Hymenopterix's Colonies of the Salt Coast

Game Master Electric Monk


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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

"That's a good idea, let's move back. This looks like a spell that can confuse people and make them attack anyone around them."

Finnabar follows Jack, covering him with his shield. Withdraw action

RPG Superstar 2013 Top 32

Xerafine and Bein:

Two of the creatures move into a tunnel leaving the room. Two remain stationary in the centre whilst one crouches nearby menacingly.

Remember to roll your saves!


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 was waiting for Bein, but here goes.

Save: 1d20 + 7 ⇒ (19) + 7 = 26

The fog seems to clear from Xarafine's mind, and she realizes what has been happening. Some how, she had mistaken her comrades for undead creatures. By the look of his posture, Bein was similarly affected.

Backing slowly away, her guard fully up (withdrawing), she calls to the knight.

"Bein! It's a mind poison. Stay calm and clear your mind! Your senses will return to you."


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 creatures retreat only spurred the young knight to action he hefted his massive blade."How dare yout retreat. Return my comrades!"Seeing one stood alone, screeching and carrying on the fight he gave a growl and brought the blade downward...

1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20

It was then the illusion end and Bein's heart seized as the monster became the Teacher. He angled his blade at the last possible moment, directing the large blade to narrowly pass by her shoulder. The effort of redirecting his attack pulled on his muscles, throwing off his balance and causing him to pitch forward. As the blade slammed into the floor he toppled over onto his chest plate. It took him a moment to recover as he pushed himself back up onto his knees. "Apologies Teacher!"


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

Hearing Bein and Xarafine, Finnabar moves back into the room. "Well done jack, it seems your strategy worked."

Then moving forwards to Jack and Xarafine, he expresses his concerns:
"Is everybody all right? You seemed to have lost your minds. I've heard of a similar spell making people attack each other randomly, maybe it's some thing like that. Can you tell us what you saw?"


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

"Everything moved strangely, like having one's head under water. All of you were gone, and I was surrounded by shrieking monsters with the heads of giant ravens."

She pauses for a moment, then starts. "One of them lunged at me, and I swung the Speaking Staff at it! Was it one of you? Are any of you injured?"

She looks at each member of the group with careful concern, trying to assess their respective conditions.

Heal check: 1d20 + 8 ⇒ (7) + 8 = 15


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

"That was me you swung at, but you did not hit me." Jack spreads his hands to show he is unharmed, then pulls a cloth out of his bag and hands it to Xarafine. "I am sorry you are all wet, I was hoping the water would either shock you or wash the powder out of your eyes."


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! So I am," she says, just noticing her soaked face and chest. "In my delusion it seemed that one of the creatures spit acid or venom of some kind at me. I could even feel it burning. Very strange." She takes the cloth from Jack with a nod of thanks.

She turns to Bein. "And what of your experience? Was it similar?" At his hesitancy, she quickly adds, "be assured that I am not injured. Fortunately for me, you came to your senses and checked the swing of your blade before it was too late."


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 rose up, dragging his sword noisily as he recovered from his off balanced fall. His armor was scuffed but not as much as his pride. He nearly tried to cleave their Teacher in two and that didn't sit well with him. Not one damn bit. "I was surrounded, I had thought you were all taken and was unsure how to act. Apologies again, I acted in haste." He turned the blade about and sheathed it, he'd smooth the chips out later. Now he had to focus on what was inside that sarcophagus.

"We best finish up here before something else happens..." He gestures to lidless tomb and starts walking back to it.


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

"For a moment, I saw the halls of death, and all turn to skeletons before my vision cleared. Whatever that stuff is, it's potent." Jack says. Glad his comrades are safe, he follows Bein back to the sarcophagus to see what the poison was protecting.


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

"Before we perform any further examination of the vault, we need to make sure we have cleared away that horrid powder. I think Jack had good instincts on how to accomplish this."

She unshoulders her water skin and begins gently spraying the lid and frame of the sarcophagus with water, trying to remove any visible powder without soaking everything.


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

Xerafine carefully sprays the inside of the sarcophagus before leaning in to examine its contents. Inside, clustered around the mummified remains, are a silver statuette of a doe, a dark coloured cloak, a carved darkwood statuette of a raven and 2 dark-red gems. When Jack peers in he is also able to identify the mechanism for the trap, and announces that he should be able to bypass a similar mechanism if the other sarcophagi are similarly protected.

With the silent figures looming ominously in the centre of the room you move to the other slabs, opening each in turn and revealing their contents. In all you discover:

11 Darkwood raven statuettes
A dark-coloured cloak *
A well-crafted (masterwork) elven blade
A carved wooden feather *
A set of masterwork scalemale armour
A silver ring with a sinuous image of some type of animal which you can't identify *
A single arrow *
And 7 dark-red gemstones

(Assuming that you detect magic, the items marked with a * detect as magical.


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 each of the items is revealed the young cavalier reveal's a side of himself he usually kept hidden. He enjoyed well made art and such exotic pieces were astounding to him and he doesn't even realized how engrossed he is as he examines the Silver Doe Statuette after it is revealed it isn't magical. "Wonders never cease..."

He eyed the well made elven blade as Jack handled it, it seemed far too delicate for his taste in weapons though and he knew nothing of elven weapons. He hoped to at least examine it and gain an understanding on their metal crafting sometime...

Bein cannot Identify! D: Must put ring on to see what it does! 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

Hy, In your list, you've missed the siver doe statuette


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 is going to use guidance for all the following rolls, and cast it for Jack and Xarafine for their appraise and spellcraft checks.

Finnabar takes the time to looks at all the items, trying to guess their properties.

Calling for Belam for help, he select those with a magical aura for further examination

spellcraft for the cloak: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8

spellcraft for the feather: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20

spellcraft for the ring: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24

spellcraft for the arrow: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10

By the way, I realized that we can re-use spellcraft once per day to examine a magical item, so we should know now what the magical spear we foud does.


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

"From the inscription, the Doe was their goddess of birth or rebirth... I wonder why only the first sarcophagus had the doe statue in it."

Like Bein, he eyed the items with some wonderment, having seldom seen such craftsmanship. "Do we keep these? Or leave them with the dead?"


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

Spell craft: Cloak 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19

Spell craft: Ring 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18

Spell craft: Feather 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20

Spell craft: Arrow 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16

Xarafine examines each item carefully, trying to discern the nature of their arcane auras.


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 the Doe down gently, last he mar the silver statue, before responding. "I would wish to see these displayed or in our holding. It would be a shame to see such craftsmen ship left to linger in these tombs but if we plan on selling them then leave them be. As for what is enchanted the dead cannot use it and the living are in greater need. We can return them once we have no more use fir them."


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

Xerafine:

Cloak: Cloak of elvenkind
Ring: Unknown
Feather: Unknown
Arrow: Unknown

Finn:

Cloak: Unknown
Ring: Ring of Protection +1
Feather: Unknown
Arrow: Unknown


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

If there's time, if Hymenopterix allows it, you should be able to take 20 on those checks later. Alternately, at least Aid Another rather than do it separately. I'd suggest Finn aid Xarafine since Xarafine has the higher modifier

Jack nods at Bein. "Or they can be sold to buy supplies to fortify the area. Very well."


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

"The auras of these items are complicated, but I believe I could decipher the rest with sufficient time, and access to library archives on elvish lore. However this," she says, holding up the cloak, "is enchanted to change colors to match the wearer's surroundings, not unlike a chameleon's skin."

She turns to Jack, and holds the cloak out to him. She addresses Finnabar. "With your persmission, of course, Captain. It is a tool clearly suited for a scout."


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 takes the cloak to examine it, at least, admiring the close weave, which had not frayed at all during its long rest in the sarcophagus. "It would come in handy, certainly."


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 nods at Xarafine request.

"And the ring is designed to protect the wearer by deflecting blows. anyone of us could wear it. For the moment, Bein should wear it, we'll see later if anyone else needs it."

It's aring of protection +1

Perusing some more at the items, Finnabar looks at the scale mail armor and compares it to its own.

"That armor could come in handy as well. It looks better crafted than mine. For the rest of the non magical items, I would suggest to leave it there. It's well hidden and protected as it is for the moment. we may have a use for them later."


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

Pulling off a gauntlet he hesitantly puts the ring on and a moment later he felt a sort of wind swirling around him. It was barely perceptible but it was there. After placing his gauntlet back on he bowed low to his lordship. "Thank you for this boon, I will use it wisely." With that said he helped place the other non magical items back where they had found them.

I've addded the Ring of Protection to my sheet thanks guys!


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 every ones agree with the course, we can move on. We keep the armor and the four magical items and leave the rest there.

As his companions fill out of the room, Finnabar surveys the room one last time. Bowing once towards the dead guardians, he looks into their dead eyes.
"The times are changing and you ordeal will soon end. If I survive, I'll come back to lay you to rest. No one should be forced to endure past their time and past their rightful death, even through duty."

With on last bow, he turns and moves back into the corridor, removing his headgear once he is near the alcove he took it in.


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

Fine with me

Jack nods thanks for the gift, shaking the dust out of the cloak and putting it on, figuring it would come in useful sooner rather than later.

Once on their way he steps ahead, again keeping any eye out for what laid next in this strange tomb.

Perception 1d20 + 10 ⇒ (17) + 10 = 27


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

"Be at peace, friends," Xarafine whispers, as they leave the chamber. She removes the raven mask, and places it back on its stand.

Do we need to reverse the placement of the items in the statues' hands to get back 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

Whoops, I thought for some reason this room had another exit that went further on. If we're just going back then Jack puts his helmet back too.


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

stand by for next post... will be about 12 hours (promise) then onwards towards the Stag Lord!


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 cast a wary eye at the unliving guardians, not quite trusting their docile nature before following after the others. When the time came they would put the dead to rest, however it wasn't time yet and the treasure that lay entombed here needed their vigilance. He felt strange since he put the ring on, as if a constant wind was stirring around him. He hoped it turned out to be helpful in the end...

Follow everyone out and restore the items to their regular position's and see if that opens the doorway~


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

You leave the motionless guardians to the peace, carrying with you the items you found in the tomb. Repalcing the helmets in their niches and continuing on to the animal-headed statues, you find that, by replacing the items back in their original positions, you are able to re-seal the tomb and reopen the passage back to the cave.

Outside the rain continues and gusts of wind continually invade the sanctuary of the cave. Settling in to wait out the stoem, Xerafine is able to concentrate on the remaining unidentified items - eventually looking up and announcing that she may have been able to discern their purpose.

Xerafine:

More to follow later today


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

26th, 27th 28th of Pharast

The storm continues without pause for the next two days during which you do your best to stay warm in the confined space of the cave. When you look out into the open it is clear that the sleeting rain and pushing wind would have made travel all but impossible and certainly extremely dangerous.

On the morning of the 28th of Pharast the storm finally passes leaving a bruised cloudy sky which continually sends down a weak misty shower which refuses to relent. Off in the distance to the south the angry clouds of the storm leave a smudged grey stain against the sky, occasionally illuminated by the flash of lightning.

When you head out into the light shower, signs of the storm are everywhere. The ground is a muddy slush and the many of few trees of the area are missing limbs whilst others have been completely uprooted. You work your way back through the thick mud towards the obelisk only to be confronted by the sight of what was a small stream is now a raging torrent of water - As you stare at the fast-flowing water several tree limbs float quickly past, spinning in the eddies of the water's flow.

Survival DC 10:

The river will be hard and dangerous to cross. It is possible that an easier crossing might be found some distance to the north upstream of where you are now. Alternatively, the Bandit camp may lie on this side of the river and you may be able to head directly south - It does seem likely, however that the stream through the forest will be similarly flooded and storm damage might make travel through the forest itself more difficult.


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

During the two days, we we able to Take 20 to identify the remaining items: feather, arrow, and spear?


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:

During the two days, we we able to Take 20 to identify the remaining items: feather, arrow, and spear?

see previous post for feather & arrow. Spear = +1 I assumed taking 20 for feather & arrow, forgot about spear though.


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

Oops! Somehow I missed the first of the two new posts. Sorry!

Xarafine looks out over the sodden landscape. "What a mess. Will we be able to travel, even with the storm passed?"

Xarafine unwraps the last two items, and presents the feather to Finnabar.

"The feather is a magical quill. If you write a message to a specific person with it, the feather will catch the wind and fly to that person. When it arrives, it will write out the message in your hand. It seems appropriate that you have it, as a means of sending important correspondence back to the city."

The turns then to Jack and Bein.

"This arrow is imbued with the power of Death itself. It will instantly slay any creature of elvish blood pierced by its tip."

She looks at them for some reaction or response.


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 recoils from the arrow almost as if it were a snake. "How dishonorable, why would such a thing be in an elven tomb..."

After a moment he stops hesitating and offers to take the foul arrow. "I can carry it as it shouldn't harm me on accident..." He segregates the arrow as best he can in his quiver and watches as the other items are quickly identified, the spear in particular is pleasing to hear that it too was of strong magical nature.

"Now if only we could find a lance!" He gives an exaggerated wink as he spins the spear and gives a well practiced thrust. "If anyone has need of this I do not mind parting with it. Best we all remain stronger all around."


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 gives a sardonic laugh. "Wonderful. We find a weapon which shall be only useful if you want to kill me."

He shakes his head. "They must have warred amongst themselves. Perhaps it led to their exile in the desert."

Survival 1d20 + 11 ⇒ (4) + 11 = 15

Jack looks around, surveying the damage and aftermath of the storm. "We were lucky to have found such sturdy shelter, at least, let alone our other finds. That was a brute of a storm. I am glad we were sure that Oleg's Outpost was fortified, they hopefully came through with minimal damage. As for us, we'll have to take care to travel. It's far too dangerous to cross the river now, not until the waters lower again. We could go upstream, to the north, and see if it is safer. Or we can just head through the forest southward, bearing in mind the ground is going to be slippery, and there will be a lot of debris. Still, I think if we are careful and go as slow as we need to, we will be fine."


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 damage and the rushing river with concern.

"We're following your lead Jack, let's go south and try to find either a way to cross or the bandit's lair if it's on this side of the river."

Turning to Xarafine, he adds: "Teacher, I trust you with the feather token. Keep it with you and use it only in the greatest need."


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 survey's the damage the storm brought with a grim expression that was safely hidden behind his visor. "Aye, right behind you Jack. Lead on." His confidence in Jack's skills carried in his voice and despite being fully armored, along with Arundel, he had no fear that Jack would lead them astray. Besides he had to be ready in case they did encounter bandits this day...


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 gives a sharp nod and mounts up once his horse is ready to go. "Bein, if you spy paths that are best for the horses, let me know. I will do the same of course, but I'd appreciate your advice."

Taking the lead, but staying close to the group, Jack leads them south along the river, sticking to the securest looking ground he can spot.

Perception 1d20 + 10 ⇒ (17) + 10 = 27


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 lends her eyes to watching for threats, be they man or beast.

Perception: 1d20 + 7 ⇒ (17) + 7 = 24


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

You move to the south, the going difficult in the thick mud and continuous drizzle. The low areas between the great mounds are particularly difficult, but eventually you enter the forest where the ground becomes firmer under foot, but your way is frequently hindered by fallen branches and trees.

You spend the night uncomfortable in the sodden forest but, in the morning, the light rain does at least stop, and the morning is accompanied by birdsong.

29th of Pharast
After several more hours of travel you finally come to the site of the bandit camp. Here, where before the stream was a shallow trickle, It is now a fast flowing river. The camp itself is abandoned. If anyone has camped here recently the storm has washed away all trace.

Survival DC 12:

The river will be passable here, but at some risk. You can cross here or head further south (into hex 19) and bypass the river entirely.


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

1d20 ⇒ 4

Everywhere danger seemed to lurk, it also wasn't the type of thing Bein could fight with sword and board. Which of course was immensely frustrating for him and his destrier. So instead he followed Jacks lead and hoped for the best.


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

Survival 1d20 + 11 ⇒ (7) + 11 = 18


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

That would put us in Hex 25, yes? So we'd travel through Hex 18 to get to 19 as one option

Jack surveys the area. "No sign of the trapper who was here. I hope he is alright. Still, we might try to cross here, but we'd have to take great care.

"Or we could go southwest, where we met those fey folk, then south to the area where the ridge is, and bypass the river that way. We've already lost time due to the storm and the birdlings, part of me would prefer to try crossing here. But sometimes caution is the better path."


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

"Is the risk crossing here significantly greater here than downstream? If not, it seems we would be trading a minimal amount of risk for additional loss of time by not crossing 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 waves to their pack mules. "If we lose one of them we lose a lot of our expedition gear. I can transfer the most important of our gear to Arundel and wade across if needed. I will trust in your decision's as I am not a tracker." Bein dismounts, his boots squelching as the wet earth gave way and allowed him to sink slightly.


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

"You are not a tracker, Bein, but you are the best horseman I know. Ultimately it comes down to whether we risk our animals, let alone ourselves, and your opinion matters greatly in this."


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 fast flowing river with sceptic eyes. "Maybe we can tether a rope across the river to guide horses and mules"

If necessary Kn engeneering is at +5


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 thinks back through her studies on engineering, trying to recall any rope systems or makeshift bridges commonly used to ford streams.

Bardic Knowledge (engineering): 1d20 + 3 ⇒ (4) + 3 = 7

After several moments of pondering, she sighs and shakes her head.

"I cannot recall anything of substance on the topic of using ropes to belay horses when fording a stream. I have no idea if using ropes to belay the horses would work."

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