit's counter attack. Still shaking from the adrenaline coursing through him, he knew he had to act quickly and get his comrades out of the river. He knew water could keep a wound bleeding and that could swiftly lead to death. He gives a shout to his remaining fellows.

"I need assistance! The Teacher and Jack are injured grievously!"

Dismounting swiftly he commands Arundel to defend him as he pulls Xarafine and Jack out of the water, but after a moments hesitation he pulls the female bandit out as well. He takes note that Xarafines breathing is shallow but steady, as he checks the female bandit and Jacks breathing he sees the nasty gash in jacks side. He hastily tries to make a makeshift bandage for the profusely bleeding gash but the bandage is too crude and it doesn't hold.

Bein knew his limitations in the healing arts, he knew that he would cause more harm then good. As he waits for Finnabar and Volpe to arrive he quickly grabs the teachers staff and other fallen items from the shallow waters before they are swept away. All the while Arundel plodded behind him, stopping only to take a drink from the river as Bein grabbed at the fallen items.

Once someone is there to take over he nods, and gestures at the scattered mounts. "I am useless here but I will try and gather up our mounts and return with the one's we left down the road." He points at the cart "Then we can strap them to that, load up our wounded and get away from here." He hesitates for a moment as his comrades see that a bandit has been laid alongside their wounded.

He stutters out a hasty response "I believed it would be best to take another one of them alive, and try and get information... I... I saw how ferociously this woman fought, and she must be a leader, or an elite, to have survived so many grievous wounds..." He pauses as his shaking causes his stuttering to worsen "It is unlikely she will survive. I... I leave this for you to decide..." With that he mounts Arundel and goes about the difficult task of calming the nearby horses, while also trying to control his own battered nerves.

Command Arundel to Defend him

Attempt a heal check on Jack 1d20 - 1 ⇒ (11) - 1 = 10

Once someone relieves him of the wounded, he will go about gathering up any panic stricken mounts nearby and get them tied off to a tree before preparing to charge off for their mounts they left behind.

Yeah I typed a lot there ( ;^_^), so I will wait until we have an adequate amount of role-play to cover it before I get to running off since i'm sure it takes me several rounds to gather up our 2 ex-bandit horses. If they are still nearby <(-.-; )


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

surprise:

500 XP each for the two battles undertaken thus far!


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Sweet! I like surprises XD!


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Finnabar rushes forwards towards the wounded. "Let me do it, I was trained in battle healing."
He kneels on the bank, favouring his left knee and takes a close look at Jack. Reaching for his pack, he looks into it and swears. "Damn, those healing Kits are on the horses. We should have kept them close."

While trying to make a makeshift bandage, he tries to bring order after this tough battle: "Beim, go and collect our mounts and take out the healing kits. Volpe, stand guard for any bandits approaching."

Heal check 1d20 + 5 ⇒ (4) + 5 = 9


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

"The wound does not seem to close. Bein, hurry-up"
Despite his first failure, Finnabar tries again until he manages to close the wound

Heal check 1d20 + 5 ⇒ (20) + 5 = 25

Once Jack is stable, Finnabar asks Volpe or Beim to transport the wounded to the bandit's camp where he will treat them.
"Bein, Volpe, we should settle here for the day until both ?Jack and Xarafine are ready to travel again. Can you take turn in the sentry post while I treat them. We should also gather the bantits' bodies and have a look at their belongings. They may have something to help us heal our companions."


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein nods as he acknowledges Finnabar's command as he struggles to catch the scattered horses, trying not to scare them further and possibly lose them to the surrounding wood.

Handle Animal Check 1d20 + 6 ⇒ (8) + 6 = 14

After he gets them tied off to a tree near the bandits camp (hopefully ^^;) he recovers his lance and sets it back in its carrier on Arundel's side. After that he helps to gently move their wounded over to the bandits campfire and he then recovers the wounded female bandit setting her near the fire as well. As he helps build the fire back up with a few extra logs, he mentally prepares for his return down the road, thankfully his shaking had subsided.

"I don't know if that woman still lives and I leave her to your mercy in that regard. I thought she could provide us with information." He stands up and checks a few of his armor straps. I will head back for our horses now, if I don't return post haste then strap our horses to the wagon and escape from here." He doesn't wait for their response as he moves towards Arundel.

With that he mounts Arundel and takes hold of his lance, after a quick nod to Finn and Volpe he guides Arundel with his knees turning back towards the roadway. As he heads back down the road Bein keeps his shield poised, and lance ready, keeping a wary eye to the woods.

We will discuss more once I return... if I return


Male Human Rogue 1 (Swashbuckler)
Finnabar d'Orlovsky wrote:

"Beim, go and collect our mounts and take out the healing kits. Volpe, stand guard for any bandits approaching."

Aye, sir. I'll keep an eye open.

Volpe gathers what discarded weapons and ammuntion he can, and takes a postiton in the central lookout.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Finnabar manages to stabalise the wounded amongst you and carries them to the campsite. 4 tents are arranged here facing towards the central firpit where a kettle is boiling. As Bein lifts Kressele she slumps lifelessly, Jack's sword still lodged into her vitals - the bandit is clearly dead.

Leaving the woman, Bein manages to control the horses whilst Volpe climbs up to the Bandit's lookout. At the top he finds a quiver with some remaining arrows nailed into the tree-trunk for easy access and a rope ladder carelessly heaped in the corner. The lookout post gives a good view down the road to the west but only a limited view down the northern track.


Male Human Rogue 1 (Swashbuckler)

I can see why they set up the two separate lookouts. I can't get a good view to the north through the trees. I'm glad we took care of this when we did, but it was costly. I'm starting to feel the same concern as Jack now. Hopefully, the stragglers will return here, and weren't sent to scout out for Happs and his crew.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein shudders as he draws out Jack's blade and places the woman back down in a somewhat dignified pose. She fought well and she deserved at least some respect, before they stripped her of her gear. He cleans Jacks blade and sets it by their unconscious comrade. After tying the horses off near their new camp he pulls out the healing kit from Xarafines saddlebags, after several moments of rummaging, and places it near Finnabar in the bandits tents.

I'm assuming we have our wounded out of the rain ;)

He still heads back to gather up their other draught beasts and return them to their new camp as well.

If it goes well

He sets up a low picket line for the draught beasts near the tents, and commands Arundel to Guard near the horse line. After everything is settled he goes about the dirty task of stripping the bandits of their gear and unceremoniously dumping the bodies to the west of the unoccupied guard-post. He leaves the womans body for last and after stripping her of her gear he begins digging a shallow grave beneath the unoccupied guard post.

While digging he counts up how many they had killed that day and looks upto Volpe at his guard post. "I believe we have taken down seven bandits how many were supposed to be here?"


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Beim wrote:
While digging he counts up how many they had killed that day and looks upto Volpe at his guard post. "I believe we have taken down seven bandits how many were supposed to be here?"

"We only killed 6: 5 bandits and the woman. From what we learned 3 of them must still be loose somewhere.

From the healing rules, Xarafine and Jack should regain consciousness within an hour. From them, Xarafine should be able to heal herself and some of us.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

While he continues shoveling, Bein spares Finnabar a quick glance. He grunts out between scoops "So they're were a total of nine who needed to be brought to justice then... At least we hope."

He pauses and leans on his shovel wearily as he looks to Finnabar and Volpe. He shrugs as he recounts the bandits positions "I've been dumping the bodies to the west of here Lord d'Orlovsky. There was a total of seven bandits in this camp, 2 watchmen, 4 behind the logs and this women. Unless one of them escaped the fighting, which I doubt, because they seemed intent on fighting to the last man. But it matters not how many remain in the woods, they will be easily dealt with."

With that he continues his digging or burying.

When he gets finished with burying the woman, he will take up his position in the empty western watch post and keep his eyes on the northern road with his composite bow. But i'm sure we still have more time to roleplay before he takes up his position.

OOC:
Also the reason it looks like we only killed 5 bandits and the woman is because the western watchpost bandit that Jack and Volpe tried to take down never got a #. So the first three maps depict how many bandits there were in total and show the begin of when they actually got numbered for better action tracking. But maybe one got away that is entirely plausible I just didn't see anything in the text about it lol. Although it has been a busy week for all of us ;)


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Finnabar d'Orlovsky wrote:


From the healing rules, Xarafine and Jack should regain consciousness within an hour. From them, Xarafine should be able to heal herself and some of us.

Can you provide a page ref for this? - I've been looking at the Heal check HERE and I think that it'll take a full day of complete rest for Xerafine to regain conciousness (-4 HP, see "Long-term care") whilst Jack'll be concious after 4 hours (-1 HP).

If there's a rule that stabalised characters regain conciousness after 1 hour no worries - would just to see the entry. In any case, while you're looking after them,...

Searching the bandits and the camp itself, you find:

6 Shortswords
6 Longbows
6 suits of Leather Armour
432 Coppers (cp)
221 Shillings (sp)
165 Sovereigns (gp)
113 Arrows
1 suit of Studded Leather Armour
2 Masterwork Handaxes
4 Daggers
4 Tents
1 Wooden Music Box
3 Crates of uncured furs
8 Bottles of greenish-blue liquor
1 Silver Amulet of a Stag's Head (worn by Kressele)
1 pot of ointment with a faded lable - Proffesor Flingaten's Healing Salve (Potion of Cure Light Wounds).

PS: There were 6 bandits + Kressele (unless any ran away instead of fighting?)


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Hymenopterix wrote:
Finnabar d'Orlovsky wrote:


From the healing rules, Xarafine and Jack should regain consciousness within an hour. From them, Xarafine should be able to heal herself and some of us.

Can you provide a page ref for this? - I've been looking at the Heal check HERE and I think that it'll take a full day of complete rest for Xerafine to regain conciousness (-4 HP, see "Long-term care") whilst Jack'll be concious after 4 hours (-1 HP).

I've put that in the OOC thread


Male Human Rogue 1 (Swashbuckler)

Right three bandits in the camp, two in the lookouts, one coming back from a potty break, and Kressele makes seven. Only two are loose, and the bandit back at Oleg's did say they sometimes hunt in pairs.

Captain, if you see anything that will make Jack and the Teacher more comfortable or better able to travel, I vote to go ahead and use it. If we can't get back to Oleg's before the last two bandits check it out, Jack is going to be awfully ornery. Keep the fire burning if we can. I'd like to surprise those last two if they come back to camp while we're here. We're all wounded ourselves, so we should keep up any advantage we can.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Excellent,.. Can I get a DC 10 con check from Xerafine and Jack please. Xerafine with -4 mod, Jack with -1. If you fail you can have 3 more attempts. (4 total checks). After this Jack regains conciousness automatically and Xerafine goes to -3 HP. Cheers.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein mentally chastises himself for getting impatient back at Oleg's and missing out on good information, with a sigh he nods.

"With them hidden away in their tents with Finnabar and Arundel nearby they should be safe enough until we can get the drop on these remaining bandits." He chuckles at the thought of Jack being ornery, since he is usually so quiet. "It will be good to see them awake again, I had feared the worst when I pulled them from the waters grasp..."

With a nod to Finnabar "Unless you want me to remain on the ground, I will take up my position in the western guardpost, sir."

Thanks Hy for the list of items, it made updating the loot sheet easy~. I will worry about weights later and total worth as well. Just updating and improving the sheet as I go. Also if the cart is unusable then I will work out the total weight for our horses.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

DC 10 Con Check 1d20 - 2 ⇒ (18) - 2 = 16

Well done all. That was tough.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack comes to, seeing his comrades nearby and a well made bandage on his leg.

"Thank you," he says groggily. "I'm sorry I was so careless."


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

DC 10 Con Check: 1d20 - 4 ⇒ (16) - 4 = 12. So do I regain consciousness, then?

If so, then:

Spoiler:

Xarafine's eyes flutter as she comes to consciousness. She takes a deep breath and looks around the inside of an unfamiliar tent. She winces as she moves, jolted by the pain, and sudden recollection of the bandit woman's axes slicing across her chest and ribs.

"Where...where am I?"


Male Human Rogue 1 (Swashbuckler)
Jack Ciarathan wrote:

Jack comes to, seeing his comrades nearby and a well made bandage on his leg.

"Thank you," he says groggily. "I'm sorry I was so careless."

Careless? Nonsense, my friend you were heroic! You fought to your last breath, but live to fight again! See, It's all a matter of presentation!


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

With the rain still plinking and splattering against his armor, Bein stands tall in the western watch post. He tries to keep his composite longbow protected from the rain while he keeps an eye on the road to the north and the surrounding woodland. He occasionally casts a wary eye to the ladder nearby, ensuring nobody is sneaking up on him.

Seven bandits dead, two or more to bring to heel, and we only suffered heavy injuries. Justice was on our side and none of my companions died, thank the fates. He smiles momentarily at their good fortune before continuing his watch with a stoic determination.

Perception Check 1d20 - 1 ⇒ (9) - 1 = 8
Stealth Check 1d20 - 3 ⇒ (16) - 3 = 13


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Xarafine wrote:

Xarafine's eyes flutter as she comes to consciousness. She takes a deep breath and looks around the inside of an unfamiliar tent. She winces as she moves, jolted by the pain, and sudden recollection of the bandit woman's axes slicing across her chest and ribs.

"Where...where am I?"

"Still with us, cousin. I was afraid you were gone when that woman hit you but Bein and Jack took her down. Everybody is alive but most of us are injured. I tended to you and Jack as you were out for some time, but both of you look better."

Turning to Jack as he awakes slowly.

"That was really courageous of you to attack at the risk of loosing your life. And you Xarafine, to draw this woman ire and stand up to her. I am blessed to have such companions".


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack manages a feeble smile at Volpe. He knows full well part of why he was as hurt as he was was because of his own stupidity trying to climb the tree in the middle of a fight, damaging his leg before the arrow even struck it. But... he decided to leave that for now. He was grateful they were all alive; he could plan future tactics later.

He saw Xerafine also coming to, and gave her a smile to welcome her back to the land of the living.

He turned back to Finnabar. "There are healing supplies in my pack..."


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Xarafine slowly pushes herself up into a crosslegged sitting position, wincing at the action. Once seated, she begins to speak in Canari slowly moving her hands across her wounds.

Canari:

Spoiler:

"Fecund Mother Viarda, I entreat you take your servant's hand, and lead her from your sister's door. Queen Malaia, allow your servant to depart, for she must one day return and remain."

Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

Rising to her feet, Xarafine moves over to Jack and kneels beside him. She touches his wounds, again chanting in Canari.

Cure Light Wounds on Jack: 1d8 + 1 ⇒ (4) + 1 = 5

"I understand you were nearly killed trying to protect me. You have my gratitude, Master Ciarathan."

Xarafine rises and looks to the others.

"Let me see your wounds, and I will tend to them the best I can. Viarda and Malaia will not grant me any more boons this day, so it will be healing of a more practical sort."


Male Human Rogue 1 (Swashbuckler)

It's good to see you back with us, Teacher. Let me remain vigilant up here. My wound is trivial, and I'd hate to see all your work and the blessings of the Nine undone if the stragglers return.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Seeing the Teacher approach, Bein gives her a quick salute and tries to politely wave her away. "I'm glad to see you are up and moving again Teacher, the fates smiled on us this day. Please save your strength for after this is settled."

With that he goes back to his watch keeping his eyes on the woods and northern approach as the rain continued it's steady drum beat across his helm and armor.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Retrieving the healing salve from the pile of loot, Xarafine approaches Finnabar.

"Captain, if I am to fulfill my duties as the primary physician for your command, you need to set an example for your men. Please remove your armor and shirt, so that I may treat your injuries. When I am finished, and you have re-armed, please instruct the others to do the same, one at a time."

She waits for Finnabar to comply. Assuming he does, she applies a does of the salve.

Healing salve on Finnabar: 1d8 + 1 ⇒ (6) + 1 = 7

DM-Hy: How many doses of salve does the jar contain?


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack thanks Xerafine, feeling the warming energies of her prayer to the gods revitalizing him and partly closing the wound on his leg.

He smiles as Xerafine chides Finnabar. "The priestess is right. If there are stragglers as Volpe mentions, we all need to have all our strength."

Feeling more energetic than he had a moment ago, he fishes around for his pack. [b]"Let me help you, Teacher. As I said, I have healing materials in my pack. Though none are miracles, just bandages and materials for compresses."

Am I reading it right if we do "Long Term Care" (DC 15 Heal check) on our characters, when they rest, they will regain 2 HP after 8 hours of rest rather than 1. At 1st level, 2 HP is still pretty good!

Jack can Aid Another to Xerafine for providing the care to Volpe, Finnabar, and Bein, and he can do the check on Xerafine since you can't supply long term care to yourself.

Does that sound good/right? This is all of course assuming we'll be resting for 8 hours before doing anything else.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Xarafine wrote:

Retrieving the healing salve from the pile of loot, Xarafine approaches Finnabar.

"Captain, if I am to fulfill my duties as the primary physician for your command, you need to set an example for your men. Please remove your armor and shirt, so that I may treat your injuries. When I am finished, and you have re-armed, please instruct the others to do the same, one at a time."

She waits for Finnabar to comply. Assuming he does, she applies a does of the salve.

Healing salve on Finnabar: 1d8+1

DM-Hy: How many doses of salve does the jar contain?

"Thank you for caring about me. But if there is only a single dose, we should keep it for real emergencies. I propose we rest here today and tonight and make way back to the fort tomorrow at first light. We shouldn't risk ourselves too much in that state.

We'll drop our gear at the fort for master Oleg to sell and come back to explore the place we saw some strange beings. What do you think about that?"


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Xarafine wrote:

DM-Hy: How many doses of salve does the jar contain?

The jar has been used previously and is now only about half-full. You think that there are about three doses remaining.

Jack wrote:

Jack can Aid Another to Xerafine for providing the care to Volpe, Finnabar, and Bein, and he can do the check on Xerafine

See discussion thread


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Whilst Finnabar looks after Xerafine and Jack, and Volpe and Bein are on lookout the rain starts to increase its strength until, by the time Jack and Xerafine regain consciousness there is a steady percussion of raindrops hitting the roof of the tent.

For Volpe and Bein the weather is making the lookouts miserable places to be as the canopy of the trees provides hardly any cover, each gust of wind is accompanied by a shower of raindrops from the leaves above. In addition to the discomfort of sitting in such an exposed place, the rain itself makes it difficult to see very far down the trail in either direction.

Survival DC 10:

Its likely to keep raining heavily for the rest of the day

Survival DC 15:

Its likely to keep raining heavily for the rest of the day and probably tomorrow as well. This may slow down travel, especially if you use the cart.

Survival DC 20:

Its likely to keep raining heavily for the rest of the day and probably tomorrow as well, it will most likely stop raining tomorrow night. This may slow down travel, especially if you use the cart, which is likely to get bogged in muddier areas.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Survival 1d20 - 1 ⇒ (7) - 1 = 6

The following is just an idea I had for avoiding the rains miserable effects, and unless there is a good wind driving the rain sideways this would make using the guard posts a little more effective. Up to DM Hy if this works or not. :D

Bein did his best to hide how much misery the rain was causing him, and he was having a hard time remembering what it felt like being dry! With no idea whether they would see a break from the rain. He decided to climb down from his guard post and grab some gear out of the expedition supplies.

Namely one of the two person tents and some rope. With those items in hand, Bein climbed back up into his lonely guard post and used his sword to cut off short lengths of rope and secured the corners of the tent to the branches of the trees on either side of the guard post. Keeping the rain proof side of the tent up he secured it tightly so water didn't pool up on the tent. He tied one side higher and the other side lower to form a slope for excess water to run off.

This would obscure his view of the eastern side of camp, but with difficulty he might be able to look around his makeshift tarp and signal Volpe if the rain wasn't too heavy.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Bein'Meleth Rámalóce wrote:
This would obscure his view of the eastern side of camp, but with difficulty he might be able to look around his makeshift tarp and signal Volpe if the rain wasn't too heavy.

This is OK but will make the lookout post more visible from further away.


Male Human Rogue 1 (Swashbuckler)

Survival:1d20 - 1 ⇒ (11) - 1 = 10
it's shaping up to be a soggy day. There's so much rain in my eyes keeping a lookout is doing little good. If we're going to stay for a while it might be best to scrape up firewood before there's none to be had.

Volpe is at 9/11HP Seriously, don't worry at this point


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

DM: That is true it will be more noticeable, just role playing from Bein'Meleth's point of view, since he thinks the bandits will either be long gone form hearing the fight or they will walk right into the lions den. With how the weather has been making travel difficult along with muffling our senses. It will be interesting to see what happens next =).

I will take first watch this time and when it gets too dark out, I will switch with whoever wants to go next.

With some of the rain diverted away from him, Bein's vigil proves to be a little more bearable. Being a soldier helps him to bear through the annoyance without complaint. He pulls his cloak tighter around himself, and keeps his hood raised, as he keeps watch over the road and his surroundings.

Tonight he didn't mind taking the first watch and he kept his bow covered nearby as he waited for any sign of movement below. He act's casual and be as nondescript as possible to a casual glance, while being ready to react quickly to any possible threat to his allies.

Arundel continues to guard until Bein allows him to rest and relax at the end of his watch that night. Bein will remove Arundels Parade Armor before going to bed.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Okay, won't bother with the Heal checks then, unless Xerafine you need one

"I will try to find some firewood. With it this wet, we may not have much luck, but maybe the bandits had a protected stash."

Jack picks himself up, tests his leg, and sure he's fine to move, heads out to look for wood, pulling his cloak over his head.

If it's a matter of searching the camp, Perception: 1d20 + 8 ⇒ (2) + 8 = 10

If it's a matter of foraging for not-soggy wood, Survival: 1d20 + 9 ⇒ (5) + 9 = 14


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Xarafine does her best to tend the wounds of each person in the group as they come in from their various tasks.

Healing check w/kit:

Jack: 1d20 + 9 ⇒ (7) + 9 = 16

Bein: 1d20 + 9 ⇒ (6) + 9 = 15

Finnabar: 1d20 + 9 ⇒ (17) + 9 = 26

Volpe: 1d20 + 9 ⇒ (17) + 9 = 26


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

During the day and night, Finnabar also takes his turn gathering wood and in a watching post or relaying Xarafine and learning from her.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Searching around the camp you do find a stash of firewood underneath the eastern lookout post. The rain, meanwhile continues to sleet downwards and is eventually accompanied by a strong wind which makes the watches almost unbearable.

At dawn the next day the rain is still pouring down from the overcast sky, the small river is somewhat swollen although it does remain within its banks, however the ground is starting to get quite waterlogged - the picket line where the horses are tied up is a virtual mud-pit.

Are you planning to wait out the rain, or start on your return to Oleg's immediately? - Is it still the plan to return to Oleg's before starting to seriously explore The Greenbelt?


Male Human Rogue 1 (Swashbuckler)
Xarafine wrote:

Xarafine does her best to tend the wounds of each person in the group as they come in from their various tasks.

Healing check w/kit:

Jack: 1d20+9

Bein: 1d20+9

Finnabar: 1d20+9

Volpe: 1d20+9

No really, it's nothing. I've gotten worse injuries out dancing one night. It'll be fine in a day or so, I...

<sigh>
Yes, Ma'am.

Volpe pulls back his shirt to reveal a substantial, but not grievous wound. It really is just a scratch, but a deeper one than Volpe wants to admit. The scratch almost perfectly underlines a number "1371" branded onto his shoulder, and the word "parole" branded underneath the number.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

After a wet and semi-bearable day of watchpost duty, Bein staggers in to one of the unused tents with Arundel's Parade armor and after setting it down hears Xarafine's summons. Once he realizes what she wants he complies, and removes his armor, so she can better tend to his leg. With his leg exposed its plain to see that Bein has several older scars marring his skin.

He remains quiet through the process of her needle work and bandaging and bows his head respectfully when she is finished. "Thanks Teacher, another scar for services rendered. If you need anything else I will be nearby" With that he heads back to the empty tent and beds down for some well needed rest.

I'd assume that we would head back to Oleg's once the weather breaks or once we are at full strength. I was assuming that we would use Olegs as a BoO for our exploration. Up to the rest of the party though, i'm just a cavalier :)


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7
Volpe Coltello wrote:

No really, it's nothing. I've gotten worse injuries out dancing one night. It'll be fine in a day or so, I...

<sigh>
Yes, Ma'am.

Volpe pulls back his shirt to reveal a substantial, but not grievous wound. It really is just a scratch, but a deeper one than Volpe wants to admit. The scratch almost perfectly underlines a number "1371" branded onto his shoulder, and the word "parole" branded underneath the number.

Xarafine clearly notices the tattoos, but makes no comment on them. After completing her ministrations, she gives Volpe a warm smile, saying "You are a good man, Master Coltello. You actions today declared it, most assuredly." She then moves on to check on the others.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7
Bein'Meleth Rámalóce wrote:


He remains quiet through the process of her needle work and bandaging and bows his head respectfully when she is finished. "Thanks Teacher, another scar for services rendered. If you need anything else I will be nearby"

"You have my thanks, as well, Master Ramaloce. Your skill and courage were pivotal elements in this battle."


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

I agree with Bein and think it's a good idea to head straight back to Oleg's

Jack makes a fire with the wood he found, so at least their evening spent is not completely cold and damp.

He sits uncomfortably as Xerafine convinces him to sit back down and receive more treatment--trying to argue that he ought to be treating her, but glancing at Xerafine and the others in his party, he realizes he is the most hurt of them all and consents to the treatment. He is flushed with embarrassment, for being the weakest, for his foolishness for hurting himself before he was shot---if not for the more prolonged contact with a woman he still barely knows.

In the morning he tries to rouse himself quickly, anxious to get back to Oleg's and be sure Oleg and Lana are alright.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

The rain continues to fall heavily throughout the next day and you spend your time variously huddling in the tents to keep dry and sitting miserably in the watchpost, peering out into the rain.

As the sun sets the rain finally abates and the sky clears, leading to a cold night, warmed only by the c rackling fire in the centre of the campsite.

assuming you stay at the camp overnight:

5th Day of Pharast

As the new day dawns you are awakened by the now familier sound of Xerafine speaking the ritual of welcoming the sun, and offering praise to the Serafina, goddess of the heavens. Her voice is acompanied by birdsong from the surrounding forest. The campsite is lit in the golden dawn light which streams from the cloudless blue sky. The earth, the forest and the horses steam as the sun warms them, whilst the stream merrily bubbles over the stones of the ford, significantly higher than it was when you arrived, but still easily crossable.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Emerging from his tent Early Bein goes about setting up a clothe's line of sorts to hang the Parade armor on and get the expeditions various items dried out near the low burning fire. After he gets the items hung, he straps on his long sword and slings his buckler onto his back as he goes to inspect the nearby cart. Satisfied that it will do the job of returning to Olegs, he returns to the camp proper and waits for some of the others to rouse.

When they rouse they find Bein going about the task of rubbing down the draught beasts and making sure they're ready for travel, just in case. Between passes of a brush he talks his mind.

"I strongly believe that those bandits will either show up today or not at all, it is hard to say, perhaps something in the wood got them or they were hunkered like us these past couple of days. Other then that, the cart nearby appears usable and although it may slow our return journey some, it will make it easier carrying all of these items back with us. Also we can sell it if we truly don't need it, i'm sure Master Oleg wouldn't mind another cart for his trade."


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Bein'Meleth Rámalóce wrote:

Emerging from his tent Early Bein goes about setting up a clothe's line of sorts to hang the Parade armor on and get the expeditions various items dried out near the low burning fire. After he gets the items hung, he straps on his long sword and slings his buckler onto his back as he goes to inspect the nearby cart. Satisfied that it will do the job of returning to Olegs, he returns to the camp proper and waits for some of the others to rouse.

When they rouse they find Bein going about the task of rubbing down the draught beasts and making sure they're ready for travel, just in case. Between passes of a brush he talks his mind.

"I strongly believe that those bandits will either show up today or not at all, it is hard to say, perhaps something in the wood got them or they were hunkered like us these past couple of days. Other then that, the cart nearby appears usable and although it may slow our return journey some, it will make it easier carrying all of these items back with us. Also we can sell it if we truly don't need it, i'm sure Master Oleg wouldn't mind another cart for his trade."

"Let's get the cart and the move all the gear back to Oleg's. We'll come back to explore later."


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

"Aye, sir!" Bein salutes smartly, turns on his heel and moves to gather up one of the horses Probably the horse of anyone who doesn't mind manning the cart ;), I will do it if no one else wants to =D doesn't bother me~ and straps it to the cart. With the horse strapped to the cart he guides it over near to their camp and ties the horse off securely to a tree before loading the cart up with the bandits gear and spoil's. He accepts help gladly and hums as he works.

He continue's working steadily, once its loaded he will get to breaking down the camp and then he will get Arundel's barding back on and begin to strap his battle gear on as well. Thankfully its dry!


Male Human Rogue 1 (Swashbuckler)

Well as long as everyone's fit to travel, I certainly don't mind moving along. The sooner we get back under a real roof, even a leaky one, the better.

Volpe starts loading the cart alongside Bein'Meleth, stretching out his sore shoulder. Xarafine's bandages are tight. He's careful about it. It wouldn't do to reopen any more old wounds.

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