Hymenopterix's Colonies of the Salt Coast

Game Master Electric Monk


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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

It looks like the birdlings were killed within the last half-hour and the tracks are easy for Jack to read. It appears that the birdlings were ambushed by a group of Kalds at least 20 strong, and including a magic-user of some sort. The Kalds were lying in wait as if they were expecting the birdlings to travel this way. The Kalds' tracks indicate that they both came from,, and left towards the south.

Once you've drawn closer it's clear that the bodies have been seriously defiled. Several of the birdlings were decapitated after they were dead and more than one shows evidence of torture - probably whilst wounded - one appears to have had a leg hacked off whilst it was still living and weaponless.


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

"It appears that this is where our rescued kald fled, and they have exacted a terrible revenge on the birdlings."

She looks at the hacked and dismembered corpses with a mixture of disgust, grim satisfaction, and pity.

"It seems our mission has been completed, Captain. Should we return to their lair and destroy the rest, or should we follow the tracks to the kald's encampment? If our runaway is with them, we may be able to work through her to establish some sort of diplomatic relationship with the kalds."


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 scratches his head. "How would Mikmek know they were coming here? It's one thing to assume someone might follow to rescue the priestess, or to recapture him. But they knew exactly where the birdlings would strike--this was set up as a clear ambush. Perhaps he had given them information to bait them."

Jack points at the water. "Look at the bodies, Xarafine. The birdlings did horrid things, but they were tortured and mutilated before they were killed--the kalds showed them equal brutality that the birdlings would show to others. They are on a warpath, and a dark one, and I do not think your particular sense of honor will appeal to them now. Talking to them at this time would do more harm than good. They will not be willing to fight this war in the way you would see it executed. That was why Mikmek ran away, don't you see? He left as soon as we made it clear we would not fight alongside him and his people in the way that he wanted us to--and so we could not get in his way."

He sighs, muttering a strong curse under his breath. "We've gotten ourselves caught in the middle of something awful. I am really beginning to hate this land."


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 believe we need to further assess the birdlings' collective character. Did they respond with such malice in response to the atrocities of the birdlings, or are they every bit as evil and twisted as the birdlings themselves? We should have some goodwill with them for rescuing Mikmek. If we can use that goodwill to learn more about them, why should we not?"


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:
He sighs, muttering a strong curse under his breath. "We've gotten ourselves caught in the middle of something awful. I am really beginning to hate this land."

"You've read my mind. The Kalds and Birdlings are just as revolting. This place really needs cleaning and while I am ready to try to discuss with the beings already settled, such atrocities I can't stand."

Straightening up despite his injured thigh, he looks at his companions.
"You all know our aim, here. We need to secure the region for eventual settler and deal with the bandit's problem. I suggest we use the situation as best as we can and as the birdlings are weakened by this and our first incursion, we go back and try to purge them. Then we deal with the Kalds. How, I don't know yet, but I will never tolerate such atrocities. Do you agree?"


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 am fine with going back to the birdlings' cave. But remember Captain, we still have the Stag's bandits to deal with as well. And they pose a much deeper and more long term threat to this region--remember the traders' tracks we saw earlier. They are in far more immediate danger from the bandits than the kalds, and we are making this land safe for people like then. Unless the kalds become known for attacking our people, and I don't think they will, especially if we help deal with the birdlings, but after the birdlings the bandits are a higher priority."


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

"Forgive me milord and Teacher but I must agree with Jack. We will be fighting these petty savages for a decade and still not purge them from this broken land. So let us end the birdling threat and crush the bandits next. Once they are gone we can establish a foothold and bring the might of our country to bear on this multitude of vile savages. If they don't bend knee then they will be crushed under our heel. It is not an honorable way to look at things but it is how it will be."

Bein wasn't particularly concerned with the birdlings, not now that their military might was reduced to shambles. Clearing out their den would be easy, more tedious then challenging. Dealing with the Kalds would be more interesting work, they would crumble like the birdlings once their military was crushed. And it would be crushed under their heel, by sword and flame if they chose the wrong path.

He kept his lance raised towards the heavens as he assessed the killing field, a well laid ambushed. Although by the way the birdlings stumbled right into it made it seem less impressive. It looked as if they had expected it...

Perhaps their magic user could predict the future?

If battle is joined with the Kalds, that one dies first...

"Shall we return and force the rest to surrender Sir? Perhaps take one of the corpse here as proof of their defeat."

Arundel for once remained calm, composed, as if the smell and sight of battle comforted the destrier in some way. He didn't whicker nor whiny at all, standing stock still in the warm light of day and staring straight ahead as determined as his rider was.


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 sighs: "Both of you are right, the bandits are more threatening than the Kalds."

"However I'm not so sure how many more birdlings are living in their lair and I think this will not be are easy as you think. But I know we will prevail. But for now, we have some gruesome work to do"

Turning back to the scene of the butchery, he winces: "Let's take them out of the water and pile them to avoid contamination. Teacher, you've got the watch while we do that. Then we ride back to the birdling's lair."


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 nods. He looks for some nearby branches they can use to help trawl the body parts out of the water, cutting them as needed, and gets to the gruesome task.


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 nofs in assent, and sets herself to watch duty

Perception: 1d20 + 7 ⇒ (19) + 7 = 26


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 sets his lance in its holder and dismounts with a loud splash as his feet land firmly in the creek water. He ties a rope to Arundel and slogs his way to one of the bodies in the deeper parts of the water and fumbles to tie a rope to it. Succeeding at it eventually he gives Arundel a quick low whistle and the Destrier pulls the tied off remains inland while he picks up what body parts were floating thereabouts. It was gruesome work but to allow a water source to become contaminated would be far worse...


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

23rd of Pharast

The grisly work of burying the birdlings complete, you set off to return to their cave. The journey is uneventful and, late the next day, you arrive back at the cave entrance. You prepare yourselves to enter and slowly work your way into the cavern system, hunching your way through the tight passageways until finally it is clear that no birdlings remain within. - It seems that it has been abandoned and stripped of almost all its contents. - All that is left is decaying piles of rags, old, crude wooden furniture and piles of mixed compost, old bones and dung.


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

So the birdling tribes home is empty right? this isn't the mound correct? I will post my characters reaction as if we are at the main birdling camp. ;)

He grimaced at the smell that had crawled into his armor, these creatures had lived in filth and besides the useless remains. Oversized bugs and other unmentionables, there wasn't a single enemy to be found. What they had buried in the woodlands must have been the remnants of their tribe. He brandished his longsword and kept his shield at the ready, not quite trusting the massive insect from before was dead yet...

"Perhaps that party was a distraction, to keep us away while the main host fled... Or that was the last of this tribe. I'm sure their will be others, shall we finish mapping this area and return to Oleg's for supplies before pressing further on?"

The question hangs in the air, lingering like the decaying scent of death and feces in the air...

This will takes days to wash out of my gear...


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

"This is why I didn't want to abandon the first plan." Jack mutters. "We've wasted three days chasing dead men, and our original quarry have now disappeared."

Jack set his chin resolutely. "The bandits are next. Unless we are low on water or food, I see no reason to resupply. We can map when lives are no longer in danger. I do not want the next party of slaughtered travelers we find be the traders whose tracks we saw earlier."


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

"Captain, when we return to Oleg's post, you could declare a bounty on the birdlings. We have witnessed, firsthand, their irredeemable cruelty. We made it our mission to exterminate them. A bounty would free us from hunting them, and allow us to pursue more pressing matters. As for the bandits, I believe Jack is correct. If we do not need to resupply, we should not squander time doing so."


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

Hy, can you confirm it is the lair under the tree that is empty or the second cavern close to the stream?


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 don't remember a lair under a tree, just some treasure we found. The birdling cave is the one I think is close to the stream


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

This is the lair under the oak - The cavern system where you fought the birdlings and centipedes and met Mikmek. Sorry if this was unclear.


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

"While I'm not sure there were so few of them, I agree we've lost enough time chasing them. Let's go on and take care of the bandits now. Jack, what do you suggest. Shall we go back to the trail we met near the second bandits cave? We should reach it be tomorrow night and we'll camp in the birdling's cave."


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'm sorry I'm not understanding what you're suggesting. We are in the birdling's lair right now (not the little mound the little hunting party camped in the other night, where we missed them), so are you suggesting we camp now? What is the second bandit's cave? I think when they found the lair where we are, we were on a path toward where we thought the bandits were headed, and if the plan is to camp now and then follow that path tomorrow, then that's cool by Jack. Sorry if I am being dense.


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:
I'm sorry I'm not understanding what you're suggesting. We are in the birdling's lair right now (not the little mound the little hunting party camped in the other night, where we missed them), so are you suggesting we camp now? What is the second bandit's cave? I think when they found the lair where we are, we were on a path toward where we thought the bandits were headed, and if the plan is to camp now and then follow that path tomorrow, then that's cool by Jack. Sorry if I am being dense.

Sorrry, I did not check my post.And now that I do, I see perfectly why you can't understand it.

I was suggesting we stop here for the night, then we move west to go back to the second birdling's lair (the one where we missed them) and then we follow the horse tracks we found. As the tracks were coming from Oleg's and from the bandit's camp, they are likely to bring us toward's a bigger bandit's camp. I hope it's clearer:-).


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, completely in favor of getting out of this cave of refuse, filth and unmentionable... stench. "Aye Milord, I will personally see to our affects and get them washed in the stream once we are settled inside the birdlings last encampment." Giving the birdling tribes abandoned village a final looking over, while simultaneously wishing that he could make a fire in the bowels of the place, before hastily leaving this nasty filthy place behind.


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

"Those tracks were of traders or other likely ordinary folk, heading toward the old bandit's camp, now claimed by the trapper. They would not necessarily lead us toward the bandits... although they might attract them. That said, going back a ways and then south to meet the river, following the river could lead us to the rest of the bandits."

I had a vague memory we learned where the main bandit camp was, at least generally, but I can't find it, so I might be inventing it. I think it was a year ago, real time, the last time we tried tracking them down, so it's hard to remember.


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 nods silently at Jack's recommendation, then turns to Finnabar, awaiting any final orders.


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

Not wanting to spur on an argument, he remained silent about the fact that the bandits themselves were carrying around trade goods. Which easily could make them appear like traders as well. But without concrete facts he didn't want to stir the nest too much and instead worked towards to make camp and clean out the filth that was attached to the groups gear.

As he approached Arundel the usually faithful destrier flared his nose in disgust at his riders unimaginable stench. He trotted away from Bein a step for every step his rider took towards him, in a vain attempt to avoid the smell wafting off him. However Bein eventually caught him and proceeded to use one of his remaining waterskins to wash away the filth clinging to him.

I will go back and check out the thread and see if there was something their, the search engine on the board is kinda.... finiky so unless you have the right words or phrase it doesn't come up with what you want 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

If I summarize what we've learnt:
In Hex 30: Birdling's lair under the oak (cleared)
In Hex 24: Obelisk + mounds + Birdling's cave + Kald's ambush site
In Hex 24 going towards hex 31: 7 light horse tracks with 6 riders, poorly shod.

Info from Bokken the herbalist: "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."

"Jack, the "traders" were coming from the old bandit camp and going towards the river. If we follow them and then follow the river, we will hit that lake where Bokken the herbalist told us the bandit's lair is. Let's go that way."

So we'll move towards hex 24 to the birdling cave near the obelisk, then catch the trader's tracks and follow them towards hex 31.


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

The traders were coming from the west (i.e., Oleg's in square 10), probably through either Hex 15 or 17, going through hex 24, toward hex 31. The bandit camp is in hex 25, to the south; they were nowhere near that and definitely did not come from it. I'm not trying to argue, I'm just trying to get this straight so we are all on the same page. If am wrong, please show me the post just so we have a point of reference; I've linked above where Hymenopterix said they were coming from the west.

Jack nodded in agreement. The details of what and why had gotten muddled, and he was getting confused enough to not be sure whether he remembered the situation correctly or not. But they were both more or less agreeing upon the same course of action regardless, so he figured it would be a waste of time to discuss the matter further.


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:
The traders were coming from the west (i.e., Oleg's in square 10), probably through either Hex 15 or 17, going through hex 24, toward hex 31. The bandit camp is in hex 25, to the south; they were nowhere near that and definitely did not come from it. I'm not trying to argue, I'm just trying to get this straight so we are all on the same page. If am wrong, please show me the post just so we have a point of reference; I've linked above where Hymenopterix said they were coming from the west.

You are right, I had wrongly assumed they came from Oleg through the road at the bandit's camp. I should read the map better.


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

24th of Pharast

You camp for the night and then head back towards the river obelisk the next day. The sky is cloudy and threatens coming rain. You pass through the shadow of the towering rock as a light but persistent shower begins, accompanied by a cold wind from the north which whips around your horses legs and seems to find its way through every seem of your clothes.

As dusk approaches you come to the vacated cave the birdlings stayed in for the night.

Are you planning to stay in/search the cave?


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:

24th of Pharast

You camp for the night and then head back towards the river obelisk the next day. The sky is cloudy and threatens coming rain. You pass through the shadow of the towering rock as a light but persistent shower begins, accompanied by a cold wind from the north which whips around your horses legs and seems to find its way through every seem of your clothes.

As dusk approaches you come to the vacated cave the birdlings stayed in for the night.

Are you planning to stay in/search the cave?

As the four horsemen (and woman...) reach the base of the mound where the cave sits, Finnabar motions Jack and Bein forwards.

"Jack, can you check the cave and see if it's suitable for the night? Bein, I want you in support. The teacher and myself will keep hold of you horses."


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

Nodding to the command he quickly dismounts, draws his sword and clicks his tongue at Arundel before following Jack.

Arundel merely looks on, shaking his head in impatience as if to say Guard!? The nere of HUMANS!

With Sword and Board Bein stands ready to support Jack from anything that may come up close and personally from the ex-birdling cave...


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 absently pats the neck of her horse.

"Men and Nations are born the same way: bathed in blood."

Her eyes reflect the sadness in her voice.

"If only it were not so..."


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 nods. He dismounts and enters the cave, looking to be sure Bein is with him before he goes in. He stays on the alert, just in case the cave is not as empty as they expect. Even if the birdlings are gone, they might have left behind those awful centipedes.

Perception 1d20 + 10 ⇒ (20) + 10 = 30

Presuming things are clear, he also seeks out a safe camping area.

Survival 1d20 + 11 ⇒ (12) + 11 = 23


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 jack. Using his MIGHTY PERCEPTION ! ( T.T)/ 1d20 + 1 ⇒ (11) + 1 = 12 <.< Not so mighty.... he makes sure not to trip over his own feet as he follows Jack into the old birdling lair...


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 and Bein make there way into the dank entrance of the cave. Inside is dark and musty. Loose soil flakes off the narrow walls as they pass through a narrow passage from which occasional roughly cut stones protrude. After 15 feet lie the remains of a rough stone wall which previously blocked the passage - from the rubble it looks as if the wall was demolished at least a few months, if not years ago.

Jack pushes a few of the rocks through to clear a wider entrance revealing a round chamber 24 foot in diameter. The chamber has a series of platforms carved into the wall - each about 2 feet from the floor and 6 feet long. The chamber is littered with ancient bones and scraps of white cloth amongst refuse piles which reek of guano, mold and rotting meat.

The chamber has no entrances and doesn't seem to contain any creatures.


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

Smelling the guano, Jack looks up to the ceiling of the chamber, remembering the bats from the pterans' cave. Only if he is absolutely certain he will not be bombarded by a swarm of bats, he carefully steps into the chamber, examining the platforms, trying to discern their purpose.

Perception 1d20 + 10 ⇒ (4) + 10 = 14


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

GAH! My post didn't take again! Sorry! This one is gonna be hurried but i'm here!

He wrinkled his nose in distaste of the foulness within the chamber, but kept his buckler and longsword ready in case they had to defend himself. Oddly though he thought the benchs coming out of the walls were akin to long bunks in a barracks...

Refocusing he looked around the chamber and tried to sign to Jack on whether or not they should light a torch.

{ooc]Perception![/ooc] 1d20 + 1 ⇒ (3) + 1 = 4


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

Finding the roof of the cave free of bats, Jack moves into the chamber to one of the platforms. The fragments of humanoid bones lying on them seem to indicate that this might have been a burial chamber - the platforms once serving to hold dead bodies.


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

Knowledge: Nature to identify what kind of humanoids the bones belonged to. Add 2 if human. 1d20 + 7 ⇒ (16) + 7 = 23


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

As Jack does his thing Bein stands behind him sword at the ready and trying to move quietly despite his armored plates rattling.


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

They appear to be elf skeletons - strange, given that elves are not found outside the salt wastes....


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 stops, his brow furrows and he goes pale. He almost reaches out to touch the bones as if to check to see if they were real, but stops himself before he disturbs the rest of the dead.

He turns to Bein, eyes still wide in bewilderment. "I think... I think they're elves. Did... did they live here before they moved to the salt wastes? We should get Xarafine in here..."


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

Misinterpreting Jack's look of bewilderment he turns, sword at the ready for an enemy that didn't exist. As he listened to Jack's question he shook his head. "If my grandfather was here I would ask him as our family has lived in these lands for an age. But I know nothing of the elves other than what everyone already knows friend Jack..."

He stands at attention in the central chamber as Jack retrieves Xarafine. He looks at the bones and the filth that littered what now appeared to be a burial ground. "This place needs to be cleaned up, not proper to disturb the dead... but to leave filth from those savages and other never-do-wells is out of the question."

Seeing no immediate threats he sheaths his sword and bows his head in a silent prayer to the dead intombed in this strange burial place...


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

"Oh my... Xarafine's voice trails off into silence as she slowly circles the chamber, taking in as many details as she can. She pours through her mind's library, looking for diagrams, drawings, and familiar treatises on the subject of elves and their customs.

Knowledge (religion): 1d20 + 8 ⇒ (15) + 8 = 23

Bardic Knowledge: 1d20 + 4 ⇒ (20) + 4 = 24


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

His moment of silence complete, Bein shoulders his shield and moves to start cleaning out the clutter, refuse and other filth from this burial chamber. Hoping that it would make it more habitable for them and less... Smelly in the long run.


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

Keeping his watch outside the cavern, Finnabar watches with amazement the dozens of similar mounds and the solitary obelisk.

"You realize that we've not stumbled on a single burial chamber but that it's likely all the hills around here are similar.", he tells his three companions. "I think we fount a whole burial site."


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

Despite being able to draw upon a great number of hints from old tales and legends, Xerafine can't place any details about the elves that seem to recall the burial chamber - that is until, remembering a scrap of an obscure ancient saga - Usually titled "Branfel" - In one of the many stories there is mention of:

Within the hills of fey-blood dead,
Wherin the long-dead lie.
Therin did Branfel, softly tread,
And hidden paths espye.

Branfel mighty, but with dread,
Went where the fey-blood lie.
Therin did fey-blood, helmeted
Scream their fey-blood cry

The saga goes on to relate a fight of some sort between Branfel and the "Fey-blood dead" - within, however he finds his mighty spear - "Theral", with which he goes on to mighty battles, defeating dragons, centaurs and other mythical creatures.


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

GM Hy:
Do the stories of the magical spear "Theral" describe it at all? Does it look like the spear we found in the spider temple?

"Sir Bein, what became of the enchanted spear we found in the temple where those winged creatures were worshipping the spider?"


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 simply remained silent. Something struck him about standing in a tomb of his elves ancestors... even if the elves didn't want him. But somehow, that made the moment all the more strange and striking.

He wondered why Xarafine asked about the spear suddenly, and waited for the others to finish their ponderings. Part of him wanted to explore--and make sure the birdlings had not defiled the remains any further--and part of him wanted to get far from this place.


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 softly sings the song, trying to apply its full meaning.

"Within the hills of fey-blood dead,
Wherein the long-dead lie,
Therein did Branfel softly tread,
And hidden paths espye."

"Could it be...?

"Branfel mighty, but with dread,
Went where the fey-blood lie,
Therein did fey-blood, helmeted,
Scream their fey-blood cry.

She ends the verse with a visible shiver, and draws her arms in, as if seeking warmth.

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