Hymenopterix's Colonies of the Salt Coast

Game Master Electric Monk


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

"A rope may do no good if they lose their footing. But if we cannot make up our minds, perhaps it is better to take the long way."


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

Profession Soldier check 1d20 + 3 ⇒ (1) + 3 = 4

Bein thinks for a moment, trying to think of the best way to cross the river before deciding that caution was the better part of valor. He looked to Jack then. "In all honesty I haven't come across such a difficulty before so I have really nothing to add. I can attempt to ford across wtih Arundel and I alone and ascertain the difficulty of such a crossing. If we cross well enough then we can attempt to get the rest across in one quick swoop." If there are no objections Bein gives Arundel a light tap and advances to the shallowest area he can see and attempts to ford the river.


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

Survival DC 15:

Ropes might work well to stop anyone washing away. The most dangerous factor for the horses would be branches etc washing downstream - There may be a possibility of broken legs.


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 - 1 ⇒ (8) - 1 = 7

>.> yep i got nothin¡ XD


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 ⇒ (15) + 11 = 26


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 you want to try it, take care for branches that wash downstream, they are the biggest concern. We could try Finn's idea, or something like it. We can try to tie a rope to you and Arundel to keep you from being washed away, but it won't protect you from debris."


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 think it is worth the risk. Let's try that. If it proves impractical, we'll have to go the long way round."


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

As Bein prepares to cross, Xarafine steps back and tunes her mind to his (casting message), then begins to gently hum "Horseman's Charge," a song used to train heavy cavalry to ride side-by-side in close formation (inspire competence ), +2 to skill check)


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 and helps to secure the rope to his horse prior to crossing. He arms himself with his lance alone in the hopes he could use it to deflect branches with the tip of the weapon.

Handle Animal 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21

Ride 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23


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

GM:

1d10 ⇒ 5

Bein begins to cross nervously, watching the river for approaching debris. After a tense few minutes, during which a few small branches pass harmlessly by, he makes it to the opposite shore with Arundel.

How are the rest of you crossing? On horseback? Leading horses? What order?


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

Finally on the other side of the river Bein finds a suitable and sturdy tree to hook the rope to.

If he is unable to find a sturdy tree~

Bein wraps the rope around a tree or around his lance once it is firmly rammed tip down into the ground and uses Arundel as an anchor in case something happens when the others cross.

While Arundel anchors the line he draws out his bow and stands on guard in case either side of their group is beset upon by attackers. "Best to have Finn and the Teacher cross next I believe! Let them each take one of the mules and then you Jack once they are clear and we can cover each other with bow's!" He wasn't too concerned if they did that or not, instead he turned his attention to his surrounding's and prepared for the worst.

1d20 + 1 ⇒ (11) + 1 = 12


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, pulling out his bow, and does as Bein instructs, crossing last after the others get by. Before he crosses, he will put his bow away. He will remain mounted, as Bein was.

Perception 1d20 + 10 ⇒ (4) + 10 = 14
Ride 1d20 + 6 ⇒ (4) + 6 = 10


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 guides her horse slowly out into the water, leading the mule behind her.

Trying to steady her nerves, she changes her humming to a full song.

"Shoulder to shoulder, flank to flank. Hold your line, boys. Form the rank. Lances levelled. Shields at guard. Strike the foe, boys. Strike them hard!"
(continuing inspire competence )

Ride: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26


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

Before entering the water, Finnabar takes time to remove his new armor to free his movements and asks for Belam's blessing.

Following Xarafine, Finnabar enters the water on his horse, leading the mule behind him.

Ride check: 1d20 + 5 + 1 + 2 ⇒ (8) + 5 + 1 + 2 = 16 Use guidance, armor removed to avoid armor malus


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

gm:

Finnabar: 1d10 ⇒ 8
Xerafine: 1d10 ⇒ 10
Jack: 1d10 ⇒ 10

yikes!

Carefully and slowly Finnaber inches into the water on his horse and leading the mule, followed close behind by Xerafine as Jack and Bein watch from opposite banks. The water, at the deapest point reches up to the horses' saddles and the steady flow threatens to wash them away.

Just as Finnabar makes the far bank, a large jam of tree limbs dislodegs itself from further up the torrent and beggins washing towards her. Skillfully Xerafine touches the horses' flank with her heels and it manages to heave itself forward, up and out of the gushing water, its flank heaving with exersion.

A few moments later Jack leaves the riverbank and begins to cross. As he reaches the half-way point, a final tangle of branches from upriver falls loose and begins spialling its way towards him. Jack knees his horse forward but, already skittish because of the fast-flowing water, the beast refuses to move. Instead it bucks backwards, its eye rolling in terror. As Jack treis to reassert control the branch slams into the horses' side.

1d4 + 1 ⇒ (3) + 1 = 4 Non-lethal damage to the horse, Another ride check to stay on the horse. If you fail the ride check make Dex DC 14 to hang on to the horse but be in the water.

If you fail the ride check we'll move into combat time.


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 thankful the others had made it looks on in fear as Jack looked like he was going to be swept away. Seeing the horse starting to panic and the fact that Jack appeared to be as well made Bein all the more fearful. Once the trust was broken the horse would stop listening and the rolling in its eyes indicated that too. He forgot the one thing horses hated the most was being closed in and water was the worst place for it.

Not good... Not good at all! Come on Jack retain control keep his trust but don't push him too hard or it's all over!

He lifted his visor and cupped his hands to be heard over the din of crashing branches and flowing water. "If you panic he will too because he trusts you! Now pull his head to the left and right get him thinking clearly! You can do this man!" With that said he pushed the others out of the way clearing a path for the horse to clearly see that it had an open spot to flee too if it decided to push itself to the otherside.

@Hymen: This is an odd request but do you think handle animal could be used at range to aid someone making a ride check? Like I said odd request but it would fit th situation. If not Bein is just shouting some helpful advice being an average horse trainer.
Aid Another - Handle animal 1d20 + 8 ⇒ (8) + 8 = 16


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

Just noticed I didn't give you a DC for the ride check... DC 16. Take +1 for Bein's advice.


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

Ride, incl inspire competence and bein's advice 1d20 + 8 ⇒ (8) + 8 = 16


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

Thank goodness for you two! And actually I realized that should have been another +1 because inspire gives a +2

Staying alert and focusing on Bein's words, Jack takes them to heart as he takes a deep breath and forces himself to calm down, managing just to rebalance himself and reassert control on the reins, staying in saddle and keeping the horse from further backing into the river.

Still taking deep breaths and following Bein's advice, he leans and speaks softly to the horse, gently urging it forward. "That's it, and then we'll both be out of this mess."

Handle Animal 1d20 + 4 ⇒ (4) + 4 = 8
I'd try Wild Empathy, but it takes a minute and he's got a +0 modifier; Charisma is not Jack's strong point.

On the other hand, with a roll like that, maybe some animal diplomacy is in order.

Wild Empathy 1d20 ⇒ 4

Nope, horse hates Jack.


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

GM:
1d10 ⇒ 6

Despite Jack's efforts his horse, panicked by the rushing water and the swirling debris continues to rear in the midst of the stream, its eyes rolling and its breaths coming in quick short labored bursts. Still stuck in the middle of the river Jack prods his horse to make progress...

Ride or handle animal DC 13 to get the horse to move forward and out of the water.

GM:

1d10 ⇒ 1
1d10 ⇒ 9
1d10 ⇒ 3
1d10 ⇒ 4
1d10 ⇒ 5
1d10 ⇒ 4
1d10 ⇒ 6
1d10 ⇒ 1
1d10 ⇒ 1
1d10 ⇒ 7


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

Ride with inspire competence 1d20 + 8 ⇒ (5) + 8 = 13


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 rhythms of Xarafine's song gives Jack the final boost he needs to urge the horse forward finally. They emerge from the river, both Jack and the horse out of breath.

"I think we should give him a rest before we move on," Jack says, dismounting--and wobbling. He pats the horse's side, telling him he did a good job, and loosens some of its gear lighten its load (he will of course re-tighten everything before they set off again). Still he holds himself up, also checking on where he carefully stowed the mapping equipment to be sure nothing is amiss.

"The next time we come to something like this, I'm not going to suggest options... we just go the long way 'round." Despite his weariness and frustration, there is a hint of self-deprecating humor in his voice.


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

Sighing in relief Bein realizes he had been holding his breath in anticipation. When Jack finally got up unto their side of the river he approached and took hold of the reins so he could his work. "Once we have some downtime I will try to train them like Arundel. It won't fix everything but they won't be so skittish when it comes to a fight, but that training takes a lot of time. Other then that you did fine Jack, had this been a normal crossing it wouldn't have been so rough and you did well reining him in."


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

"Indeed. You kept your head, and made the best of a difficult situation."

She turns to Finnabar. "Perhaps we should rest a bit before moving on?"


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

"Thanks the gods, you're safe Jack. You really had me worried at some point."

Shaking his head at Xarafine's suggestion, he adds: "I'm not sure staying into the forest is that safe. Let's ride back north following this side of the rive. I'll just take care of the horse and we should be good to go."

Coming to the side of Jack's horse to avoid frightening it, Finnabar digs into himself, sending forth some of his energy. "There, this will help you"

Lay on hands for 1d6 ⇒ 6


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

"As you say, Captain."

She looks at Jack for a.moment with an expression of concern, but then nods and turns her horse into formation; ready to follow.


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 Xarafine a half-smile. "I am fine. We are all in one piece, and thank the gods for that."

Once they--and his horse--are ready (and assuming his mapping stuff is fine), he adjusts his gear, mounts up, and takes point once more.


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 at Finn's orders ready as always to obey and continued the mission. Once Jack and his steed were ready he got back in the saddle took up his lance and was ready to be off as well following Jack once more.

RPG Superstar 2013 Top 32

You work your way north and then east, following the line of the river as it winds through the forest. Your pace is slow thorough the trees, especially where the occasional swollen tributary joins with the main river adding water to its already heavy flow.

After two hours you finally emerge from the sheltered forest (into hex 31)- *I'm going to assume you continue to follow the river since it leads to the Staglord's fort according to your information.* You continue along the river's edge, the land rising on either side of it until the river (The Thorn) flows through a narrow gorge to your left. Just as the sun meets the horizon a bridge comes into view across the gorge's expanse. The bridge is a crude wooden construction, and creeks ominously in the breeze as the river rushes through the narrow gorge 50ft below.

I will be away from home for the next three days and may not have easy internet access. Apologies in advance if I don't post for a few days.


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 like the looks of that bridge. Maybe we should find a safe place we can leave the horses--probably better to test our weight on it than theirs. After all they've been through, they'd probably like a spot where they can just sit and eat awhile anyway."


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: There's no particular reason that you'd need to cross the bridge now. Unless you're wanting to head back to Oleg's. Just mentioned the bridge because:

a) its a pretty major landmark
b) night is falling
c) I won't be able to post for a few days and needed a spot to leave you.


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

Sorry! I thought this basically where we were headed. Disregard previous post. Will work on updating map.


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 in agreement with Jack. "Couldn't agree more, perhaps it would be best to set camp here, somewhere secluded and discuss how we should proceed. I can disarm and test the brige without my armor and then return and try again with armor prior to trying to cross with any of the mounts. However while we are camped I can do some scotuing on horseback and se if there is another place to cross this gorge more safely."

Have fun traveling Hymen! We'll entertain ourselves while your gone! >:)


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

Indeed, safe journeys, HY!

Xarafine stops her horse and dismounts. She takes a few moments to survey the area.

"It seems a good location to set-up camp. What do you say, Captain?"


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

As I said, disregard previous post. Apparently we're not supposed to cross the bridge?


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

From what I understand, we're on the south/eastern side of the river and there is a track that goes on following the river on that side. If we want to cross to the northern side, we can take the bridge.
That just means we don't need to go all the way back to the bandit's camp next time we want to cross.

In reply to Xarafine, Finnabar stretches and hearing his back pop back in place, nods. "Yes, let's call it a day. Jack, find us a place to camp on this side. And while Bein sees to the horses, I would like to come back to this bridge and check its safety. We may at some point need to cross it quickly and I'm not sure it's still sound."

"Oh, and Jack, I'd like a full brief on where everything we've been to recently fits on the exploration map."

I think it's time to update our map. If you can do it, I'll double check it by going back into the thread.


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

Yes, I will work on it, hopefully tonight. Have to do it at home. Sorry I am just not with it, I seem to be misreading everything.

Jack nods and searches the area for a campsite. "Indeed, once we've set up camp I will get everything out."

1d20 + 11 ⇒ (8) + 11 = 19


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

No pb. I thought exactly the same before Hy replied.


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

My bad Jack I was merely discussing how we could approach it later lol, I understood Hymen wanted us to camp out until he returned. But I will leave it for now~ Onward to the Setting up camp post! Bein is a busy body~

Once they had found a suitable camp Bein busied himself with first creating a picket line in a covered area. He checked it for whatever rodents or other poisonous animal could be hidden there and once he was satisfied he setup the picket line and went through the process of unequipping all the gear strapped to each mount, starting with the mules and ending with Arundel. Luckily they had chosen a camp where a mighty tree had recently fallen, giving them a rough but makeshift table to update their map on.

Once the gear was off and the draught beasts were on the picket line, he turned his attention to setting up the tents in an orderly military fashion. He erected his tent first and then proceeded to set the animal's gear inside and out of the elements lest the storm pick up again and drench their mapping equipment. With that secure it took awhile to set up the remaining tents, which had to be done before he could refocus on brushing down and feeding their draught beasts.

He wiped his brow and continued to work diligently as he secured the final pin, erecting the Teacher's tent lastly. With all the tents up he turned his focus on taking off his armor, setting it in his tent and arming himself with only his longsword and shield strapped to his back before turning his attention to their animals. With everything securely packed away he continued to work, shirtless, with feeding bag and brush; brushing down and feeding their hard working beasts as part of his usual end of day duties.

He spent a little more time with Jacks horse, inspecting for unseen injuries, brushing any remaining branch or twig out of it's hairs and making sure the shock early hadn't harmed the animals usual temperament.

Handle Animal 1d20 + 8 ⇒ (9) + 8 = 17

He was relieved to see that their animals were in good condition, a little tired from the road but they were healthy and strong. He would keep an eye on Jack's horse and ensure nothing spooked the poor creature further but all and all Jack had done a great job in recovering before the poor thing decided that no one could be trusted. Funny that horses can be more finicky than people...


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

"Thank you for your labors, Bein," Xarafine says, smiling. She moves to unpack the Shrine, setting the altar and candles in their proper places. Once she is done, she removes her stola, placing it within the Shrine.

Standing in her simple gray robe, she begins the martial drill for stretching and loosening the muscles. She feels her back, neck and joints pop in turn, bringing blessed relief for the aches of riding.

Feeling limber, she takes several deep, cleansing breaths, and makes her first attempt at an advanced tumbling technique.

Standing on the balls of her feet, she shifts her weight from side to side, dropping her stance until her knees hover just above the ground, then suddenly springing upward.

Acrobatics: 1d20 + 8 ⇒ (18) + 8 = 26

She tucks in mid-air into a backwards somersault, landing on her feet in a crouch, and shooting forward like a pouncing cat. Rolling across her shoulders back to her feet, then pushing off from the tips of her toes, arching, as if in a dive, into a handspring and back onto her feet.

Taking several deep breath, she smiles to herself and manages to get out, "Well...that..wasn't....so hard..."


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

No worries, Bein, I probably should have just let it be. Getting a little too flustered.

"Given we have been riding all day, in the damp no less, I am amazed you can do that at all. Your training is clearly paying off," Jack comments, watching Xarafine. He then realizes she is probably engaged in some ritual that he has interrupted, stutters an apology, and turns back to his own tasks.

Once camp is all set up, Jack pulls out the map and lays it out for Finnabar (and anyone else) interested.

"We've done a bit of tracking back and forth over here, so I hope I got it recorded correctly.

And we did do some travel back and forth with LOOOONG intervals between when it was reported what hex we were in, so I got a little confused as to where the elf tomb was -- in the old birdling cave or where they hid by the obelisk. Also, is the obelisk in 24? I can put an icon of that there instead of the skeleton.


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 bows to the Teacher, her wpraise uplifting his tired form and making him smile ever so slightly. "Thank you Teacher, merely performing my duty. Please relax, if you need anything let me know." He paused when Jack approached, smiling more at his words as well. He ran a hand through his short hair as he recalled days spoent with his instructor in the Order. "My instructor said the same, called it the glory of youth, and thank you my friend. My training is constant though as is taking care of these beasts." He slaps the flank of one of the recently brushed horses. "Without them our progress would be terrible, I can take care of them while you all update our progress. I have no eye for details such as that. If you need me just call."

He turned back settling another feedbag over the next horse and started brushing away, he wasn't satisfied until nearly all signs of the road were brushed away. They would need a good washing sometime but for now this would do.

Arundel, slated for being last on the brushing list, chewed irritably on some grass as he (im)patiently waited his turn...


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

mapping:
The map looks great - all the info is right. The obelisk is in map 24, as is the elf tomb. What program are you using to create it?

You investigate the bridge, finding it to be badly made and certainly dangerous - you certainly wouldn't want to cross with more than one person, let alone a horse and rider.

30th of Pharast - Hex 31

After camping for a cold but uneventful night, the next day dawns with a thick layer of frost blanketing the hard icy ground. As you break camp your breath mists in front of you, the only sound being the wicker of horses and the shifting of their hooves on the hard ground. Where travel the day before was slowed by mud, the first few hours of travel today are much faster until the ice-hard mud melts into a sticky morass.

You continue to follow the river north, then east (into HEX 38) and the land slowly slopes downwards as you finally leave the strange mounds behind. The land here is a rich, rolling grassland and as the day warms you see a herd of several large animals far to the north and Jack points out the tracks of various creatures - some familiar, others unknown, that cross or follow the river-side track at various points. To your left the Thorn river grows and widens beginning to meander across the wide plain as it is joined by small, swiftly running tributaries which release water from the recent storms into its broad expanse.

Soon after midday you come to a shallow ford which promises an easy route over the river and, soon after the large flow of the Shrike joins it from the north, adding its flow of clearer mountain water to the muddy Thorn. The river turns to the southeast and by nightfall you find yourselves a sheltered and pleasant position near the river.

As the camp is set Jack manages to catch several good-sized fish which, although unfamiliar, prove to be a tasty change to your normal fare. After Jack once again opens the map to add in the course of the river he looks up and announces that, if your directions are correct, you should get to the Tuskwater Lake, and the Staglord's fort sometime on the next day.

Jack perception or survival DC 12:

As return from the rivers edge with your catch, you are surprised to see the clear unshod footprints of a human in the thick mud. From the size of them they were left by either a child, a halfling or a gnome.

If you beat Survival DC 15 on the above check:

The tracks lead to a small copse of trees on a ridge to the south.


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:


Once camp is all set up, Jack pulls out the map and lays it out for Finnabar (and anyone else) interested.

"We've done a bit of tracking back and forth over here, so I hope I got it recorded correctly.

Finnabar takes the time to study the map. "This looks fine to me. If I recall correctly, the obelisk is close to the elven tombs. That said, I would prefer if you only noted the obelisk on the map and not the elven tombs. I don't want tomb diggers to ransack the area."


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

Over the course of the day, Finnabar does not seem very attentive. Once or twice, you have to warn him so that he does not lead his horse into danger.

This is it. I wonder what this so called fort will look like and how many bandits we will find there. What sort of tactics will we need to employ if they outnumber us by far? Maybe have some of us play bandits though I'm not sure Bein or I will be well suited to it. Maybe we will need to have someone sneak up on them to observe. Or stay a few days just out of sign to check the patrols and the coming and going? Sometimes I'm not so sure I'm fit for this job, even if we've been quite successful up to now.


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 + 8 ⇒ (1) + 8 = 9 (to see if she notices Finn's behavior. Aaaaand, nope.)

Xarafine looks out over the rolling grasslands, wrapping her cloak about her a little closer to ward of the chill. She hums a song to herself, occasionally singing bits of verse.

"Another endless day...silouettes of grey...another glass of wine...drink with eyes that shine..."


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 ⇒ (9) + 11 = 20

Back at Camp

As Jack begins to clean the fish, he reports. "I noticed some tracks near the river bank--they must be new, as the storm would have wiped anything old away. Probably halfling or gnome--or maybe a child, but I saw no signs of parents, and it would seem odd for a child to be out here on its own. I saw where they led--there is a copse to the south there, up on that ridge you might see through the trees there. I didn't see any signs of danger and so didn't feel the need to follow immediately, but you should know we may not be alone."

While he's concerned, he's also intent on preparing the fish. After the day he's had, he's ravenous.


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

With each day they moved closer to this Stag Lord’s fortress, the more Bein prepared for the coming confrontation. He spent more time honing his weapons, polishing his armor and readying the horses for the coming conflict. He trained harder and more often during watch, practicing his swordplay and defensive stances. He had to be ready for whatever they may soon be facing and as Lord Finnabar’s bodyguard, it was his duty to be the first to fall if needed to save the rest. He hoped to see his sister again and His only regret was that he did not have enough time to train them for war…

He had washed his grandfather’s pennant and displayed it proudly as they rode on to this Fort so that they could face this Stag Lord and their band of minion’s. Seeing the Teacher he places his bedroll over around her shoulders. "For the chill Teacher, lest you catch ill on the eve of battle." With her taken care of, the camp setup and everything appearing safe for now, he continued his parameter checks.


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:

Survival 1d20+11

Back at Camp

As Jack begins to clean the fish, he reports. "I noticed some tracks near the river bank--they must be new, as the storm would have wiped anything old away. Probably halfling or gnome--or maybe a child, but I saw no signs of parents, and it would seem odd for a child to be out here on its own. I saw where they led--there is a copse to the south there, up on that ridge you might see through the trees there. I didn't see any signs of danger and so didn't feel the need to follow immediately, but you should know we may not be alone."

While he's concerned, he's also intent on preparing the fish. After the day he's had, he's ravenous.

This information seems to wake Finnabar out of his pensive mood.

"Interesting. Let's eat quickly and before sunset, I suggest we go and investigate those tracks. If this is a native, this creature may know of the bandits and may even give us some information about them."


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

Jack nods. "That's a good idea. Plus even if we don't find him, maybe we can get a better view of the area from the ridge. We can probably leave the camp set up while we go look, but we'll want to be sure the animals are secure."

Jack gets to grilling the fish and serving it up, handing the plates out with a smile. "I am not much of a cook, but better than rations after being stuck in that tomb for two days."

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