Hymenopterix's Colonies of the Salt Coast

Game Master Electric Monk


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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 looks at the ground. "Believe me, I wish we didn't have to waste the time."

He shifts about. "I am sorry. I don't know if my carrying it would have kept it any more protected. But we'll have to think about how to keep it safer when we explore a dangerous area."

Are we ready to go?


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

16th day of Pharast, Hex 32

The night passes uneventfully and, when the sun finally climbs into the sky, you begin making your way through the forest to the north-west, back towards the Bandit Camp. (entering Hex 25) Going is much swifter without the need to explore and map the area and, by mid-afternoon you come to the trail which leads to the ford where the bandits formerly camped. Movement becomes even swifter once you start on the trail, and soon the ford comes into view between the trees.

Perception DC 15:
A thin stream of smoke wafts gently from the campsite ahead.

Perception DC 20:
As you near the camp you notice some fresh hoof-prints in the soft mud and a thin stream of smoke wafting gently from the campsite ahead.


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

Perception 1d20 + 6 ⇒ (3) + 6 = 9


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 rides at point as usual, unless it is more useful for him to be at the rear.

Perception (add 2 if to do with humans) 1d20 + 9 ⇒ (13) + 9 = 22

He holds up his hand to signal the group to slow. He whispers as quietly as he can. "Hoof prints," he points, and then points further along, to lead the others' eyes to the smoke rising from the campsite.

He examines the hoof prints. Are they from one animal or several? Are they shoed?

Survival (+1 for tracking) 1d20 + 11 ⇒ (7) + 11 = 18


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

Perception: 1d20 + 6 ⇒ (3) + 6 = 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
Jack Ciarathan wrote:

Jack rides at point as usual, unless it is more useful for him to be at the rear.

Perception (add 2 if to do with humans) 1d20+9

He holds up his hand to signal the group to slow. He whispers as quietly as he can. "Hoof prints," he points, and then points further along, to lead the others' eyes to the smoke rising from the campsite.

He examines the hoof prints. Are they from one animal or several? Are they shoed?

Survival (+1 for tracking) 1d20+11

"Let's keep on our toes, there may be more bandits back at the camp. Thanks for the warning, Jack;"


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 readies his bow just in case they come to need it as they slowly move on.


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
Jack Ciarathan wrote:


He examines the hoof prints. Are they from one animal or several? Are they shoed?

The tracks appear to be those of a single pony and are not shod.


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 follows Jacks lead and takes note of the hoof prints and smoke in the distance.
"Shall I create a diversion Milord?"

I seriously am getting tired of my google rss feed program it never tells me when threads update -_-::: which sucks lol


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:

Bein follows Jacks lead and takes note of the hoof prints and smoke in the distance.

"Shall I create a diversion Milord?"

I seriously am getting tired of my google rss feed program it never tells me when threads update -_-::: which sucks lol

"If there is just a single pony, it is either a messenger or a straggler. Let's move in hard and fast. Bein, you take the lead followed by Jack. Let's just pay extra attention to the plateforms."


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

Bein, the Campaigns tab now works when showing new posts to the thread. It didn't used to because this game started in 2010, but Gary Teter fixed it. So you might just want to get in the habit of checking your tab.

Jack nods firmly at Finnabar and waits for Bein and Arundel to charge forward and then follow behind.


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 to Lord Finnabar and the others and removes the Pennant from the head of his lance, after folding it up and storing it safely back in his saddlebags. He raises his lance and kicks Arundel into a gallop as he leads the charge, with a clang of armor and pounding horse hooves tearing up the soil he rounds the bend of the trail. Preparing for an attack he raises his shield to protect himself and waits to lower his lance tip until the threat of bandits or worse is seen.


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 follows beind the vanguard, keeping a eye on Volpe, with the hope that the sudden galloping in his weakened condition will not cause him to slip from the saddle.


Volpe remained stoic in his attempts to not wheeze with every jolt as he spurred his horse into a gallop after the young Cavalier and his allies. He had his bow readied and an arrow nocked just in case they ran into trouble, he was also wary of the Pterans that could still be mucking about above them or hidden away in the treetops. As they rounded the bend he couldn't help but stiffen up from anticipation and then grunt as his wounded muscles protested. "B+~~#*@s to this, I should have stayed in bed..." he mutters quietly to himself.


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

You charge forward, down the trail following Bein and Arundel. The smoke twists upwards from the rise to the right hand side of the trail as Arundel splashes through the fast-flowing stream. As the campsite comes into view a somewhat disheveled man stares up at you, the frying-pan in his hand sagging and a small pony laden with a full packsaddle behind him shuffling nervously.
The man appears to be somewhere in his early 30s, and is unshaven. His long oily hair hangs in dirty locks in front of his face from which peer two startlingly blue eyes. His clothing appears to be patched together from uncured animal hides poorly stitched together.


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

Hy: do we recognize him? Is this the same scruffy trapper we met previously, or is this another fellow?


Volpe looks at where the two treestands were, as he searched for possible assailants waiting to strike. His horse wickers nervously as it side steps, unused to the sudden tension and emotions from its rider. "I'll cover you while you figure out who that is!"

Ride: Guide with knees 1d20 + 5 ⇒ (11) + 5 = 16
Perception 1d20 + 3 ⇒ (12) + 3 = 15


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:
Hy: do we recognize him? Is this the same scruffy trapper we met previously, or is this another fellow?

This is not the same man


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 stops short of the man, kicking up loose shods of soil and causing Arundel to growl impatiently. He kept about ten paces between him and the disheveled man with the scared Pony. His lance tip does not waver, pointing directly at the mans chest and ready should the man give him any reason to charge.

Bein's voice was loud and easily heard, despite his helm being shut, as he laid down his simple demands to the man before him. "I am Bein'Meleth Ramaloce and I demand to know who you are and who you serve Sir! If you attempt to run I will be forced to bring you to heel. If you have comrades hiding in the bushes then I suggest you call them out before my comrades spot them first." He indicates Volpe with a nod of his helm. "What say you?"

Diplomacy 1d20 + 7 ⇒ (18) + 7 = 25


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:

Bein's voice was loud and easily heard, despite his helm being shut, as he laid down his simple demands to the man before him. "I am Bein'Meleth Ramaloce and I demand to know who you are and who you serve Sir! If you attempt to run I will be forced to bring you to heel. If you have comrades hiding in the bushes then I suggest you call them out before my comrades spot them first." He indicates Volpe with a nod of his helm. "What say you?"

Diplomacy 1d20+7

Well put, Bein, but I would have made that an intimidate check :-).

Seing the being that shakes at the tip of Bein lance, Finnabar sheathe his axe and concentrates on the disheveled man. Waiting for his answer to Bein challenge, he gets ready to reassure him of the group intentions, should it become necessary.

Finnabar uses detect evil first on the man, then on the surroundings if necessary.


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

Sorry, I was celebrating Thanksgiving yesterday.

Jack, guiding his horse with his knees (that's a DC 5 check and he has a +6 to Ride, so I won't bother rolling), keeps an arrow readied just in case, but doubts from his looks the man will cause them much trouble.

He still stays on the alert for unseen allies.

Perception, including +2 Favored Enemy (Human) Bonus 1d20 + 11 ⇒ (20) + 11 = 31


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 fixes the man with (what she hopes) is a firm, but non-threatening look of authority.

She says in Pralen, "Would you give us your name, please, goodman? We are charged with protecting this land. If you have no nefarious intentions, we have to cause to harm you."

Diplomacy: 1d20 + 8 ⇒ (4) + 8 = 12


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:
"I am Bein'Meleth Ramaloce and I demand to know who you are and who you serve Sir! If you attempt to run I will be forced to bring you to heel. If you have comrades hiding in the bushes then I suggest you call them out before my comrades spot them first." He indicates Volpe with a nod of his helm. "What say you?"

The man's eyes dart nervously between each of you and Bein's lance tip and he edges backwards slightly. "Me sir,.." he stammers nervously "I be Bokken. B,... Bokken don't serve nobody sir. Bokken's alone sir, saving his pony sir. Bokken won't run sir, no Bokken won't run. What do ye want of Bokken? Bokken don't have much sir but ye can take what you want. Please though sir, please don't take Bokken's pony sir. Bokken needs his pony sir."

Finnabar wrote:
"Finnabar uses detect evil first on the man, then on the surroundings if necessary."

Scanning the area you can't detect a magic aura from the area.


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 raises his lance, pointing it skyward as he sees that this man is clearly not a threat. When he spoke his voice was softer now less commanding and more generous in tone. "I'm not here to take your pony sir, only to make sure your not an enemy, now that I understand you I must warn you though. You are camping where bandits had been plying their trade previously, best be more careful in the future. We had thought you were one of them when we saw the smoke from your campfire. Teacher if you please, I will take a look around and see if there is anything lurking about." Bein spurred Arundel with a quick tap to the destriers ribs and proceeded to ride up and down the trails in search for anyone hidden, one spot he stopped at waas to look at where they had stacked the bodies and the shallow grave he had given the bandit woman.

Perception 1d20 + 1 ⇒ (14) + 1 = 15


"I'll watch from up there!"

Volpe, seeing an opportunity, leaps at the chance to save his aching ribs and get off his horse. He dismounts under one of the stands and quickly climbs up onto one of the two guardposts (whichever is closest) taking up a defensive position with his bow drawn with an arrow nocked.


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

"Master Volpe! You...argh!" She cuts herself off with an exasperated sigh, and begins muttering under her breath about the rogue, his health, and breaking his fool neck. She turns her attention back to the man.

"What brings you out into these lands, Bokken? What is your trade or profession?"


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 lowers his bow but keeps it in his hands. He pays attention to the conversation ahead of him carefully, listening for any tone of deception.

Sense Motive 1d20 + 7 ⇒ (2) + 7 = 9


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

Bokken seems to relax somewhat as the threat of Bein's steel-tipped lance is removed. "Why milady" he says, clambering to his feet and bowing, "Bokken's been in these lands some time. Bokken looks in the forests for new plants for Bokken's oitments and salves and so on. Bokken sometimes sells plants, sometimes sells ointments and salves, sometimes finds tasty plants, sometimes finds pretty plants. Why milady, Bokken's a herbalist and a medicine-maker. But yourselves? What be good folk like yourselves be doing in such a place as this?"


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

Sense Motive: 1d20 + 7 ⇒ (18) + 7 = 25

"Well met, Master Bokken. Again, I apologize for our aggressive approach, but as I said, these lands are infested with bandits, and we are charged with enforcing law and order. Perhaps, as a means of apology, I could look at the plants and herbs you have collected? I have training in the healing arts, and you may have ingredients I have need of. I will be happy to pay you a fair price."

Diplomacy: 1d20 + 8 ⇒ (14) + 8 = 22


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 motions his horse forwards to join the discussion. "Indeed, master Bokken, we have started getting rid of the bandits in this region. But we intend to do more and are in need of informations. Would you know more about the bandits that used to camp here and if there are some more around here. Secondly, would you describe what you know about the dangers around here: savage beasts or tribes, swamps or anything that could help us secure the area."

Diplomacy 1d20 + 9 ⇒ (15) + 9 = 24


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:

Sense Motive: 1d20+7

"Well met, Master Bokken. Again, I apologize for our aggressive approach, but as I said, these lands are infested with bandits, and we are charged with enforcing law and order. Perhaps, as a means of apology, I could look at the plants and herbs you have collected? I have training in the healing arts, and you may have ingredients I have need of. I will be happy to pay you a fair price."

Bokken grins slightly "Certainly milady" he says, "Bokken's got many herbs on this trip, many good herbs. Bokken's special medicines is secret, but you can look over what he has, so you can."

Finnabar wrote:

Sense Motive: 1d20+7

"Indeed, master Bokken, we have started getting rid of the bandits in this region. But we intend to do more and are in need of information. Would you know more about the bandits that used to camp here and if there are some more around here. Secondly, would you describe what you know about the dangers around here: savage beasts or tribes, swamps or anything that could help us secure the area."

He looks up at your words "Them outlaws don't bother Bokken milord, them knows that they touch Bokken they not get any of his medicines. Hah! They come from someplace to the east, down where this river here gets to the Tuskwater - that's a big lake by in the Kamelands. Bokken don't go that far east usually. There aint no good herbs for Bokken down that way, no sir! Bokken finds most of 'is herbs in the forest."

As to other dangers sir, Bokken's good at avaoiding them! Lets see, there be the Tuskers - they're a bit like boars milord, then Bargs - big furry buggers they are, and um,,.. Wareks - kinda like stripy wolves. Gods, there's lots've other things too - Tatzleworms be the worst, but if you stay away from the deeper bit of the rivers you'd avoid most've them."


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

DM HY:

Spoiler:
Does he seem on the up-and-up, or did I pick up any deception from my Sense Motive check?

Xarafine dismounts and moves a step or two in the direction of Bokken, stopping just out of striking distance.

"Yes, please, Master Bokken. I would like to see the herbs and medicines you have for sale."


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: ** spoiler omitted **

Xerafine:
He seems honest to you.

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

"Wareks... those were the animals we saw awhile ago." Jack returns his arrow to the quiver, and moves a little closer to the conversation. "Sir, have you seen anything like a bear, but feathered? Do you know anything about them?"


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

"Why yes sir" Bokken replies, shifting his focus to Jack, "Them things be called Owlbears by most folk. Nasty buggers let me tell ye. Bokken avoids them - not too many about thank the gods!"


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

"An apt name... do you know of anyone who would know more? We killed one, but it turns out she was a dam, and we have her egg. I couldn't bring myself to let it go cold, but I'm not sure what to do."


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

Sensing no ill-intentions, Xarafine moves closer and begins to peruse the collection of herbs and medicines. She takes her time, as if browsing, but looks specifically for healing salves and moon radishes. HY: Please let me know if she sees either.


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

"Yeh killed an owlbear did ya? Well I suppose that means ye can look after yerselves there are worse things about though. Just watch out fer them Tatzleworms. As fer the egg, I'd say ye'd best be rid've it. Don't know that anyone's ever been able to tame one o' them."

Xerafine:

Amaongst Bokken's equipment you find the ingredients for several types of healing salves and medecines, as well as several wax-sealed jars and stoppered glass flasks wrapped in cloth. Unfortunately you can't see any moon radishes.


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

Everyone alright?

Jack ponders the man's advice silently.

If Xarafine finds useful materials to buy, he will pitch in what he can to help the purchase.


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

I'm still onboard, I just wanted to make sure other people had a chance to get in on things. I'm not sure why things have been so quiet.

Xarafine examines the medicines a little more closely, trying to gauge their efficacy by touch and smell, if possible.

Healing: 1d20 + 7 ⇒ (3) + 7 = 10

Bardic Knowledge (herbalism): 1d20 + 3 ⇒ (16) + 3 = 19


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

Still here as well, I was wanting to let people have a chance to talk to the guy while I patrolled. Besides I think he doesn't like Bein much you know after pointing my heavy lance at his chest. ^^;


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

Still there, but I've been struggling with what I caught in India. I had a sort of relapse but it seems all right now. The end of the year is also hectic for my company, so I've been more of a follower in the last weeks.

Finnabar listens for some time the wild-man explanations, trying to gauge his character.

"Master Bokken, you really seem to know a lot about this land. I also understand you had no trouble with the bandits, but you must realise that they prevent other people from settling here. Without that, you could trade your herbs and salves way better. We are here to try to solve this issue and anything you know about their organisation or numbers would be helpful. If you also have other issues we may look upon, please ask."

Diplomacy 1d20 + 9 ⇒ (8) + 9 = 17


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

Xerafine: There are various herbs that you're familier with, which are used to treat a number of different maladies. In game terms, preparing these properly and having them available, will give a +2 bonus on heal checks.

Finnabar wrote:
"Master Bokken, you really seem to know a lot about this land. I also understand you had no trouble with the bandits, but you must realise that they prevent other people from settling here. Without that, you could trade your herbs and salves way better. We are here to try to solve this issue and anything you know about their organisation or numbers would be helpful. If you also have other issues we may look upon, please ask."

I'll drop out of speach to speed things along a little... Bokken explains that he's figured out, from the things the bandits say, that the bandits are lead by someone called "The Stag" who they're all scared of. He's personally met at least 15 different bandits, including one "Foul woman who treats Bokken like dirt.". The bandits are based to the east in a fort which sits on the eastern shore of the Tuskwater Lake.

Bokken also mentions trouble he's had with Kalds which are based in a cave to the north, in the Kamelands (plains) between the Thorn River and the Shrike river. In the past he hasn't had problems with them, but recently they've been causing problems - he's heard of people being attacked which never happened in the past.


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 looks to Finnabar, and speaks to him in Canari:

Spoiler:
"Captain, these herbs have excellent medicinal qualities. I recommend we make purchases to re-stock our healing kits."

She then turns back to Bokken.

"Master Bokken, you mentioned troubles with the Kalds. Are you on speaking terms with any of them? Could you arrange for us a meeting with them?"


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

"Why would you like to meet with them?" Jack asks, puzzled.


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

"The Kalds are native to this land, and as Master Bokken has stated, were previously peaceful, or at least indifferent. If we are to make this land safe for settlement, we cannot allow their recent behavior to continue, or Nine forbid, escalate. I would prefer peaceful negotiation to armed conflict and forced subjugation. We should save our steel, instead, for murdering, unrepentent bandits."


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 on the bandits--I even agree on the Kalds, but I wonder which order we should take care of the issues facing us. In the best scenario, I guess the Kalds could even help us with the bandits, but if things don't go well with them..."


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

"Negotiations take time, but the sooner the first step is taken, the sooner they can proceed. You are however correct about the bandits. They are an immediate threat, and need to be adressed first."

She looks to the scruffy man by the fire.

"I was hoping, with your assistance, Master Bokken, that we would have a meeting established with the Kald by the time the bandits have been crushed."


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 nodded in quiet approval, now understanding where Xarafine was going with this. He hoped the Kalds could be negotiated with, indeed, for it would make anything they had to do in this area much easier--not to mention avoid unnecessary bloodshed.


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 Meleth finishes his quick patrol of the area and comes riding up to join the conversation, he sets his lance in its holder as he leans on the pommel of his saddle and listens carefully to the conversation. He tries his best to avoid making the eccentric man nervous while he was around, if his attempts failed though. Bein would quietly move away and catch up on what was discussed later.

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