Hymenopterix's Colonies of the Salt Coast

Game Master Electric Monk


3,001 to 3,050 of 3,417 << first < prev | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | next > last >>

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

He took note of Akiro's helpful information and thanked the man, making note that he owed him a combat ready horse at least for his aid. With that he was ready to be off, to test out the new items they have received and to continue to spread their influence across this Lawless Land. He tapped the Stag-helm and smiled. I'll bet our luck against a curse any day.


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 all," concludes Finnabar, "it seems we've still got lots to learn about those beings. In the mean time, we should all keep our minds open. Akiros, I want the tunnel entrance closed by iron bars as soon as possible and a guard posted there. Volpe, you'll need to pay a close attention to the new comers that would have an interest in the elven ruins or the fort.

And you, Kesten, I want you to escort the Stag and the other surviving bandits to Oleg's for them to be taken to Restov by a patrol. I'll add a missive talking about the potential contact there.

As for the four of us, we'll join your first leg up to the crossing, Kesten. We need to secure the surrounding lands."

Onwards to hex 38 first, if everyone agrees.


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

Aye!


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 belts the rapier around her waist.

"Ready to ride, Captain," she says.


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

Which hexes (in order) do you want to survey?


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

exploring Hex 38, then possibly hex 39, 44 and 46.

Finnabar posted this a week or so back so i believe this is the order we want to follow. At least to start we can refine it later. :-)

my only suggestion is we check out hex 45 on our way to hex 46 if we have time~


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

exploring Hex 38, then possibly hex 39, 44 and 46.

Finnabar posted this a week or so back so i believe this is the order we want to follow. At least to start we can refine it later. :-)

my only suggestion is we check out hex 45 on our way to hex 46 if we have time~

Agreed


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

Please see my post in the discussion thread

"Yes, the crossing." Jack says. "Bein, maybe you can show us what you've been doing with the horses."


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

Bein nods to Jack. "With pleasure."

He untied the three horses and smiled as they obediently waited, wickering ever so slightly as they appeared unsure of what Bein had planned. "It took half a fortnight but they learned quickly. Observe. Come." The horses moved together towards Bein before he gave the next command. "Heel." The horses halted Mid Step, looking unsure again. Then he gave a series of commands. "Vigil Jack, Vigil Fin, Vigil Xa." His comrades horses moved up alongside them, prepared to protect them as commanded. "As I said they are quick learners, I had to teach them in my tongue but they are ready to ride into combat now, they are on par with Arundel's training. However they are not trained for barding, so unless you invest in something especially light it will most likely hinder them in combat. I'll teach you all the commands, that way they get used to you giving them. Any questions?"


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

15 Gozran:

Waking early on the day of the 15th of Gozran, you are greeted by a bright day with very little wind and a cloudless sky. The breath of the horses steam in the morning air as Minara, now self-appointed as groom for your horses, readies them for your journey. As you mount and work your way out of the town red-eyed colonists shout greetings as they emerge from their tents, ready to start a new day. You pass the emerging form of the new inn and the growing bustle of houses around its larger frame.

You make your way west along the simple dirt road through new farmsteads, the freshly planted hedgerows still little more than lines of saplings following the natural forms of the land around small, but growing, farm buildings.

Two hours after setting off, you reach the borders of The Thorn March, looking once again over the rolling hills of the unmapped and unsettled greenbelt. (Hex 38). After a brief rest you begin mapping the area, finding a shallow ford that crosses the Thorn river just to the west of where it is joined by the Shrike which flows in from the north (Hex 37).

16-20th Gozran

The area is half-mapped by the end of the day and, on the 16th of Gozran, you complete mapping it, quickly and efficiently mapping the area around the caves (Hex 30)over the next two days, and the the area further to the west (Hex 24) in the two days after that.

Perception DC 20:
Here a particularly rock crag rises from the surrounding hills. At the crag’s base is an overgrown 5 ft. wide crack that leads, when you explore it, down 20ft. to a 30ft. diameter cave. A small hole in the cave’s roof lets in a beam of sunlight which illuminates the space, causing its walls to sparkle prettily.

If anyone gets the above spoiler. Appraise or Knowledge (dungeoneering) DC 20:
The sparkle is caused by a healthy vein of gold. This might be a suitable site for a Gold mine!


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 was surprised by Minara being in the stable before him and the others, he was genuinely impressed by her skill and gave her pointers where she was lacking. Which there was quite little she had missed. He knew she'd make a great squire if she chose that path.

As they made their way out of their fledgling village he wore the Stag helm proudly as they made there way out of Stagwatch. He carried his new banner strapped to the magical spear they had found and flew the his new heraldry proudly. He raised his gauntleted fist in response to the cheers of their people, hoping to raise the cheers to a deafening roar. With luck ke knew he'd cleanse the taint the former Stag Lord had wrought on the Stag's image and their journey together would be the stuff of legends.

His head was on a swivel as they began their exploration again, he watched for unknown dangers and kept his Lance at the ready for the first strike if needed. During their relatively short journey he kept an eye on the newly trained warhorses his companions had. Ensuring they acted as he had taught them too. All and all it was good to be back on the road again...

Perception - So CLOSE! lol: 1d20 + 5 ⇒ (14) + 5 = 19


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

Aid another, Perception: 1d20 + 9 ⇒ (9) + 9 = 18

"What is it you are looking at?" Xarafine asks the knight.


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, can't aid another in exploration perception checks... Not unless you already know that there's something there or are looking for something specific.


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, okay. I guess I just barely missed my check, then too.


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

Perception: 1d20 + 11 ⇒ (10) + 11 = 21 Add 2 if a forested area


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 spots a sparkle, and slows down to look into the cave. "Look, against the walls, where the light hits..." Jack draws the others' attention to the glittering walls.

"Do you know what's causing that?


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's eyes follow in the direction Jack indicates. She takes a moment to study the glittering rocks.

Bardic Knowledge: 1d20 + 4 ⇒ (9) + 4 = 13

"It's beautiful. What type of mineral causes that sparkling effect in the stone?'


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

"Let's just go down and have a closer look"

Finnabar dismounts and enters the cave, following Jack and Xarafine. Looking at the rock, he taxes out a dagger. With a sharp blow, he dislodge a pebble and takes it back out.

appraise: 1d20 + 2 ⇒ (20) + 2 = 22

"It looks like gold.", he says with wonder. "Maybe we can create a mine here. If not for your eyes, Jack, we could have missed it. Let's cover it for now and map it carefully, I don't want anyone else to find it."


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

Xarafine He continues to watch out for possible unseen foes as he responds. "Merely watching out for threats milady."

While the others explore the cave, Bein keeps watch, holding on to their horses as he waits patiently for everyone's return. When Finnabar gives the order to cover it up he does so to the best of his ability.


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 good bit of fortune. Akiros also mentioned a mine along the Shrike to the north as well, we may have some good resources here." Jack smiled, and helped Bein cover up the cave--notably, where the light shone in revealing the value of the place.

Ready to move on--we are dropping off the Stag and then heading back to explore the next several hexes, yes?


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 Stag, who has been silently brooding throughout your travels so far - though his dreams have seemed disturbing based on the way he thrashes each night in his sleep, with Kesten and the others. The dust from their horses rises up behind you as you turn east, heading towards the spot where Akiros had heard about the old mine - and the Kalds. The land here, like the rest of the Kamelands is distinguished by large rounded hills although they seem to be becoming less regular and rocky to the north. It is in this area Hex 37 where finally you come across a black cave that seems deeper than the small alcoves you have seen so far. The grass around the entrance is bare, indicating the repeated passage of something or someone and it is surrounded by a bare outcropping of large boulders. A fallen wooden sign leans against the side of the cave entrance.

As you approach you hear a sudden burst of surprised squalks from above the cave where a Kald emerges from behind a large boulder. The Kald hesitates for a moment, looking almost ready to flee but then cautiously chirps "Wait, wait! No hurt Nakpik! Nakpik want to talk!"


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

"We will not harm you, Nakpik, as long as you do not try to harm us. You are in the presence of Finnabar, Lord of this land, now called Thorn Reach." She gestures to Finnabar. "Approach peacefully, and you may speak."

Diplomacy, if needed: 1d20 + 10 ⇒ (8) + 10 = 18


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 wields around Lance still pointed upwards but halts his alignment change when the Kald chirps out about talking.

Perception - Look for any obvious signs of an ambush or where the squalks are coming from...: 1d20 + 5 ⇒ (4) + 5 = 9
Sense Motive - Determine this isn't a ruse: 1d20 + 5 ⇒ (8) + 5 = 13
Diplomacy - Improve Relation: 1d20 + 9 ⇒ (17) + 9 = 26

He reins in between Finnabar and the cave, not quite trusting the situation, he lowers the lance and stows it as he speaks to the Kald hoping that stowing his weapon would ease the creatures fears.. "We won't hurt you, I am Bein and its a pleasure to meet you Nakpik. What is it you wish to talk about?"


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

Nakpik picks its way sorry - couldn't resist down the boulders towards you, but keeps itself a little distant - seemingly ready to flee and eyeing you nervously. "You big-persons Mikmek spoke of?" it asks with a quizzical tilt of its head. Once satisfied by your answer it continues,... "Mikmek say you help kill dirty cave-livers we killed. He say big-persons good and help him. Tartuk think Mikmek lying but Nakpik knows Mikmek better than that. You now come speak with Tartuk. Prove Mikmek right! Come, come!"

Bein: Nakpik was the source of the squalks.


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

Hearing the name Mikmek surprises Bein momentarily, the killing of the Cave-livers was regrettable but unavoidable. He looks tot eh others, firstly to Xarafine as he had cut her off. We posted 3 seconds apart apparently... Lmao. "He appears to be alone, should we go down below or should I go in your stead Milady Teacher and Lord Finnabar? It would be bad if a communication led to the injury of our Lord."

Being the General of Thorn March mean;t that he was among those who could be replaced if tragedy occurred. Lord Finnabar though wasnt so easily replaced...


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

"Leaving them up here in the open may not be much safer," Jack says. "And it is a sign of trust to go, which may make talking to them easier."


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 couldn't help but agree with Jack's logic, diplomacy was like walking on a knifes edge. "Your logic is as always sound Councilmen Jack..." He says the title with a slight chuckle, meaning it in all good fun as he continued speaking. "... guess it can't be helped then. Our Horses will stay put unless something truly beastly scares them off, we can take them off to the side and have them guard that spot. Shall we go milord?"

Bein remained armed with his greatsword, longsword and shield as they were still strapped to his person. He removes them if ordered to disarm.

As we discussed before Bein serves Finn and the Teacher, primarily Finn of course and if ordered he will disarm and you can add it to your post as fluff. :) That way you don't have to wait on me. :)


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

Letting Xarafine take the lead diplomatic role, Finnabar nods to the small Kald from his horse.

"We will all go down and meet Tartuk.", he says, exaggerating his tight injury as he dismounts.

"Bein, I'll let you instruct Arundel to guard the other horses.", he adds, limping to join Nakpik.

There, he bends towards the creature and asks. "You seem very worried about your friend Mikmek. Tell me what happened to him after Tartuk thought he was lying about us?"

diplomacy: 1d20 + 10 ⇒ (19) + 10 = 29
sense motive: 1d20 + 5 ⇒ (16) + 5 = 21


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 dismounts and moves to Finnabar's left side, so as not to be an impediment to his axe-arm, if negotiations failed.

Sense Motive: 1d20 + 10 ⇒ (12) + 10 = 22


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

Nakpik seems to smile (its hard to tell with its beak) and then comes forward, grabbing Finnabar's hand and pulling him towards the cave entrance. "Come, come. You see Tartuk. He say Mikmek lying even when Mikmek lead us to kill all dirty cave-livers. Here" (it gestures at a cage which rests just inside the cave's entrance inside which you can now make out the huddled and bedraggled from of Mikmek. "here he is. Chief Scootscale listened to Tartuk and put him in the cage. You come talk to Tartuk, he realise that Mikmek not lying! He tell Scootscale to let Mikmek go."

Nakpik leads you into the cavern, through a series of very narrow (2ft. wide) passages (Y2 on the map) where two more Kalds emerge from side-tunnels and follow you curiously, listening to Nakpik's continuous chirps. You are lead into a more open set of tunnels which curve around to the left, passing a larger side-tunnel and emerging into a large open room (Y4). The air in this large cave seems warm and close , thick with a reptilian smell, mixed with burnt meat. Numerous beds of furs lie scattered around the room amid smouldering cook fires, while to the south, a ten foot-wide alcove contains a large mound of furs framed by dozens of sticks on which are mounted the skulls of numerous birds and small animals all smeared with ash. In the centre of these, resting on a large rock sits a depressed-looking Kald with bright feathers decorating its head, and various pieces of intricately carved jewellery. As Tiktek makes to lead you through the room the figure looks up and barks out a series of squalls. Tiktek replies quickly and then the figure turns and looks at you with a tilt of its head. "You are friends Mikmek spoke of?" it says. "I chief here. I Scootscale! You talk with me before Tiktek. Scootscale is chief here! Now. You tell me of Mikmek and how you help him."

MAP


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

"Greetings, Chief Scootscale," Xarafine says, bowing her head to the Kald chief.

"I am Teacher Xarafine. I am a priestess of my people. To answer your question, we found Mikmek tied-up and being tortured by the creatures you call cave-livers. We rescued Mikmek, after fighting and killing several of the cave-livers. We also took one of them prisoner. I spoke with her, and tried to persuade her to stop her people from attacking the Kalds, She would not, saying that her people feed your people to their god. The cave-livers formed a war band and went after your people. We followed their tracks, and found where your Kalds ambushed them."

She finshes her testimony, and bows.

"Does that coincide with Mikmek's tale?"


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 head was on a swivel, he didn't like being so surrounded by the Kalds but for the sake of diplomacy he didn't allow his hands to drift to his weapons. After Xarafine spoke he prepared to back her words as they were true, if he was unneeded he instead focused on the interested Kalds and tried to make sure they were comfortable with their presence. They had been thankfully less violent then the Barbaric Cave Livers were...

Sacrificing children to a good of blood, despicable... If they hadn't been crushed I'd had done so myself... He doesn't let his negative thoughts disrupt his outward appearance of being friendly. He however couldn't open the skull, he missed his visor sometimes.

Diplomacy - Improve Attitude or Aid Diplo for someone: 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

MAP should be accessible now.


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 stays quiet, knowing diplomacy is not his forte. He stays alert, but tries to be sure his stance conveys no threat to the kalds.


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

As Xerafine talks more Kalds emerge from the surrounding passageways and at her words they begin to mutter amongst themselves before being silenced by a high pitched whistle from Chief Scootscale. "This story you tell is same as Mikmek's story. He say you not want Scootscale Kalds to kill cave-livers though. He you want to talk with them. But,..."

Suddenly the chief's words are cut off by an angry cry from the cave's North Eastern entrance as a purple-scaled Kald, a fan of green feathers cresting its head like a crown pushes through the gathered Kalds who seem to shrink back away from it. This Kald, unlike most of the others wears a belt with pouches, crude fetishes and a wicked looking sickle. On its shoulder is perched a dark raven which cries out aggressively at any Kalds that remain too close. "What's this Scootscale?" the new figure hisses out as it emerges through the circle. "You're talking to big-people now? You know that the spirits said they were to be killed! You know that the stone-man told you the Scootscale Kalds would suffer if you spoke with them! With your blasphemy you will bring pain to all the Kalds here just as Mikmek did with his lies and his own blasphemy. I have spoken with the stone-man and he says the spirits will be angry! You need to kill these unnatural things now! Why do you talk with them Scootscale?"

The chief seems to shrink back as the purple Kald rails against him. "But Tartuk," the chief says, almost in a whisper, "the big-people not hurt us yet. Maybe they find the stone-man? Maybe they help the Scootscales?"


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

"That is why we tried to speak with the cave-livers. We tried to convince them to return the Stone Man to your people, and to stop fighting with the Kalds. If we were to help your people find the Stone Man, would your people agree to live in peace with ours?"

Diplomacy: 1d20 + 10 ⇒ (6) + 10 = 16


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 had stayed back, trying to project a stoic appearance while seething at the recollection of Mikmek's cage.

Uncrossing his arms as the purple Kald talk overpowers Scootscale, he crosses the room with brisk steps to tower over Tartuk.

"What's this Scootscale?", he repeats mimicking Tartuk. "Since when Chief Sootscale's actions have been dictated by someone else. Why is this one threatening to kill us while we are trying to help you? Did Tartuk go into the cave-dwelle's lair to rescue Mikmek? No he did not. And when Mikmek came back, did he try to see if we could help? No, he did not. He preferred to have Mikmek imprisoned and tortured to cover his failure. And he says the stone-man told him so. Tell me, have you ever talked to the stone-man without Tartuk being there?
So Chief Scootscale, choose and choose wisely. Do you prefer to talk to us who bring peace and help or to obey this one who say he talks to the stone man."
, he adds, still furious about the treatment inflicted to Mikmek.

diplomacy or intimidate if necessary: 1d20 + 10 ⇒ (1) + 10 = 11
Well, this did not go as well as I thought....

As Finn is close to Tartuk, he will keep an action ready to hit him with one of his gauntlets if he tries to cast a spell


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

Scootscale pauses for a moment, seeming to take a deep breath before he again speaks. "I think,... I think big people help us. Yes? You Tartuk. You say stone-man say spirits angry. Yes? If big people get stone man back I think spirits happy again."

Tartuk, meanwhile has stood his ground when Finnabar approaches him, but refuses to even make eye-contact with the looming figure. He takes a moment, seeming to consider the Chieftain's words carefully before replying. "Very well Scootscale." he says with a hiss "If the big people can find the stone-man the spirits may think better of them. But if they fail, you have already brought the spirit's wrath down upon yourself and the rest of the Scootscales by committing this blasphemy. Only one thing can stop this. A cleansing of the land! You must have the big-people find the stone-man and if they fail the Scootscales must go to WAR!"

Scootscale gathers himself and faces you. "You hear Tartuk big-people. You must prove you help Scootscales by finding stone-man. You bring Stone-man back to me and then spirits not be mad. Tartuk say dirty-cave-livers take Stone-man from praying-place. They not have stone-man when Scootscales kill them. He say hurt dirty-cave-livers and they give us Stone-man. This not work though! Cave-livers say they no have Stone-man even though Tartuk say spirits saw them take it from praying-place, even when Tartuk hurt cave-livers very much! You say yes? You say yes find Stone-man? If you not find stone-man then spirits say we must fight big-people."


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 looks to Chieftain, the Stag Helm shielding his face as he spoke.

I had previously rolled a Diplo roll to improve attitudes that could be used, up to Hymen if it applies or not of course

Sense Motive (+5 If being Bluffed): 1d20 + 5 ⇒ (18) + 5 = 23

Bein sizes up Tartuk, trying to determine if what he was saying was true or not.

Will post more depending on the Sense Motive Result.

Bein never reaches for his weapon's not an inch, he didn't want to backup Tartuks claims that they were out to harm them. Especially by comfronting the strange Kald. If there are any small or child like Kald's he moves to interpose himself between them and the coming conflict. Being a mountain of steel he hoped that he could protect even this strange people.

Seeing as Hymen beat me here adding this...

"Chief Sootscale, Tartuk," He adds the shaman warily. "... may we have Mikmek as a guide? He was captured within the Cave-Livers nest, he would make a good guide for us in our search."


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's weird, I thought I posted earlier

"May we see the praying place? I would like to see how the Stone-Man might have been taken out. It would help us track 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

Chief Scootscale looks over at Jack. "See praying place? Y.." he is cut off by a sudden whistle from Turtuk. "No Scootscale!" the purple Kald almost shouts "You will not defile the sacred Stone-man by allowing these blaspheming humans see it! The Spirits will be unhappy Scootscale! They will hurt the tribe! They will cause your young to live in misery, grow sick and die! They will bring back the Cave-Livers! No-one may see the sacred shrine ur... Praying place except for Kalds! YES! Only the Scootscales may gaze upon the beneficence of the Stone-man!"

In response Scootscale again shrinks back, seeming to take Turtuk's words as true. Then however he seems to have a sudden thought. - "But you say the Stone-man not there Turtuk. The big-people not see Stone-man if Stone-man stolen. Yes big-people can see Praying-place. Yes."

Turtuk seems to pale slightly below his feathers and then seems to shrink back "Very well Scootscale." he finally says "but you will take the big-people to the praying-place. I will not have the sprirts' curse on me. Go ahead. You take them. I will stay here and wait."

Bein:
Tartuk is definitely trying to hide something.

Linguistics DC 15 or Knowledge (Nobility) DC 20, Bein with +4 bonus:
Strangely Tartuk seems to speak in the accent of a noble of Pitax in the River Kingdoms.


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

knowledge nobility: 1d20 + 6 ⇒ (14) + 6 = 20

Hearing Tartuk speech, Finnabar turns quiet for a second as if trying to remember something.

Uses detect evil on Tartuk

Sacred shine..., that's a strange choice of words for a Kald. Who is he really? And how are we supposed to find the stone-man without seeing it?

"Very well, Chief Scootscale, as you decided, we will go with you. And we will take Mikmek as well.", he says nodding to the chief Kald. "Please, lead the 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

K-Nobility: 1d20 + 5 + 4 ⇒ (5) + 5 + 4 = 14

Beins Eyes narrowed suspiciously, however the Stag Helm made it hard to tell what he was thinking. He couldn't quite place what was bugging him about Tartuk, but he knew that the Shaman was hiding something. Not wanting to rock the boat more he was relieved when Finnabar spoke up, seconding his motion that the imprisoned Mikmek come with them.

I don't just want Mikmek as a guide but I don't trust this cretin not to do something terrible to Mikmek the moment we depart...

He waits patiently for Tartuk's reply with the look of someone who wasn't budging an inch until they got what they requested.


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:

[dice=knowledge nobility]1d20+6

Hearing Tartuk speech, Finnabar turns quiet for a second as if trying to remember something.

Uses detect evil on Tartuk

Sacred shine..., that's a strange choice of words for a Kald. Who is he really? And how are we supposed to find the stone-man without seeing it?

"Very well, Chief Scootscale, as you decided, we will go with you. And we will take Mikmek as well.", he says nodding to the chief Kald. "Please, lead the way."

Tartuk detects as evil.


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

Bardic Knowledge (nobility): 1d20 + 4 ⇒ (13) + 4 = 17

Bardic Knowledge (linguistics): 1d20 + 4 ⇒ (4) + 4 = 8

Xarafine sees Finnabar's posture change as he listens to Tartuk. Something about this one bothers him. He may be the snake in the orchard basket.

"Please , show us to your Praying Place, Chief Scootscale. Your spirits would not punish you for trying your best to serve 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 raised his eyebrow at Turtuk, noticing in his urgency he called the party human rather than "big people."

He realized he could make things worse by doing this, but he was curious as to how Turtuk would react. "Actually, spirit-speaker..." he lifts his headband to reveal the pointed ears below. "You call us humans, but in truth I am not fully human."

After a pause, he adds, "And where did you learn that word anyway? Have you met humans before?"

He replaces his headband.


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

Tartuk, at Jack's actions seems to shrink backwards. "You, you're one of them? But,... no " he glances at the chief and seems to bring himself back together. "Tartuk not know what you speak of pointy-ear. Human is secret spirit-word for big person. Seee Scootscale, how big-people always ask questions of the spirits, ask of secret knowledge. See how they blasphemers! See how they must be killed!"


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 is is a secret word, why did you yourself use it?"

Jack starts to argue even further, but stops himself and leaves it at that. The others were more convincing than he was, and he was now derailing the conversation.

This he knew: Tartuk had seen an elf, and this made him afraid of Jack.


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

So the gloves are off...

Deliberately ignoring Tartuk, Finnabar keeps talking to Chief Scootscale and the rest of the tribe, trying to use words simple enough for them to understand:

"Why is Tartuk trying to lead Scootscale tribe to war against us? We helped Mikmek without asking anything and we offer to help again. We did not speak of killing but of peace. Just one person here speaks about killing and says the spirits are angry and will curse everyone. I do not speak for the spirits, but maybe they are angry at Tartuk and not at Scootscale tribe. Or maybe Tartuk is speaking with his own voice and not telling what they say. Maybe Tartuk is hiding the truth and is afraid Scootscale tribe will find it with our help. What do you say Chief Scootscale?"

diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28

Then, with the same tone of voice, he switches to Ilisarii and says to Tartuk with a big smile:

Ilisarii:
"Do not presume you can fool us because I've seen through your disguise. I know the foulness of your heart. You will not sacrifice these ones on the altar of your ambitions. Desist from the war path or you'll feel my wrath."
intimidate: 1d20 + 10 ⇒ (19) + 10 = 29


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

Having already tried to improve their attitude towards him and the group, despite the language barriers. Bein watches the growing conflict with the eyes of a bodyguard. Watching Tartuk, nearby armed Kalds and Chief Scootscale as he tried to watch all possible angles of attack. His primary focus was Tartuk, after his initial bluff failed he had Bein's greater focus.

Finnabar's speech pressed him to finally speak, no longer was he able to wait until they were on their way to the Cave livers cave to speak. They had forced him to speak now when they had no plan. He was not pleased by this but it was too late, everyone was pressing for a fight it seemed save for the Teacher and himself. "He is hiding something Lord Finnabar. From the first, Tartuk has been trying to mislead us, lying to us and most likely the rest of the tribe as well. I swear it is true on my life..."

If Chief Scootscale takes a moment to consider Finnabar and Bein's words. Bein will say this:

Bein never looks away from Tartuk, afraid the strange Kald would do something to threaten his Lord and comrades. His words were mean't for Chief Scootscale as he spoke pointing to Teacher Xarafine. "Chief Scootscale, there are far greater gods that she can teach you of. Ones that won't threaten you with pain and won't require you to be afraid to please them every day of your life. Gods that will make your people better..."

1 to 50 of 3,417 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Hymenopterix's Colonies of the Salt Coast All Messageboards

Want to post a reply? Sign in.