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

Negociations Turn 1

Step 1: sense motive
Finn aid Xarafine sense motive: 1d20 + 5 ⇒ (14) + 5 = 19
From Xarafine roll, the result is 19 +2 from Bein, +2 from Finn +2 from Jack.

Link to the initial Kald position

I'm going to put Finn initial position and demands in the discussion thread for internal discussion so that we can discuss it and they Hy can come up with a difficulty level.


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

Step 2: Initial negociations
Diplomacy check: 1d20 + 10 ⇒ (20) + 10 = 30
Aid another from Xarafine, Jack and Bein can be added but the dice roller loves Finnabar


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

OK, so step 3 is another Sense motive to see where you think negotiations stand...

Scootscale is already willing to agree to many of your proposals:

Territory: Scootscale lands to include Hex 37 and 30. Humans not to build or settle on these lands.
Free access and hunting rights: Agreed for all lands between the two rivers up to the border of the Kamelands, native animals (and plants) only. May hunt any animal within hexes 37 and 30.
Protection: The March will protect the Kalds against both outside threats (humans or beasts) and internal threats from its own population. In return, the Kalds will assist the March as much as they can if a common threat is present.

However he still has some reservations....

Sense Motive DC 12:

Trade: Scootscale doesn't want to live in buildings. - Kald's share to be paid in goods not coin.
Law and Justice: May agree if Scootscale not Finnabar to render verdicts if conflict happens on Scootscale land.
Exchange of Knowledge: Scootscale is not willing to send small-ones away for so long.

Sense Motive DC 16:

Trade: Scootscale is nervous about a permanent human presence in close proximity to the Kalds' home, but might be willing to have his people taught how to mine for themselves.
Law and Justice: As above
Exchange of Knowledge: Scootscale doesn't really see any benefit in learning human ways - but you may be able to convince him.

Sense Motive DC 20:

Trade: Scootscale will likely agree if you can find an alternative cave, or cave-like complex for the tribe to live in... Even if it were in another hex which would then form their territory instead of Hex 37.
Law and Justice: As above
Exchange of Knowledge: Will probably agree to shorter-term but frequent visits of teachers to Scootscale cave instead of Juveniles going to Stagwatch.

Reminder of Finn's proposals for reference:

Trade: The Thorn March will trade with the Scootscale tribe food and manufactured items against furs, game and fish. In return, if the old mine the Kalds live in is productive, Chief Scootscale will agree to have a crew of selected humans reopen the mine. Voluntary Kalds who want to participate into the mining operations will be treated as part of the crew with all the benefits. The Thorn March will sell the silver and share the benefits with the Kalds: a third for the miners (be them human or Kalds), a third for the Kalds and a third for the March. If the mine is
productive, the march will build replacement housing for the Kalds if they want it on any location of their choice on their territory, included on the miing site if they chose so.

Law and justice: Conflicts between Kalds and humans will be rendered by Finnabar with a consultation of Chief Scootscale. Punishment will be as severe for humans and Kalds.

Exchange of knowledge:To facilitate exchange, every Kald youngling will spend half a year in Stagwatch learning human ways. They will be accompanied by a couple of willing adults that will in return teach the Kalds ways to our diplomats and voluntary hunters. Any youngling that wishes to stay longer and learn a human profession will be welcome.


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

aid Xarafine sense motive: 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

Sense Motive: 1d20 + 10 ⇒ (3) + 10 = 13

Attack of the dice-roller. Anyone else want to throw an Aid Another check into the mix?


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

sense motive: 1d20 + 5 ⇒ (16) + 5 = 21


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

Aid Another Sense Motive: 1d20 + 8 ⇒ (19) + 8 = 27

Perhaps I should have just made that independently! Always the way, isn't 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

So a total of 19? - see relevant spoilers above... Use the information to modify your proposal and then another Diplomacy roll. This now only applies to remaining topics, not the ones that have already been agreed to.

Agreed:
Territory
Access and Hunting (unless you want to alter the amendment that Kalds "May hunt any animal within hexes 37 and 30.")
Protection

Still in negotiation:
Trade
Law/Justice
Exchange of Knowledge


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

"We should probably clarify that they should not kill animals our people travel with through their territory--like horses, dogs, and livestock." If Jack is within earshot of Scootscale he explains, "We use animals to carry our goods, to help us hunt, and to do other work. Without them, we cannot create the things we would trade to you, so we must be sure they are safe."


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

"It would be beneficial for both our people and the Kalds if we could convince the chief that education would improve the livelihood of his people. Perhaps we can start by teaching them our language, and perhaps some trade skills such as mining or farming."

Aid Another: Diplomacy: 1d20 + 10 ⇒ (20) + 10 = 30

Did I mention I hate this dice-roller?


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

I think maybe a natural 20 should be worth a +3 rather than +2 mod... :)


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. "Agreed, it would be detrimental if thier hunts started to affect livestock. Last thing we need is fighting over territory between their hunter gatherers and our farmers. Perhaps erecting a low wall or some other landmark could define borders, nothing like fortifications but a clear understanding of where both sides should tread carefully. Or at least know that we are entering their territory and vice versa."

Bein nods in agreement with Xarafine. "An equal footing would create a stronger bond overall. Would it be prudent to learn their language while teaching them ours as well Teacher?

On the law and justice portion Bein thought long and hard before speaking to Finnabar. "To avoid blood feuds I would humbly suggest we adequately compensate the Kalds for whatever trouble is dealt on their lands and remove any of our citizens so we can judge them accordingly. The same is suggested of them as well. Then both sides get justice and neither sides citizens or tribesmen feel as though they are being judged by a forign authority. If I am incorrect on this belief please forget I spoke Milord."


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

"All good points" replies Finnabar.

"On the territory and access, we should ask the Kalds to return us our livestock if they have wandered away. We will mark with stones the territory borders."

"On the trade part, what if we were to find/dig another place for them to live? The lair under the tree could be a proposal."

"On the exchange of knowledge, we could propose to have some of the young Kalds learn new trades as well like mining, farming so that they can better provide for their tribe. We will also have some of our kids learn their language and customs"

"On the law and justice, what I'm proposing is that whenever something happens on the Kald territory and done by a human, the sentence is passed by Chief Scootscale but any punition above a fine will have to be agreed by both Scootscale and Finnabar. The execution of the sentence will then be carried in the March."

diplomacy with Xarafine aid another: 1d20 + 10 + 3 ⇒ (17) + 10 + 3 = 30


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

For some reason the last couple of posts didn't show up for me... weird and sorry for the delay.

Agreed:
- Territory
- Access and Hunting (will return non-native animals to the March)
- Protection
- Law and Justice
- Trade (payment for mine?)

Still in negotiation:
- Exchange of Knowledge

Scootscale agrees to the changes to the hunting rights and now agrees to your proposal for handling conflict. After some thought, and some deft political manoeuvring by you, he agrees to the tribe relocating to the birdling caves beneath the tree (so long as Kalds are paid for their current home, and maintain hunting rights etc, in the Hex.)

He remains unsure of the benefits of human learning, and still doesn't want to send the young ones away for too long.

sense motive DC 15:

You may be able to convince him after he's seen some of the benefits and trusts humans more. But, for the moment, he's not trusting enough to see the children leave for such a long time.

sense motive DC 19:

Keeping at him on this might seem too pushy and damage relations. He's not going to agree to the children leaving at the moment.

If you want to keep negotiating to try for the exchange of information then I'll need a Diplomacy check. Otherwise, you can end the agreement here and we'll continue onwards....


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 + 10 ⇒ (18) + 10 = 28

"We need time to establish more trust before we can move forward on this point. I suggest we make the point of knowledge exchange and education optional. Any young kald who wishes to learn human ways, and is given leave by Chief Scootscale may do so. The first volunteers may apprentice with one of us, except Finnabar. If successful, those kald now learned in our ways will make valuable liaisons. If their example encourages others, then we can establish an academy with a general curriculum."


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 agree with Xarafine--leave it optional. We could also perhaps set up... I don't know, something like a festival, where once a year kalds and Marchers get together to exchange each others' stories, food, etc. It would not be formal schooling, but it would open the door to learning more about each other."


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 the wisdom of his advisers. "I'll follow your advice both for the open and voluntary training and the festival to mark the establishment of the treaty between the Kalds and the Marchers. It will also be a good time to remind the terms to all."

Turning back to Chief Scootscale, he sets out to seal the treaty: "I understand your issues, Chief Scootscale and do not want to force your younglings to leave your tribe for a too long period. However, I reiterate my proposition that any Kald that want to come and learn our language, our ways or some of our trades will be welcome. My counselor also proposed that we plan for a festival each year to celebrate this treaty. this will be a good occasion to share food, stories and keep our people happy."


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 smiles with a toothy grin as you come to a final agreement, then claps his hands in excitement, summoning over some of the juveniles. "You two," he says "You get food and drink for great human-people. We good-friends!" The Kaldlings run off. Some returning moments later carrying various roast meets and vegetables borne on huge flat leaves the others following on with large semi-circular dishes in which sloshes a clear potent-smelling drink.

The festivities go on into the night with the Kalds dancing rapturously around the growing bonfire accompanied by loud "singing" which sounds like the music of flutes and whistles accompanied by a rhythmic tattoo of sticks being hit together to provide a strong beat. At one point Scootscale stands and addresses the gathered Kalds in his own language. Although you can't understand the words, the tone seems festive and the crowd release a huge cheer as he finishes and motions at you, before returning to his seat. Leaning over he says "I tell them we friends now. I tell them that human-people not hurt Kalds now, and Kalds no hurt human-people or their food-animals."

The celebrations continue well into the night until the Kalds slowly start to make their way back into their cavern as dawn's glow lights up the horizon.


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

Despite the festive occasion Bein remained on guard, for tonight he had more than one to protect. He had many to protect, primarily the Kald Chieftan, the Teacher and the Lord of Marchland. A hefty task for some but a daily commitment for the General of Marchland and first knight of the fledgling kingdom.

He stood watch long past dawn, looking out at the world through the eyes of his Stag Helm and flying his banner proudly. When nothing stirred or rose to challenge him he silently thanked the Nine for a quiet night and despite being fatigued awaited his orders come the morning. They had much ground to cover and little time for it to be wasted, the kald treaty was a major success and one he foresaw would help create a uniquely diverse kingdom and one that would rival all others before 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

Jack sits not far from the bonfire, tapping his foot with the music. If an opportunity arises, when a young kald brings him food, he asks him or her what the word for the food is. He listens to them chatter and sing, smiling, as he is truly glad they could find peace.

RPG Superstar 2013 Top 32

Hymenopterix wrote:

Scootscale smiles with a toothy grin as you come to a final agreement, then claps his hands in excitement, summoning over some of the juveniles. "You two," he says "You get food and drink for great human-people. We good-friends!" The Kaldlings run off. Some returning moments later carrying various roast meets and vegetables borne on huge flat leaves the others following on with large semi-circular dishes in which sloshes a clear potent-smelling drink.

The festivities go on into the night with the Kalds dancing rapturously around the growing bonfire accompanied by loud "singing" which sounds like the music of flutes and whistles accompanied by a rhythmic tattoo of sticks being hit together to provide a strong beat. At one point Scootscale stands and addresses the gathered Kalds in his own language. Although you can't understand the words, the tone seems festive and the crowd release a huge cheer as he finishes and motions at you, before returning to his seat. Leaning over he says "I tell them we friends now. I tell them that human-people not hurt Kalds now, and Kalds no hurt human-people or their food-animals."

The celebrations continue well into the night until the Kalds slowly start to make their way back into their cavern as dawn's glow lights up the horizon.

Bizarrely I just rereaded this and had a weird Return of the Jedi flashback.


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

Xarafine gives a small sigh of relief as the negotiations successfully conclude. She graciously takes part in the feast thrown in their honor, but decides that caution should still be exercised.

She calls upon the Nine to open her ears to the words of the Kalds (casts comprehend languages), then moves about the milling crowd. She smiles and nods in greeting, then stops to listen to their chatter, drinking from her cup to mask her eavesdropping.


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

Xarafine gives a small sigh of relief as the negotiations successfully conclude. She graciously takes part in the feast thrown in their honor, but decides that caution should still be exercised.

She calls upon the Nine to open her ears to the words of the Kalds (casts comprehend languages), then moves about the milling crowd. She smiles and nods in greeting, then stops to listen to their chatter, drinking from her cup to mask her eavesdropping.

Scootscale's speech is fairly typical for the occasion, he talks of the death of Tartuk and the banishment of the bad-spirits, and their curse being lifted freeing the Scootscales from fear. He praises your party and gives a short series of orders which convey the negotiations you have just had, finishing with the promise that Kalds will no longer be hurt by "human-people", at which point all the Kalds cheer.


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 longer" be hurt by humans? Did they mention being attacked by humans before?


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

They've had issues with bandits in the past


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 honors the Kald feast, blessing the food as it comes (and being sure to purify it so as no one is poisoned by food turned bad). He also spends some time talking to Mikmek, checking the Kald has recovered from his ordeal.

Then, the next morning, he proposes to his companions to take their leave of the kalds and finish their planned exploration.


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 tilts his head toward Xarafine. "You seemed to be listening to the kalds very carefully last night. Did you understand their song?"

Between the group's rations and leftover fruits and seeds from last night, Jack prepares a breakfast for the party. He nods in agreement with Finnabar when he suggests moving on, and checks to be sure his mapping equipment is ready to go as they continue their work.


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

Ca you remind me where you were heading next / plans beyond 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

"I was exercising a bit of caution on our behalf. We already know that one kald had subversive intentions. I decided to listen to their conversations, in hopes of identifying anyone who might harbor ill-will towards us. Fortunately, it does not appear that any of the remaining kalds are sympathetic to Tartuk."


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, tired as he was nodded to the Teacher, he had readied the horses ahead of time. Assuming they would want to be on their way quickly now that the Kalds were their allies. "A tyrant is rarely missed. When we solidify the territories I will assign work crews to erect the barrier quickly prior to the arrival of the farms. The Chieftain was very flexible on many points, hopefully his attitude will spread to other kalds we encounter."

He looked to Finnabar and Jack. "Are we continuing west then?" Hex 30 then 24 right? He pondered what he remembered from Jacks map. "Or am I getting our exploration backwards?"


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've already explored hexes 38, 30, 24 and (now in) 37. I think Finn is right that your plan was to finish hex 44 then head back to Stagwatch.

The next morning, tired but well fed, you mount up and head off, once again, into the wilds to continue your exploration. After a short half-day you have completed your survey of the area around the Scootscale caverns, and find yourselves staring over the 300 ft. wide Shrike River which blocks your immediate passage further west...

(You have 3 options in heading for Hex 44...
1) Cross the river here
2) Head up river and cross at the ropes (see spoiler)
3) Head back to Stagwatch and cross the Thorn over one of your newly-built bridges.

I'll also assume that you asked the Kalds about the surrounding area at the celebrations...

Information about the surrounding lands...:

The Kalds stick to the area between the Shrike and the Thorn rivers so they can only tell you about the hexes in this area.

Rivers:
The Shrike: Averages 300 ft. wide and very deep but slow-flowing. Crossing in hex 29 (ropes - see below)
The Thorn: Averages 60 ft. wide and quite deep, fast-flowing. Crossings in hexes 38, 37 & 25

Hex 22: An area where the hills of the Kamelands give way to grassy plains. The Kalds don't come here often (hard to hunt), but aren't aware of any major landmarks or dangers.
Hex 29: The Shrike River flows through the hills here. There is an area where the river narrows and the bandits sometimes used to cross - just two ropes spanning the rushing water.

NOTE: I will make up a new exploration map to include the stuff you've explored and, now that your settlers are starting to move around the area, will include many areas that remain unexplored. You will, however, still need to survey these areas even though you will know the general terrain. I should be able to do this tonight, but it may take longer.


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

Bearing in mind the kalds' report, Jack tries to think of what might be the best route (and what is the fastest versus what is the safest).

Knowledge Geography: 1d20 + 8 ⇒ (4) + 8 = 12

I've got the map updated as far as I know it. I forgot to re-add the labels though. Whoops! Will fix that soon.


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 Ciarathan wrote:

Bearing in mind the kalds' report, Jack tries to think of what might be the best route (and what is the fastest versus what is the safest).

[dice=Knowledge Geography]1d20+8

I've got the map updated as far as I know it. I forgot to re-add the labels though. Whoops! Will fix that soon.

Safest would be to return to Stagwatch, quickest would be to cross here (but potentially dangerous), Heading to hex 29 would be quicker than going to Stagwatch and safer than crossing here - except that 2 ropes won't allow horses to cross.

Have changed the link for the map in the info tab.


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 reports what Hymenopterix just said.

He adds, "If we go back to Stagwatch, we might want to go south and explore the area just southwest of Stagwatch first (Hex 39), then stop at Stagwatch, then head to the area directly north."


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

"Good idea, Jack. I's a good idea to cover all land surrounding Stagwatch as soon as possible. Let's do that"

Revised plan taking into account the geography: back to hex 38 then explore hex 39, then return to Stagwatch.

Then second exploration round: 44, 43, 36, 50, 51, 52 which should take care of the north of Stagwatch


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

Sounds good!

Bein nods in agreement, glad no one suggested crossing the river as their horses weren't not strong enough. Not even brave Arundel. "Aye Milord, we are ready to depart at your word."

Bein thanks the Kalds for a wonderful feast and apologizes, if needed, for being aloof and on guard duty during the celebration.


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

Sounds good to me!

"Good. I will be glad to be under the sun for a bit." Jack helps Bein ready the horses and mounts his own when the time comes to leave.


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

Xarafine nods in assent, then takes a moment to thank the Kalds for their hospitality.


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

Your passage blocked, you turn south, following the Shrike southward, back towards its confluence with the Thorn, and the bridge there. The riparian fringe of the river is much more densely vegetated than the hills of the Kamelands surrounding it, and supports a wide variety of animal life, especially great flocks of birds from which the river draws its name.

Where the rivers meet you come to the bridge, which seems to have been repaired somewhat by some civic-minded settlers, and follow the dirt track which now shows signs of being much more heavily travelled than it was just a month ago. This does, however, slow you somewhat, as the bare dirt now bears long scars of wheel ruts which turn sections of the road into a muddy morass. Working your way still further south, you finally come to the edge of your map where, once again, the tangled forest of the Narlmarches waits for exploration....

Unlimbering your exploration equipment, you begin the task of surveying and mapping the forested area (Hex 39) in detail. This area of the forest sits in a great depression leading down to the valley which contains the "Skunk" river - named for its somewhat unpleasant smell. By evening you have mapped a significant area, and the following night passes uneventfully.

The next day, you again set out. Your surveying goes well and nothing disturbs you in your labours, until, in mid-afternoon, you hear the sound of unintelligible cursing echoing through the woods. Just visible through the trees, a small wagon sits mired in the middle of a swiftly flowing river as the waters threaten to overwhelm its sides. Two ponies hitched to the wagon flounder in the swirling waters, close to panicking. Two more wagons sit safely on the far bank. On the bank stand several small figures with brightly-colgured hair stand helplessly watching the impending disaster.


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 quickly assesses the situation: How deep is the water? How fast is the current? Could a member of the party - on foot or horseback - venture out to the wagon?

Perception: 1d20 + 9 ⇒ (2) + 9 = 11

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

"Greetings, friends! Can we be of assistance?" she calls out to the group of small people.


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, I'm somewhat lost, from your general map, Hex39 is not forested and there is no river in it. The forested hex with the Skunk would be Hex 46. That sits fine with me as we want to explore this one as well at some point.


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

Wow! Very sorry (and well picked up) that I misread the map and sent you into hex 46 by accident. I blame Jack's navigation skills ;)

If you want I can retcon,... or if you're ok with it, we'll stick you in 46 for now then head back to hex 39 on your way back to Stagwatch.

If you want to keep going in Hex 46:

As you draw closer you recognise the small figures as gnomes - a stange race originally from the
islands of the Elveres sea back in the west, across the Salt Waste.

On the river bank stand nine of the small people, each with a crop of brightly coloured hair, no two of which seem to share the same colour. Standing on a small hillock above the others is a blue-haired gnome with a nasty black eye, wearing a battered helmet.

At Xerafine's cry, the bruised figure begins to shout back that the group do not need help, but he is immediately drowned out by the others, all of who shout in a cacophony of noise that help would be most welcome!

Xerafine: Any of you could get out to the wagon since the water is only up to the frightened ponies' backs, but doing so would potentially risk being washed away in the fast-flowing water...

If you choose to help we're now in combat time... the wagon and horses are in imminent danger of being swept off. The gnomes themselves are so small that they would almost certainly get washed away in the water that is deep enough that they would not be able to reach the bottom.

Don't worry about init. since there are no enemies.


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

Wouldn't we have had to go through 39 to get to 46? I'm willing to go with the flow but we didn't return to Stagwatch, so there's not really any other way we could have gotten there....


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

Without hesitation General Bein reacted tactically as the situation would turn grim in a few moments... "We have to hurry. Jack help me with the ponies or they'll drown." Seeing the Wagons predicament Bein kicks Arundel into a gallop to reach the river swiftly.

So not sure where we are but Bein will:

Arundel: MA x2: double move if needed 100ft

MA: Dismount
MA: Wade into the river, moving to the ponies, no map so unsure ;).
Swim Check because I am in armor and will need it I am sure... :/: 1d20 + 5 ⇒ (13) + 5 = 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

I forgot the scene had already started. Okay, to keep things easy, I guess we teleported to Hex 46.

Jack nods and follows Bein's lead. "Have you rope, Bein?"

Same move actions as Bein


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

Sorry for mucking up the hexes. - I think its best if we just move on from here,... We'll assume that you HAVE explored and mapped HEX 39 (no sites of interest), so it actually changes little. Sorry again for the &*^%-up on my behalf.

Anyone moving into the river will need to make a Swim check. (DC is my secret - as is consequence of failure.)

Will post better description ASAP.


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

Ok, so...

In the first round Bein and Jack (assuming a positive swim check)are able to get 1/2 way across the river (which is a total of 50ft wide) , just reaching the horses, behind who is the 10x10 wagon (The back of which is 10ft from the river bank). It will be very difficult to turn the horses around but it might be possible to get them to the bank you've just come from.

When you post pls make swim checks if entering the water, handle animal or wild empathy if working with the animals.


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 leaves his pack with his horse and enters the water.

Swim: 1d20 ⇒ 12


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

Seeing Bein and Jack dismount and move into the river, Xarafine begins to sing a prayer to the Nine to be with them as they work to rescue the small folk and their ponies.

Inspire Competence: +2 to each of their skill checks.


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

Round 1 or 2?

MA?: Keep swimming!Swim: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
SA?: unharness a pony and drive them towards the small men on the riverbankHandle Animal: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Before I unharness them, Hymen is there anyway we can use them to get the wagon free?

He had reached the wagon, water washed over his armor, surged through the Stag Helm and somehow he found his strength surging. It was then he heard the Teachers voice carrying over the rush of the water and with renewed efforts he waded through the water. When he finally reached the ponies he began to unharness them, hushing them with calm sounds before releasing them and trying to drive them towards the small men on the bank.

That way it wouldn't be a total loss if the wagon went over...

"If we can get the ponies free we can try and push this out of the river!"

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