Hymenopterix's Colonies of the Salt Coast

Game Master Electric Monk


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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 understand why one might..." Xarafine begins to respond, then stops as he walks away. She watches him for a moment with a somber expression, and breathes a slow deep sigh.

Assuming all of the bandits are dead:

Spoiler:

Looking around, she realizes that she is the only one not engaged in the hard work of policing the bodies and clearing the courtyard.

Stepping over to her pack mule, she carefully removes and folds her stola, wrapping it and the staff in a yard of cloth and placing them in her packsaddle. She then pulls her robe up between her legs and tucks the hem into her ropebelt, making it into makeshift trousers. She rolls up her sleeves to the elbows and approaches Jack, Volpe and Finnabar, doing what she can to help move and bury the bodies.

Assuming one or more of the bandits is still alive:

Spoiler:

Xarafine turns her attention back to the badly wounded bandit. She tries to make him comfortable, as she opens her healing kit and begins treating his wounds. Healing check w/kit: 1d20 + 9 ⇒ (16) + 9 = 25


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

Sorry for the delay guys,.. very busy at work. Will post in about 5 hours re. your actions, equipment, loot etc.


Male Human Rogue 1 (Swashbuckler)
Xarafine wrote:


"I said I was no swordsman, Master Volpe, and indeed I am not, but I can give a man a good thumping with this should he mistake me for a hapless damsel." She gives him a warm smile, and holds the Speaking Staff up briefly for his consideration.

Volpe tips his hat, making sure his face stays concealed for a moment. He doesn't want Xarafine to realize he make the same mistake, and get a thump of his own!

However we proceed, right now we need to clean this up. Dirty work, in so many ways...


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

Moving efficiently to the first body, the bandit she downed herself, Xerafine is surprised to discover that the man still breathes, although the shock of her blow to his chin has dislodged several teeth and blood coats the front of his shirt. As she begins to minister to the bandit Jack checks the remainders, finding them all to have begun their journey in the care of Malaia.

Xerafine:

You manage to stabalise the bandit but he won't regain consciousness for a couple of days without special help, either magical or alchemical.

As Bein'Meleth calms the horses, the door to Oleg and Lana's house opens and Oleg peeks out at the now peaceful courtyard. Seeing the carnage Oleg lets out a small gasp and the door swings wide open.

My freinds! he exclaims, You did it! I must admit I was a little concerned but,.. my, you made a mess of them. We must celebrate! At this he disappears beck into the building, returning moments later carrying two bottles of expensive-looking wine and seven glasses, followed immediately by Lana with cheese and bread. Lana, stops, glances at the blood and the bodies of the bandits and smiles - she doesn't seem at all concerned by the corpses. Oleg makes his way over to the table and pours generous glassfulls of wine for everyone. Lifting a glass high he speaks: To my lord D'Orlovsky and his gallant men! we (here he gestures at himself and Lana) we must thank you. Ha!, I don't think we'll be seeing any more of their lot about here anytime soon. Ha, cowards they are... Why I'll string up their bodies outside as a warning to any others of their kind that think that we're not easy pickings! Ha!

Bandits' Equipment:

Four suits of Leather Armour
Three Longbows
One well made, thicker than average, composite longbow which is very difficult to draw
Seventy-six Arrows
Four Short Swords
Eight days of trail rations
34 Sovereigns (Gold Pieces)
56 Shillings (Silver Pieces)
Five Light Horses
Four sets of tack
One Packsaddle
One silver pendant in the shape of a stag's skull
One plain pewter ring


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

"This one still lives, but barely. I have stopped his bleeding, but I would like to get him to a bed where I can treat his injuries properly."

Anticipating an objection, she continues quickly, with some force to her statement.

"This man's crimes are known, and I have not forgotten his participation in your mistreatment, Master Oleg, or the unspeakable threats made against your good wife. However, by keeping him alive, we may yet accomplish some important goals. The Nine have graced him with a second chance to recant his evil ways, and furthermore, he may yet provide us with important information about the rest of the bandits - their location, and strength. With that knowledge, we can put an end to their marauding."


Male Human Rogue 1 (Swashbuckler)
Hymenopterix wrote:

Oleg lets out a small gasp and the door swings wide open.

My freinds! he exclaims, You did it! I must admit I was a little concerned but,.. my, you made a mess of them. We must celebrate! At this he disappears beck into the building, returning moments later carrying two bottles of expensive-looking wine and seven glasses, followed immediately by Lana with cheese and bread. Lana, stops, glances at the blood and the bodies of the bandits and smiles - she doesn't seem at all concerned by the corpses. Oleg makes his way over to the table and pours generous glassfulls of wine for everyone. Lifting a glass high he speaks: To my lord D'Orlovsky and his gallant men! we (here he gestures at himself and Lana) we must thank you. Ha!, I don't think we'll be seeing any more of their lot about here anytime soon. Ha, cowards they are... Why I'll string up their bodies outside as a warning to any others of their kind that think that we're not easy pickings! Ha!

Volpe politely gestures for Oleg to not pour any wine for him.

I must decline. I do shameful things under drink, and enough shameful things, though necessary ones, have been done today. Master Oleg, I am humbled by your gratitude, and appreciate your hospitality in return, but now is not a time to celebrate. What happened today is only the first act in a much larger drama. This was only a quartet from the original dozen. The rest will come looking for their comrades and spoils. I don't think it wise to put these men's bodies on display. It will not frighten their comrades, only incite them. It's more likely that legitimate business would be deterred by such a gruesome sight.


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

Having handled the dead for a good while, Jack quietly asks Oleg or Lana if he may indulge in a bath before joining their celebrations.


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

Please forgive me, but I must decline any drink Master Oleg, besides you look like you could use extra's. Especially after everything you and your wife have been through. I will revel in the thought of the freedom and happiness this day brings, besides someone still needs to walk the walls and keep watch." With a laugh, Bein'Meleth slaps Oleg on the back as he gets back to his duties. I can't ever lose control again....


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 certainly rejoice that these men will not trouble you again. I do not condemn the hanging of bodies as warning. Despite all their actions, they fell in battle and should be buried properly. As my companion said, that will not deter them, whereas not knowing what happened to them will surely raise more questions and enable us to find their lair before."

Sitting at the table, a glass of wine in his hands, he nods to Xarafine request.

"The teacher is right, this bandit still live and if we can make him talk, it will help us tremendously. Once he is awake and talking, I intend to propose him two choices if you agree with it: either give us everything he knows and have is sentence commuted to life service in the fort to repair and put it back in order or keep silent and be sentenced to death as the law requests for his crimes."

"One more thing, master Oleg, now that this imminent threat is removed, what can you say to us about the southern territories. The people coming to your posts have surely told you something about it."

About the equipment, I suggest we take what we need: horses, composite bow and arrows. We can sell the rest to Oleg if he agrees.
Can Jack use the composite bow or is his strength too low. If not, either Finnabar or Beim should try it and use it.


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:

"While I certainly rejoice that these men will not trouble you again. I do not condemn the hanging of bodies as warning. Despite all their actions, they fell in battle and should be buried properly. As my companion said, that will not deter them, whereas not knowing what happened to them will surely raise more questions and enable us to find their lair before."

"One more thing, master Oleg, now that this imminent threat is removed, what can you say to us about the southern territories. The people coming to your posts have surely told you something about it."

Oh very well, I suppose you're right, Oleg replies, grumbling, it would be bad for business I suppose. As to the Southern territories, well that way lies the River Kingdoms and your friend," here he nods at Baein'Meleth "would be able to tell you more about them than I. Now you'd be heading East, into the Greenbelt no? Now I haven't been there myself but, yes some of the trappers as visit us do have some stories to tell. Mostly of the bandits of course, and most of the rest is probably the imagination of lonely men you understand, but for the rest... he pauses, the whole area to our south-east is a dense forest called The Narmarches. Most of the trappers'd be spending their time in that area, but i don't think they journey all that deep into the forest itself. Some of the stories they tell, ha! Dragons, Devils, Fairies, Wenches as naked as the day they were born that disappear come the morning,.. Like i said, lonely men. To the East and North are the Kamelands. That's hill country that is. Not so many animals so the trappers don't go there that often and them as do get done in by the bandits as often as not. I have to admit that I don't really listen to the trappers that much when they talk about the Greenbelt. Afterall, I'm not planning a trip, Ha!

Finnabar d'Orlovsky wrote:

About the equipment, I suggest we take what we need: horses, composite bow and arrows. We can sell the rest to Oleg if he agrees.

Can Jack use the composite bow or is his strength too low. If not, either Finnabar or Beim should try it and use it.

The bow is a +2 Str compostite longbow so i think Jack can't take full advantage of it. Oleg will buy any other equipment from you for half-price (this goes for recovered goods from the Greenbelt as well.)


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 pauses in his duties as Oleg nods at him, and for a moment he burns with embarrassment. being shirtless also made it impossible to hide it as well, he continues to check the flanks of the bandits horses as he thinks on what to tell his comrades. After noting the horses finer features he stands erect and turns to address the group.

In Illisarni "First off this bow is of great quality, but I sadly don't have steady enough hands to use it decently." He sets it back in its bow case gently* "Other then that i'd like to keep some of the horses, if not all of them and train them to be usable for combat or heavy labor it would be of great help in restoring this trading post. Eventually, it takes a long time to break them in. Now onto business, what Oleg says is correct my family has a fortified manor on the salt coast up in the mountains, So I am somewhat more familiar with the oddities of the south and River Kingdoms. Lets just say in my time as a border warden we lived by the mantra of 'No quarter asked, None to be given,' those were are standing orders. Banditry has always been a 'trade' in these parts and there has always been more desperate and evil men to bolster their ranks... Also strange happenings are known to happen around her as well, much as Oleg says i've heard of as well..."

Handle Animal, to assess the horses 1d20 + 6 ⇒ (12) + 6 = 18

I'm not sure what else I can inform them about, so here goes Knowledge: Nobility for River Kingdoms 1d20 + 4 ⇒ (15) + 4 = 19


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:


Handle Animal, to assess the horses 1d20 + 6

I'm not sure what else I can inform them about, so here goes Knowledge: Nobility for River Kingdoms 1d20 + 4

Handle Animal:
None of the horses are combat trained of the five that have been captured, four are light riding horses (trained in come, heel and stay). The last is trained as a pack animal (trained in come and work).

Don't worry about the Knowledge check for the moment however, as you say, you have heard some similar rumours to those that Oleg just mentioned


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 rejoins the group after a quick bath. He already has his headband tied round his ears even though his hair is still wet.

He sits down, quietly listening and pouring himself a glass of wine, listening to the planning.

Sadly I think the one person with the best stats to use the bow is Volpe, who isn't proficient. I still say we keep it around especially if it's masterwork... Finnabar should use it for now since he's proficient and strong enough.

Someone else can use it at penalty in a pinch, and Jack can use it at 4th level if he raises his Strength. Since this is a low magic campaign, it'll likely still be useful by then.


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 down at the badly wounded man lying on the ground, a look of concern on her face. Clearing her mind, and opening her soul to Viarda, she lightly places a hand on the deep gash in his chest, and the other hand on his ruined jaw.

Speaking softly in Canari, she says:

Spoiler:
: Fecund Mother Viarda, I entreat you take his hand, and lead him from your sister's door. Queen Malaia, allow him to depart, for he must one day return and remain.

Casting Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7

As the bandit slowly opens his eyes, Xarafine smiles, and speaks softly to him, "Welcome back to the realm of the living."


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:

Roger that =)

In Illisarni "Now these horses here are light mounts, not suitable for combat but definitely good for scouting though. If I had some time I could break them in for riding into combat, but it would take several weeks and we sadly don't have that luxury at the moment. Now this one will come in handy for heavy work and such, its a good pack mule but i'm thinking it will be an excellent choice in helping with some of the repairs around this trading outpost. For instance we could log suitable trees and use this horse to drag it closer to the fort so we can replace the more rotten parts of the walls." He indicates each horse in turn, Arundel flicks his head dismissively at his riders excitement. Bein'Meleth pauses for a moment to stare at Arundel with a level look, before shaking his head wearily as he walked over to the pile of gear.

In Illisarni "Just an idea for consideration..." Did the man by Teacher Xarafine just move... No, of course not i'm just tired and... seeing things. "as we look towards the future, in these parts, with nearly half a dozen combat trained steeds and horses for heavy labor is a good start." He pauses while everyone converses among themselves, although he feels a prickling sensation run up his spine every time he looks over towards Teacher Xarafine and the down man. With goosebumps running the length of unclothed arms he tought he heard her say something but her voice was too soft for him to understand, Another prayer perhaps? But why do I feel like I need a sword.... He unconsciously eyes one of the short swords in the piled gear before him, but with an effort he shakes off the sensation and continues thinking about what all they could do with the gear and horses.


Male Human Rogue 1 (Swashbuckler)

I'd still prefer to take the fight to the bandits, before they know anything is wrong. Once this bunch has been missed the rest of them will be on their guard, and probably more prone to... carry out some of their threats. You're right, though. We would need to know more about their base. It looks like Teacher Xarafine's patient will be out of sorts for quite a while, though. Hopefully he'll be willing and able to give us some advice before the next bunch arrives. Wait a minute, did he just move?


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 Outlaw stirs as Xerafine kneels, praying over him. Although still badly wounded the man does look somwhat better. The gash in his chest and the amount of damage to his jaw seem less severe than you first thought. Maybe you were mistaken about how bad his injuries actually were?

The outlaw is a bearded man with pale but freckled shin and reddish-brown hair. He's about 5'10" and is wearing clothes that have been patched a number of times and need washing - and not just because of the large amount of blood. He groans as he wakes up, lifting himself onto his elbows and glancing around. Bringing his hand up to feel at his jaw his eyes widen and he looks up at Xerafine.

The Longbow is not masterwork but is well made - much better than the other bandits' weapons.


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:
The outlaw is a bearded man with pale but freckled shin and reddish-brown hair. He's about 5'10" and is wearing clothes that have been patched a number of times and need washing - and not just because of the large amount of blood. He groans as he wakes up, lifting himself onto his elbows and glancing around. Bringing his hand up to feel at his jaw his eyes widen and he looks up at Xerafine.

Finnabar stands by Xarafine as the man opens his eyes.

"I thought he was much more hurt than that. Well done, Xarafine."

Then, leaning over his cousin shoulder, he takes a stern tone.

"You've been blessed by the Gods today. In more ways than you think. However, it is my duty to tell you you've been arrested for banditry on Restov ground. The penalty for your crimes is death, either by the sword or by the rope. However, thanks to the Teacher here who healed you, we will offer you a third choice. I can commute your sentence to service in the fort until the wronged party, master Oleg and his wife see fit to release you. But we will make that offer only if you tell us everything you know about your camp, numbers and organisation. Think quickly and may Belam grant you enough wisdom to choose, for you did not seem to have any earlier, choosing to fight."


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 once badly injured bandit is now up and functioning Bain'Meleth gives a low whistle, the healing hand of the priests of the realm always left him in awe. How they were able to wield the power of the almighty was a wondrous thing but it always left him feeling like you owed them more then a mere thanks for the healing. He shakes his head, snapping out of his day dreaming, quickly heading off to recover his longsword. Which after strapping it to his waist he strolls back out into the courtyard, feeling much more secure, and calls Arundel to heel. He flicks his head and exhales through his nostrils before begrudgingly approaching as Bein'Meleth asked.

In Illisarni "You don't fail to amaze Teacher Xarafine, let us hope your fine works are not wasted on this man. Many today did not have the same luck, hopefully he will not squander his good fortune."


Male Human Rogue 1 (Swashbuckler)

Easy there, Bein'Meleth. Speaking of waste and squander is no way to win this man over. Rather, let him focus on miracles, gratitude and opportunities, and who granted those to him. Habits can be difficult to change, and sometimes, you literally need some sense knocked into you. I know I needed it, and I'm still making up for it.


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:


"You've been blessed by the Gods today. In more ways than you think. However, it is my duty to tell you you've been arrested for banditry on Restov ground. The penalty for your crimes is death, either by the sword or by the rope. However, thanks to the Teacher here who healed you, we will offer you a third choice. I can commute your sentence to service in the fort until the wronged party, master Oleg and his wife see fit to release you. But we will make that offer only if you tell us everything you know about your camp, numbers and organisation. Think quickly and may Belam grant you enough wisdom to choose, for you did not seem to have any earlier, choosing to fight."

OLEG:

"You're too good to him sir,.. to good. And, if i might?" he waits for Finnabar to indicate that he should continue. "Lana and I, well, I don't think we'd be happy with him here,.. a snake to the breast and all that,.. but maybe we could lock him in the storeroom? Until the next patrol from Restov? Then they could take him too The Lookout, oh, um, that's the prison there,.. and throw away the key for all i care. But I wouldn't be happy with him here. I'm not a jailor. So maybe that'd be another option?" Oleg comes to a conclusion at last, ringing his hands slightly in worry.

BANDIT:

"Now sir, uh, mam, ummm,... have pity on me! It was all that Happs' fault it were. Why he done forced me, that he did sir! He forced me to rob these kind people, twern't me own fault! I'll tell you what you want to know. I promise. I don't wanna die, please sir do have pitty, 'twas that Happs, and that Kressele too, they done forced us!"

Sense Motive:

DC 10:
He's lying about being forced.

DC 15:
He'll tell you whatever you want to know. He's very scared of the noose.


Male Human Rogue 1 (Swashbuckler)

Hmmm...
1d20 + 3 ⇒ (7) + 3 = 10

No one was holding a sword to his throat when they arrived. Volpe is just going to watch how this turns out.


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 sits at the edge of the group, listening quietly. He pulls out his sword and begins polishing it with a cloth idly, but his attention is entirely attuned to the bandit.

Sense Motive, incl. Favored Enemy bonus: 1d20 + 5 ⇒ (6) + 5 = 11

He mutters softly, more in the direction of Finnabar and Xerafine. "Likely 'forced' by an offer of good coin or weapons."


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

Sense Motive 1d20 - 1 ⇒ (10) - 1 = 9

He grimaces as the man pleads for his life, he always hated hearing groveling, and Volpe's words also caused him to pause as he thought on what was said. Bein'Meleth places his hand on his sword hilt and stands seemingly at ease, but he was ready to defend Xarafine and Finnabar if he had to. In Illisarni: Directed more towards Volpe "Your words cause me some shame, perhaps I have become merciless to men like this, but I didn't see him pause in drawing his blade even though it was to be used on a woman, nor did he drop his weapon and surrender. Due to his poor choice he squandered the gifts that Teacher Xarafine so kindly and benevolently bestowed upon him."

He paused for a moment as he thought long, and hard, on what he would say next. He inhaled deeply as he continued in Illisarni. "Now my opinion changes with you Volpe, you struggle with your past every day it seems, since you talk of it often, and to me that shows a man of caliber. Who is dedicated in confronting his past to become a better man. Because of this you have my respect and trust. Hopefully this man will follow your example and because you have asked me to I will try and not be so... judgmental."


Male Human Rogue 1 (Swashbuckler)
Bein'Meleth Rámalóce wrote:

I didn't see him pause in drawing his blade even though it was to be used on a woman, nor did he drop his weapon and surrender. Because of his poor choice he squander the gifts that Teacher Xarafine so kindly bestowed upon him.

Remember that one of the Teacher's "gifts" was a good rap across the jaw. I imagine he probably learned not to underestimate female opponents. I know I won't after seeing Xarafine's swing.

Quote:

He paused for a moment as he thought long, and hard, on what he would say next. He inhaled deeply as he continued in Illisarni. "Now my opinion changes with you Volpe, you struggle with your past every day it seems, since you talk of it often, and to me that shows a man of caliber. Who is dedicated in confronting his past to become a better man. Because of this you have my respect and trust. Hopefully this man will follow your example and because you have asked me to I will try and not be so... judgmental."

Volpe grins and chuckles a bit.

And I will try to be more stoic. My old swordmaster would call me "banty rooster" when I complained too much, and usually followed it up with the flat of his blade across my wrist. Besides, I just didn't want you to scare him so much he shuts up. He's plenty intimidated already, and I was just worried he'd clam up without telling us anything. Alas, we got excuses instead of remorse.


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

In Illisarni "True her wrath is as powerful as her voice and her kindness seems without end. I meant no offense friend Volpe, it is better to show what pains you instead of allowing it to fester... You are right and this is not my place for now, my bedside manner is poor to say the least. I will trust you both to watch over them please. I will patrol the perimeter and keep watch in case they had a shadow, it will allow me time to think." He smiles wistfully for a moment, before his eyes become like steel. He bows respectfully to his comrades and moves towards the parapet of the trading post, Arundel snorts at him as he passes and Bein'Meleth laughs as he slaps the destrier's thick neck as he walks by. Arundel ears perk up as he seems to watch Bein go by before shaking his head and snorting again.


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 + 6 ⇒ (14) + 6 = 20

As the man babbles and begs, Xarafine stands and fixes him with a stern gaze.

"Do not gild your words, man. I know perfectly well that you can already feel the noose closing around your neck. All this talk of being forced into this life is a lie, and an affront to the Nine. You will stop it NOW. If you wish to be spared the rope, you will renounce your former profession, beg the forgiveness of these fine people you have so grievously wronged, and speak truthfully, without omission, what you know of your former compatriates and their whereabouts."

Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18


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+6

As the man babbles and begs, Xarafine stands and fixes him with a stern gaze.

"Do not gild your words, man. I know perfectly well that you can already feel the noose closing around your neck. All this talk of being forced into this life is a lie, and an affront to the Nine. You will stop it NOW. If you wish to be spared the rope, you will renounce your former profession, beg the forgiveness of these fine people you have so grievously wronged, and speak truthfully, without omission, what you know of your former compatriates and their whereabouts."

"I do, I do appologise" the outlaw replies, groveling. I'll tell you what you want. I'll tell you, just don't hang me Milady, please, not that."

"The others, they're at the Thorn River Camp. You just head South-east until you get to the river and then go down till you get there, it's the first place you can cross, y'know. Ya can't miss it... The outlaw continues answering whatever questions you have about the bandits at the Thorn River Camp, holding nothing back and seeming eager to avoid the noose.

We'll speed through the answers etc. more quickly ooc, so if you dot-point them for me I'll give whatever information the bandit can provide.


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

BTW Xerafine's put her list in the ooc 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
Xarafine wrote:
1.) Where exactly the Thorn River encampment, and how long will it take to get there, by horse or foot?

The Thorn River camp is approximately 24 miles to the South-East, just inside the Narlmarches (forest). It should take either 24 hours (on foot) or 9 hours (by horse)

Xarafine wrote:
2.) What is the terrain like between here and there, how dangerous is it in terms of animals and the like?

Plains (scirting the edge of the forest then forest for the last part of the journey.

Xarafine wrote:
3.) How many bandits are there? What is their armament?

Nine more bandits (including Kressele the leader) are based at the Thorn River Camp. Usually some of these are hunting or on patrol etc. Most of these are armed similarly to the bandits who were defeated.

Xarafine wrote:
4.) Who are the leaders, and what are their particular skills?

Kressele is the leader and Happs was her deputy until you killed him. Kressele is a very good fighter (she uses two handaxes)

Xarafine wrote:
5.) Can anyone among the bandits use magic of any kind?

no

Xarafine wrote:
6.) How long will it take them to notice you have not returned?

They'd probably expect the party that attacked the trading post back later today, but might think that Happs has stopped for some reason and been delayed for longer. They probably wouldn't worry for a couple of days.

Xarafine wrote:
7.) Are there guards patrolling outside the encampment? If so, how soon can we expect them to notice us as we approach?

The encampent is in the forest. There are two watchposts in the trees. They can spot people coming down path from 500 foot, through the forest from about 50 foot.

Xarafine wrote:
8.) Is your encampment fortified, walls, catapults and the like?

No, just the watchtowers

Xarafine wrote:
9.) Do any of the bandits use poison on their weapons?

no

Xarafine wrote:
10.) Where do you sell the goods that you steal?

occasional trips to The River Kingdoms plus a certain amount goes to "The Stag" who is the overall leader of the bandits in the greenbelt. The bandit you're talking to has not met The Stag and doesn't know where he's based.


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 listens carefully as the bandit answers the questions. When he concludes, she smiles warmly for a moment, then nods her head, returning to her businesslike demeanor.

"Your cooperation is duly noted. Should this information prove true, and not merely a ruse or fabrication, I shall advocate on your behalf for Captain Finnabar to grant you mercy. You must still foreswear any loyalty to your former companions and renounce your lawless ways for all time. Most importantly, you owe Master Oleg and most especially Mistress Lana sincere apologies for their mistreatment. Am I understood?"

Not waiting for the man to speak up, she turns to the rest of the group.

"We should consider this information carefully. If it is true, they will see us coming, and have the advantage of numbers. Facing them on their own ground may not be the best option."

Xarafine once again runs through her history lessons in her mind, trying recall past battles with similar circumstances.

Bardic Knowledge (history): 1d20 + 3 ⇒ (17) + 3 = 20


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

"We should discuss our plans without the man present. I don't want to risk his escaping."

IF they take the bandit away to lock him up and/or carry on the conversation elsewhere, he will say the following:

Spoiler:

"I think it would be better to await them here. Our ambush was successful, and right now, the others have no idea to expect. This also gives us two days to reinforce the garrison--we could fashion a real net, or dig pit traps. Maybe we can get at least one of those catapults working. Nine will not be poor odds when we have the advantage of terrain. They will be terrible odds on their turf where they will likely be able to see us coming, as the lady says." Jack rubbed his chin. "This way we can also stay with Oleg and Lana, rather than abandon them to a nasty fate should scouts come to them while we are not 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

Bein'Meleth walked the parapet while the others plied the 'man' for information, he kept his eyes moving as he performed his patrol. He looked for a shadow or a rearguard somewhere nearby, waiting for their comrades to return. Perception 1d20 - 1 ⇒ (9) - 1 = 8 Climbing the stairs up to the top of one of the perimeter towers he looks at th catapult sitting in disrepair and shakes his head. How could this all be allowed to fall into slow rot and ruin... Memories of his families estate come to the forefront, many of the aged retaining walls that surrounded the manor courtyard had also fallen into disrepair because of lack of funding. He sighs as he forces the memories aside and tries to focus on the present task at hand, hunting bandits. Easy to do once they reveal themselves...

After one last look at the countryside for anything out of place, he sighs and begins quickly walking back to the others. As he descends the ladder, near the gate, he is greeted by Arundel who was baring the look of a rather energetic and bored destrier. A dangerous combination if left unchecked, calling him to heel Bein returns to his gathered comrades. He pointedly ignores the 'man', and tries to listen in on what was currently being said with palpable interest, as he rubs Arundel thick neck trying to keep the horse from getting restless.


Male Human Rogue 1 (Swashbuckler)

Ah, you see Bein? Their own leader is a woman! Remember she's a bandit. Don't let your sense of chivalry get in the way. Volpe said it as much for his own benefit as for Bein'Meleth.

A few more questions:
Would you expect the whole group to come if they suspect trouble?
Who would stay behind?
Has there been any strong resistance in the past?
How was it handled?


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

Arundel huffs irritably when he noticed Bein's hand had stopped stroking the Arundels neck. Bein stares off into space for a moment as his mind reels at the thought of killing a woman in combat. Men killing men was different from killing a woman, in fact that was probably the reason Lady Lebeda hated him during the recruitment trials. He pulled his hits, avoided direct strikes and tried his hardest to avoid harming her severely. Distracted by his thoughts he never saw the headbutt coming as Arundel hit him with the side of his muzzle. After shaking off the hit Bein starts trying to keep his steed soothed again as he looks at Jack.

In Illisarni: "That may be difficult... I've never killed a woman and..." He visibly hesitates for a moment "I don't think I can start now. I will stop her from harming others, but if I engage her it will be a difficult fight. Forgive me. Now, if they are better organized then I first believed, I don't think they will come to engage us, not unless they have enough numbers to overrun our defenses. But if we plan to make our stand at the fort I will get to work on the gate."


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 eyes the bandit warily, despite his answers and asks more questions as suggested by Volpe
Would you expect the whole group to come if they suspect trouble?
Who would stay behind?
Has there been any strong resistance in the past?
How was it handled?
.

Once the bandit has answered them, he takes him to the store room and manacles him before locking him in.

"Thanks to your answers, you will not get executed. The next patrol to come here will take you to Restov for you to be locked in the Lookout. The magistrates there will set the length of your sentence."

To Oleg: "Master Oleg, it will be done as you ask, if you do not want him here, have the next patrol take him. I will leave a message explaining the situation to give them as well."


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:


Would you expect the whole group to come if they suspect trouble?

Yes, as many as possible would come if Kressele thought something was wrong.

Finnabar d'Orlovsky wrote:
Who would stay behind?

2: no-one

Finnabar d'Orlovsky wrote:
Has there been any strong resistance in the past?

3: No, they've been picking on small-time caravans and trappers. - They avoid anyone who might offer resistance.

Finnabar d'Orlovsky wrote:
How was it handled?

4: N/A


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

"Remember Bein, that woman threatened that her men--or even perhaps she herself--would use Lana, another woman, for unspeakable things.

"Capture her instead of kill her, fine--but remember she'll do you no favors for your kindness."


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

"If we intend to wait for this Kressele and the rest of her men here, then we best fortify our defenses. We may even be able to get one of the catapults working if we direct all of our efforts to repairing it. The sooner we get to work on it, the better. Master Oleg, do you happen to have a set of building plans for the catapults?"


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 turns to look at Jack, regarding him as he spoke, as he finished Bein nodded his head gravely. His eyes became hard as he said In Illisarni: "I remember some of what was said my friend, even though I only heard bits and pieces between taking care of the draught beasts. But the threats are always the same with bandits, so please don't think I'm not keeping their threats in mind. I will not allow them to harm anyone while I still draw breath, even if I must put that woman down."

He hesitates a moment before continuing "I don't care what she thinks, if I can take her alive then I will, if not then that is how the gods will it. Now we need to focus on making this place into a proper fort, without the gates we will be very open to an attack. If we can close the gates then we will have an immediate advantage, especially since we have decent archers among us. We must also focus and making ssure our good hosts can defend themselves properly"

He waits patiently for Xarafine and Oleg to finish speaking before talking to Oleg and Svetlana (if present) In Illisarni: "I understand that all this talk of using your home as a fortress, may be unnerving and cause you worry, but this threat will not end soon and sadly may get worse if they mobilize their forces against us in mass. So I must ask if you have some way of getting the gates closed? They look badly rusted and I didn't know if you had some type of oil or... *cough* Strong vinegar?


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:
"If we intend to wait for this Kressele and the rest of her men here, then we best fortify our defenses. We may even be able to get one of the catapults working if we direct all of our efforts to repairing it. The sooner we get to work on it, the better. Master Oleg, do you happen to have a set of building plans for the catapults?"

"oh, no. I'm afraid we don't have anything like that." says Oleg in reply, the place was a bit of a ruin when we arrived. Just rotten stakes and some buildings with caved-in roofs. There weren't any plans or any papers anywhere."


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 gives some thought about the catapults and the front gate of the trading post. She mutters to herself as she considers their condition. "Most of the books on engineering were horribly dry reading, but maybe I can work out something...hmmm."

Bardic Knowledge (engineering): 1d20 + 3 ⇒ (10) + 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

I should be back to daily posting now that my daughters have recovered.

"Jack suggestion has some weight; we should help you repair that fort and prepare it if the bandits decide to come back. When it's secure, we will go and explore further. We need to discuss about the best way to defend the fort. Nine of them should come and from what we have seen, if we take down their leader, they will be more likely to surrender. But if they do not, they can be quite deadly. I’m also wondering about closing the gates. If we do that, they may just wait us out. I would prefer to trap them in or even better, to trap half of them in and half of them out. Any idea about how to do that?"

As Oleg worries about the lack of plans, Finnabar looks out from where he sits: "Do not worry about it, I happened to learn some of those things when I was younger and I will have a look at those catapults."

Finnabar limps to the stairs leading to the broken catapults and looks meticulously at each of them, asking Belam to open his eyes and help him find the way to repair one of them.

Knowledge Engineering (with guidance) 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14


Male Human Rogue 1 (Swashbuckler)

Messageboards ate my post! Volpe is ready to help out wherever he can, whether closing the gate, or fixing a catapult.


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 not an engineer, but I can help with any labor that needs to be done."


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

Oleg pipes up: but what if they scout out the trading post? he asks That woman ain't as stupid as Happs was. If they see armed men here or that the gate or catapults have been fixed i doubt they'd attack. They'd just wait you out and maybe ambush you later on.


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 soothing Arundel, Bein listen's to the conversation's going back and forth. He can feel the tension and apprehension in the air about whether or not we go to attack them or whether we wait for them to attack us.

In Illisarni: "Perhaps then we will have to do part of both plans, we can work on getting this place secure enough to hold out against a possible strike from them. While preparing to move in on their camp and either drawing them out or performing a surprise attack at night when their guards are less likely to see our approach. I am willing to act as a decoy as well to draw them out if need be. But in all seriousness we have little time left to continue debating this before they realize their comrades aren't coming back."


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 considers Oleg's statement for a moment.

"What would happen if her scouts reported that you hand hired workers to repair the fort, and were in the process of doing so? Do you believe she would try to attack before the work was completed? If so, we might be able to draw her in with a ruse and set a trap inside the fort."

She looks around at the trading post, weighing possibilities.

"Time would be of the essence, of course, and much would depend upon how quickly she mobilizes, but...."

She paces back and forth, speaking quickly and ticking off statements on her fingers.

"We could dismantle the catapults, and bring them down to the ground, reassemble and repair one of them inside the courtyard. The rest we bring out front of the gates and place them in separate piles, making sure that identifying pieces can be clearly seen. We make a fourth pile using some of your stock, or pieces of the buildings inside, so that it looks like all four catapults are lying disassembled outside the gates. We send a scout out to look for the approaching bandits. Our captive should be able to give us a good idea as to which direction they'll come from, as well as useful information about their likely scouts. Once we know they are coming, we'll dress as laborers, and wait for them to come to us. When they come, we run into the courtyard with them following close behind. As we pass the gates, we scatter, leaving the bandits riding straight into catapult fire. We then grab our weapons, stowed close to hand, and engage those still standing."

She stops, realizing she was speaking a lot, and not entirely certain whether or not she was making sense.


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's eyes switch back and forth between everyone talking, and he shakes his head, Arundel nibbles at Bein shoulder irritably because he had stopped soothing the destrier. Pits, catapults, dressing up as laborers, all the different plans were causing Bein's skull to ache, but he became distracted from his thoughts by Arundel's persistent nipping, Bein turns back to his destrier and nods in agreement.

"I feel your restlessness as well, let us get out in the open, Come Arundel."

Arundel follows excitedly as Bein retrieves his gear and reequips himself. After strapping on his gear he mounts Arundel, he leaves the fort and begins performing some basic riding maneuvers, practicing with his various weapons to keep his skills from slipping.


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:

Xarafine considers Oleg's statement for a moment.

"What would happen if her scouts reported that you hand hired workers to repair the fort, and were in the process of doing so? Do you believe she would try to attack before the work was completed? If so, we might be able to draw her in with a ruse and set a trap inside the fort."

Oleg thinks for a moment, scratching his chin. "Well I have to say that they didn't seem like a brave lot and, whilst they have been taking all of my stock, i can't think that what they get from me can be all that important to them. I'd recon that they'd simply move on if they saw too many people here. Afterall the stockade would still be difficult to attack for only nine people and you can see anyone coming from a ways off."

intelligence (knowledge history) check DC 10 those with any military training you can add +2 to your check.:

Catapults are not very effective against small groups of men or skirmishers. They take too long to aim or load and they're very innaccurate. They might be intimidating but they're unlikely to inflict any damage to the bandits (especially if the bandits are mounted).

Catapults are mostly only of tactical value against formations or against fortifications.

engineering DC 15:

Each catapult would require about a week of work before it would be able to be fired.

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