Kingmaker: Welcome to Free Roaming

Game Master Tassadan

Beginning at a rugged trading post on the southern border of Rostland, Kingmaker expands to become one of the most monumental undertakings possible: creating a country.


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Goblin 1 Gunslinger (musket master/bushwacker) HP 20/20, AC 18/16/14, Saves 5/7/2, Musket +8, 1d10, Init +6, Percept +10

Scraps nods her head at what each person says. At Aerynne's suggestion, she turns to get her ass. Throwing what little she owns on its back, she climbs up its side after.

Once on the road, she will trot next to Gerran, leaving her spot at the back for the first time since Olaf's.

"Cat-man, I not sure I be unerstandin what ya be sayin earlier. All dat about repenteness and respekt an watnot. Thar be no ways ye can writ down laws cause dey be changin all de time. One law fer de nobleman, one fer de merchent, nother fer Scraps. Scraps gonna just let that go though.

Scraps not so worried bout who be guilty an how much dough. I's be more worried bout who decides. I's not okay wit someones lookin at mes an sayin, 'Oooooo, I be's seein yer sole an yer bein a baddun.' Well, Scraps not care bout dat so much, that happin lots. I's not likes it when sumone be cuttin me head off fer it after though."


Male Dwarf Stonelord Paladin Level 2 (AC: 20 Init+1 Prcptn+2 Crrnt HP 19)

"I really think it best that we resolve this issue now." Morgrym says, a head nod towards Kressle indicating what 'issue' he's referring to. "As it stands, we are under relatively little pressure or threat and have had the time to get a decent idea of our surroundings. I know we dealt with her easily enough this time, but we really don't need her coming to while we're on the road or, worse, facing a new opponent to our cause. I say we take care of her sooner rather than later."


GM

Morgrym detects that Kressle is evil. Sorry for the delay, guys. Busy weekend.

Boy, you all talk a lot." Aaron continues, "But Kressle is every bit as bad as you guys say. As much as I might agree with what your Goblin pet is saying, I've seen that woman do terrible things. I heard from one of the other men that she once castrated a guy for insubordination, because he apparently 'Had too much manhood to follow orders.' If there's a person to kill here, it'd be her."

Hans then adds: "And we'd love to help Oleg and Svetlana! We weren't part of the parties that would go over to extort them, we only heard stories about the gruff merchant and his beautiful wife. If it will make up for being a part of this vile band, we'll gladly help you get Svetlana's ring back from those tiny creatures. Fortifying their fort might also be a great challenge!"

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

Do you think we can wake Kressle up, Tassadan? Maybe with a Heal check or something? Because all we need to do before setting out is speak with her and eke out her punishment.


Goblin 1 Gunslinger (musket master/bushwacker) HP 20/20, AC 18/16/14, Saves 5/7/2, Musket +8, 1d10, Init +6, Percept +10

I will hold out posting until things have moved further along. The other game I play in is having a party conflict as well and I'm trying to make sure the two conversations stay separate. I may have to space out my posting throughout the day so that Scraps doesn't start sounding like my fey.


GM

A successful heal check would probably not wake her. Only time or magical healing will bring her to consciousness.

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

"I agree, Morgrym. But I doubt we can wake her. I suggest we lash her to a horse and keep an eye on her 24-7 until she comes to. In the meantime, let's start heading towards that mite den."

I think that the bandits had horses of their own, right? At least Kressle did. We could lash Kressle to one of those. Aaron and Hans could walk - and so could Morgrym if he likes ;) - and we can tie the stolen goods to another horse to carry.


Male Human Wizard 2

"Alright. Round up all the horses the Bandits had and load up the stolen goods. Kressle will be baggage for now until she recovers enough to be talked to. If there are enough horses left over I don't have an objection to Aaron and Hans riding, but if they do I want their horses to be led by one of us." Marius says, moving to fetch his own horse.


GM

Within the bandit's makeshift stable (the bunch of ropes that Kressle Wallop had jumped earlier), you find two more light horses in addition to the one Kressle had tried to gallop away on, making three horses in all.

Hans, responding still in a very feminine voice, replies, "We're fine with walking, but we'll get to our destinations much faster by horse. The mites we encountered fled to the Southeast from this position, to give you an idea of where you might go later."

Morgrym, do you choose to walk or ride?


Male Dwarf Stonelord Paladin Level 2 (AC: 20 Init+1 Prcptn+2 Crrnt HP 19)

If the group decides to put the bandits on foot, a decision Morgrym doesn't have an opinion on, Morgrym will walk behind them under the pretense of "keeping an eye on the prisoners". However, if the group wants to put the bandits on horseback Morgrym won't make an issue of riding a horse again, though he is likely to continue getting grumpy.
You wouldn't like a grumpy dwarf.

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

Aerynne isn't likely to argue that Morgrym should ride now that they aren't on a time-sensitive quest, although even if Hans, Aaron and Morgrym don't ride we should still bring all the horses with us. They're useful for carrying the stuff we've found and they're worth a pretty penny as well. :) They can lead the horses by hand.

Aerynne does a quick health-check over all the bandit horses. When she's satisfied, she'll use whatever ropes the party has available to lash all the contraband and other goods they discovered earlier to the horses. One horse, of course, they tie Kressle to. "Morgrym, I know you don't like to ride, so how about you lead the horse we've got her tied to?" she asks him, trying to sound conciliatory. "That way, we'll always be able to keep an eye on her."

"I guess we head south-east from here then," Aerynne says after all the preparations seem complete. She nimbly jumps up on Brambles' back and settles herself into the saddle, happy to be able to largely put the bandit experience behind them.

I guess we'll have to start exploring each hex to see if we can find the mites, right?


GM

Yep! Are we all agreed to search for them rather than return to Oleg's? I wasn't sure if there was consensus on that.

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

Put me down for being okay with whatever. :)


Male Catfolk Ranger (Skirmisher) 2 [ HP 22/22 | AC 19/13/16 | Fort +4, Ref +6, Will +1 | Init +3 | Perception +8 (+2 vs. Humans) ]

I think the consensus was for us to head to the mites to retrieve the ring, then the field we saw, then back to Oleg's.


(Halfling Barb 1/Fighter 1): AC: 18 (15) // HP: 19/22 +2 // Perc: +2 //Rage 6/6

I'm good to go after the mites and then the strange field. I will need a day or two to rest afterwards though.


GM

Cool, I'll set that in motion, then.

You begin exploring the hex immediately to the southeast. It's about 2 hours until you discover anything of note: a rickety old bridge. The bridge leads across the Thorn River, and seems to be the only other crossing point for miles. The rest of the hex is inaccesible via land unless you wish to go back to the Thorn River Camp crossing.

Do you wish to cross the bridge or continue to the next hex?


Goblin 1 Gunslinger (musket master/bushwacker) HP 20/20, AC 18/16/14, Saves 5/7/2, Musket +8, 1d10, Init +6, Percept +10

Scraps seems very agitated and flips through her pack, throwing her belongings onto the ground. she pulls out a sign which reads I will hold out posting until.... and throws it on the ground. Beneath it was Scraps nods here head.....and that's all you see before it's in the dirt.

Next comes Scraps be saying dis one more time..... and then it's on the ground, followed by her last sign What be happenin ta me post? She gets particularly angry at this one, throws it on top of the others and stomps up and down until they are well an truly deders. Grabbin up her litter, she stomps over to Gerran.

"Now you listen here cat-man. I already tell you this once, jes like other day and you not listenin, jes like other day. You seem ta think Scraps is all mouf when me is not all mouf an me djaw bone be gettin tireder. I'z say this one moar time and then you have make plan to do sumptim simples.

Runnin over to get Wallop, she drags him back to Gerran, while telling him how frustrated she was that he didn't listen to her either. Back at Gerran, Scraps stands beside Wallop and tries to draw her height up to maybe reach 3 feet.

"kk, here be the deal. It a bit complicated, but I'm sure you smarties can get it. Mites be half fey so they not scare easy and they a bit tough to fight cause many weapon ping on em. However, they look jes like Blues, which are not so hard ta fight.

Now, I gots me stuff algether right heres. We needs get some black clothes for Wallop and maybe a helm two size too big. He can use dat big sword in one hand and swing it aroun a lot an it work once he climb up on dat big smrt woof. I'z come in an say, 'Oooo, ourn clan just get wipped out by some awful angry ventrures. (all the monster races hate venturers cause you always win an get res spells an all.) Now they be headin disa way. We think gonna outrun em despite Klobberdrool here bein a Hob DweadWider. There must be bout 6 of them - a whole party! You knows what dat means? They divide up treasure real quick-like from my bandit and now comin this way.

They screamin bout some kinda jewelree or ring or some such and how a bunch o blues steel it from dem. Dey say it belong one o der mammas and dey kill blues what took it.

Waaait a secondddd - you peeples all be blue. Ya, I knows ya be mites, but do deys know ya be mites? It mite be a bite confusid when they get here and all dey see is blue. I's green, so maybe I okay. Not sure though, they had a stumpy wit em.

You wan me an hob ta be fightin wit yu? Why I be doin dat, it be danger and how can you win? dey be venturures and tet tings like rerolls an such. Any o you gots a reroll? I dinnae think so. I gots two, an hobs 3 but that cause he a DweadWrider - he gots a PrC even. Man, you blues, I means mites, gotta be keepin up I's thinkin.

So let me gets this straight, you got dere treasure an you wan us to fight to pertect it? What do I cares. It not be my treasure and you not be my clans. Maybe you nots even have treasure. Eh? you say you show it ta me? Hmmmf, well, I know they's missin ring, so you show me ring. Ifn you got it, I holds on tae it until end o battle to make sure I not get knif in me back at end.

Na, ha ahahaha, I know you is trustable. E veryone in dese wood be trustable, I'z sure. Still, me ma say, don't eat nutin you already et twice, so maybe you get me dat ring and we have maybe deel."

Looking around at the party, her gaze is particularly elated, having devised this absolutely fool-proof plan. And all of the Mites are fools, so it is guaranteed!

"So, now all we's gotta do is get Master Wallop up on that big Waaargg over dere with him big sword and a big sheild. Need big helmet, that be mandatorian. Then henwoofnI go out and meet us some mites and you come attack us n day after tomorra when we be ready for ya. We can send de waargg out to take messages back and firth. You see, it work like dream."


Male Dwarf Stonelord Paladin Level 2 (AC: 20 Init+1 Prcptn+2 Crrnt HP 19)

Morgrym looks at Scraps with genuine confusion. "I thought it knew how to speak. Is it bewitched?

Scraps, I understand that your character is supposed to be an uneducated goblin who struggles with a language barrier, but sometimes I have to spend twenty minutes re-reading what you wrote trying to figure out what you meant. This can be frustrating. Is it possible to tone it down a bit?

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

Gotta agree with Morgrym here - I'm having a loooot of trouble with your latest post...

Even Aerynne looks rather perplexed at this one, and she shrugs helplessly. "I... I didn't follow most of that either. I think she," the half-elf makes sure to emphasise the pronoun, "is talking about sending Wallop on Cadeyrn in to trick the mites. But I... I'm not sure. Sorry, Scraps - but you lost me this time." She gives the goblin an apologetic smile.

Upon reaching the Thorn River bridge, Aerynne guides Brambles forward to a comfortable distance away from it and scopes out the surrounding area. Cadeyrn follows close by, ears pricked for danger. Assuming nothing seems amiss, Aerynne moves closer to inspect the state of the bridge itself--making sure it didn't seem like it was broken or likely to break under the weight of those who pass over it.

After discerning the safety of the area and the bridge, Aerynne hops back on her horse and returns to the group to report her findings. "Since we don't know where these mites are, we don't have much of a choice but to explore around here and see if we can find it. On the upside--well, that's part of our charter--but it might take some time..."

I vote we just explore each hex around this area until we locate the mites or find someone who knows where they might be. Aerynne will keep track of things (with hand-drawn maps, notes, etc.) in her journal throughout.

Aerynne - Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Cadeyrn - Perception: 1d20 + 12 ⇒ (15) + 12 = 27


(Halfling Barb 1/Fighter 1): AC: 18 (15) // HP: 19/22 +2 // Perc: +2 //Rage 6/6

I read student writing ... really really really bad student writing every day. I also get the pleasure of reading English as a second language learners writing every day and that can be considerably worse some times. I'd like to think I am pretty skilled at interpreting most gibberish that comes my way. But Scraps, that post was excruciating. I think the gist of it is for Wallop to disguise himself as a mite or something similar. Ride in on Caderyrn and tell the mites he was attacked by adventurers who took his treasure. After that, the script turns into a confusing jumble of meta-game speak of things like 're-rolling' combined with in-game nicknames and so on.

Wallop scratches his head after Scraps finishes ranting and says I think Scraps wants the two of us and Cadeyrn to infiltrate the mite camp with some kind of story about being attacked by adventurers. Then you guys are supposed to follow us into camp in a day or so and attack. So you guys attack from the outside while the three of us attack from within? This last part he poses as a question to Scraps looking for clarification.


Male Catfolk Ranger (Skirmisher) 2 [ HP 22/22 | AC 19/13/16 | Fort +4, Ref +6, Will +1 | Init +3 | Perception +8 (+2 vs. Humans) ]

GM - would Aerynne's Kn: Nature roll (21) earlier be enough to let us know about their DR?

Gerran shakes his head. "Scraps, I think I understand, but I'd rather not send you and Wallop into danger like that."


Male Human Wizard 2

"I also gathered that, I think." Marius agrees with Wallop. "I think there's much to recommend that plan." Marius smiles and Cagnazzo chortles.


(Halfling Barb 1/Fighter 1): AC: 18 (15) // HP: 19/22 +2 // Perc: +2 //Rage 6/6

Wallop ponders what Gerran and Marius say and then adds I believe the disguise part of this plan has merit. We may be able to get the drop on them if they think the three of us are friendly. Perhaps we could do this without entering the middle of the camp? The three of us could approach from one side while you others either hide and wait for surprise or you approach from a different side.


Goblin 1 Gunslinger (musket master/bushwacker) HP 20/20, AC 18/16/14, Saves 5/7/2, Musket +8, 1d10, Init +6, Percept +10

Sorry about my post. It was the second time I'd posted it and it was late. The boards ate my post after I'd spent about an hour writing it. I kind of broke the fourth wall there, but I'd been studying a long time and was loopy. As to Scraps' broken English, sure I can tone it down. It's actually a pain to write that way. I've been trying to roleplay a 7 INT which means a lot more than not speaking clearly. One example is really hair-brained plans like this one - the kind it would take a goblin to think are brilliant. I'll speak more normally and will translate some of my more frequently used words.

Scraps looks around at everyone and blinks.

"What I be sayin is instead o attackin straight on, mebee (maybe) Wallop, Caderin an I go in first an act like we friends. We say we part o gobbin/hobgobbin tribe that got kilt(killed) by venturers (adventurers). We kin (can) tell them that you be comin from completely wrong direction and get they defense set up wrong way. Then, when you attack, we make a big mess of everything and attack from the inside.

Wallop could dress up like a hobgobbin by wearing black clothes and having a helmet that is way to big. If he rides Caderin, which looks like a warg, then they will think he's really a hobgobbin. That way I not have to go alone. Also, Caderin can talk with missee (Aerynne) and keep her in the know bout what is happenin.

Or mebee we get there an find out that there aren't many of them, an then we don't worries an just fights em."

So, sorry about being so tough to read. I hadn't meant to make anyone take 20 minutes to read anything. The trick is to read everything out loud as many words are spelled phonetically. She drops her "g" from "ing" and usually her "d" from "and", "hand", etc. She can't pronounce Aerynne or Caderyn, which is why I call her Missee and mispell his name. I was trying to be characterful, but it's not worth upsetting everyone else. It will also be a relief, as my character in the other PBB I play speaks only in rhyme and those posts frequently take me an hour or more to write. Sorry. 8)


Male Dwarf Stonelord Paladin Level 2 (AC: 20 Init+1 Prcptn+2 Crrnt HP 19)

Honestly, scraps, the poor common is a colorful and entertaining part of your character that I don't think you need to get rid of. It's just that one post stood out as unintelligible even when it wasn't scraps speaking. I'm going to put it down to you being tired and rushed. No worries, it happens, but man was that one bad.
So, I guess what I'm trying to say is keep it up because it is entertaining even if it makes my fiancee want to hurt me any time I read it out loud.

"Hmmph. Sounds like a fine idea to me except for one thing. What if they don't buy your bluff? The wee-man is more than capable in a fight, but you look like you'd be useless without that contraption of yours.

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

"I'd be very worried about sending you two in alone," Aerynne says with a frown. "I think it's potentially very dangerous without knowing how many mites there are down there. What if there's a hundred of them? They could overwhelm you and kill you both. We'll need to scope out their den a bit before we agree on that, I think."

Agreed with Morgrym there. I think what you did in your last post is a good and understandable level. It's similar to what I do with a kobold character of mine in a different game.

Also, yeah - Kn(Nature) 21 about mites might help here.


GM

Aerynne, you'd guess that the bridge is not safe for any more than one person to cross at a time, and that it would be unable to bear the weight of a horse and a person at the same time.

Your knowledge nature check also allows you knowledge of all aspects about Mites that can be found on the SRD.


Goblin 1 Gunslinger (musket master/bushwacker) HP 20/20, AC 18/16/14, Saves 5/7/2, Musket +8, 1d10, Init +6, Percept +10

Scraps gives the bridge a very dubious look.

"Missee, do ya sees any other ways across? Scraps doan like ricketee bridge."

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

Aerynne shakes her head. "Maybe if we forded the river... could be dangerous though. We could also head back via the bandit camp, I suppose, but that's a lot of wasted time..." She sighs.


Male Human Wizard 2

"Well, if you say the bridge is safe if we're careful and go one at a time, then I'll trust you on that. The problem I see now though is that we won't be able to get the horses to cross on their own without someone leading them." Marius says.


Male Catfolk Ranger (Skirmisher) 2 [ HP 22/22 | AC 19/13/16 | Fort +4, Ref +6, Will +1 | Init +3 | Perception +8 (+2 vs. Humans) ]

"I can get the animals to cross, it just might take a little time."

Any horses that are combat-trained will come on command. Gerran can "push" the others if he takes 20. That'll be 20 rounds per animal, but we can get them across.

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

"I'll help you with the horses, Gerran. I think we should get everyone across to the other side first... one at a time."

I think that the horses would be trained for 'riding' which gives them the 'come' trick. But no big deal either way.

Handle Animal Aid Another: 1d20 + 7 ⇒ (10) + 7 = 17

So everyone is going across individually? Who wants to go first? :)


(Halfling Barb 1/Fighter 1): AC: 18 (15) // HP: 19/22 +2 // Perc: +2 //Rage 6/6

Wallop will volunteer to go first. But before he goes, he says, wish me luck! And with that, he gingerly steps onto the bridge.


Male Catfolk Ranger (Skirmisher) 2 [ HP 22/22 | AC 19/13/16 | Fort +4, Ref +6, Will +1 | Init +3 | Perception +8 (+2 vs. Humans) ]

So they do, come will work just fine.

Gerran follows Wallop after the halfling reaches the other side, then orders his horse across...and then his dog.

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

Aerynne will remain behind, leading the horses one-by-one to the edge of the bridge and encouraging them to follow Gerran's orders to cross with a light slap on the rump. She'll cross once all of the animals are over the rickety old bridge (including Cadeyrn).


Male Human Wizard 2

Marius, eyeing the structure somewhat dubiously before he sets foot on it, follows suit before Aerynne. On the other side, he looks at the trees on the opposite bank appraisingly. Cagnazzo, who had been sitting on one of the posts at the south bank, cackles at the others as they cross, making quite a noise.


Male Dwarf Stonelord Paladin Level 2 (AC: 20 Init+1 Prcptn+2 Crrnt HP 19)

Tassaden, how high is the bridge over the river?


Goblin 1 Gunslinger (musket master/bushwacker) HP 20/20, AC 18/16/14, Saves 5/7/2, Musket +8, 1d10, Init +6, Percept +10

Scraps sits down at the bridge beside the river and begins to make Sand/Mud Castles. Once she builds her walls, she makes little figures out of tied blades of grass and puts them up on the battlements. She even folds the grass together into little horse shapes and puts grass men on them.

Once her castle is done, she moves over about ten feet and begins working on her Numerian war camp. She makes little huts and lean-to's out of sticks and twigs and then ties more little men and dogs.

She seems quite engrossed by this behavior and seems very good at it, her quick, nimble fingers twisting grass at an impressive rate.


GM

The bridge seems approximately 30 feet above the raging river below.

The bridge holds. Through carefully traversing the rope bridge, Marius, Wallop and Gerran are able to carefully pick their ways across with the horses, Cadeyrn, and Gerran's dog.

Scraps and Morgrym still have not crossed, however, remaining on the solid ground at the other side.

Those who have crossed the bridge find that though the boards and rope are of poor quality, they have not been badly weathered. No wood is rotten, and the hemp is not frayed. The anchoring points of the bridge seem to be firmly affixed to each side as well.


(Halfling Barb 1/Fighter 1): AC: 18 (15) // HP: 19/22 +2 // Perc: +2 //Rage 6/6

"Scraps! Morgrymm! I know it doesn't look like much but the bridge appears to be fairly sound. Come on over. Slow and steady. One at a time. Easy does it now. "


GM

Seeing the relative sturdiness of the bridge, the goblin and dwarf cross as well, Morgrym insisting that Scraps go first.

You continue to explore the hex for another few hours and find nothing of note, just a few muskrats playing downriver. As your search draws to a close, the sun begins to set and the dark of night begins to fall.

The plains here are relatively flat, offering no cover, but also making anywhere a decent spot for camping.


Male Catfolk Ranger (Skirmisher) 2 [ HP 22/22 | AC 19/13/16 | Fort +4, Ref +6, Will +1 | Init +3 | Perception +8 (+2 vs. Humans) ]

Gerran looks around for a suitable campsite.

Survival: 1d20 + 7 ⇒ (9) + 7 = 16

"Let's go ahead and pitch camp for the night. Considering that the bandits we were concerned with are now in our custody, I think we might be able to risk a fire. What do you think?"


(Halfling Barb 1/Fighter 1): AC: 18 (15) // HP: 19/22 +2 // Perc: +2 //Rage 6/6

I'd hate to have these critters we are searching for find us and be wary of our approach. They are obviously thieves themselves if these other bandits are to be trusted. I will however bow to your wisdom on this matter Gerran as you are more of an outdoorsman that I am.

Wallop then sets about checking the bindings for the prisoners while he awaits the decision of the others.


Goblin 1 Gunslinger (musket master/bushwacker) HP 20/20, AC 18/16/14, Saves 5/7/2, Musket +8, 1d10, Init +6, Percept +10

"Scraps be thinkin this be a great place ta sleep. I wanna check an see what be aroun here."

Scraps leads her ass over to a patch of grass where he can munch on dinner. Having completed her camping preparations, Scraps grabs her rifle and ducks into the forest to look around.


GM

Unless others have any objections, you all set up camp and head to sleep. Also: CONGRATULATIONS, YOU'RE ALL LEVEL 2! Please note major changes to your character in the discussion thread. You can leave things out such as BAB and Save progressions, I'm only interested in skill ranks, class features, and things of the like.

The next morning, the party wakes up after an uneventful night.

Where do you wish to progress from here? Is it safe to assume you continue southeast from this side of the river?


Male Catfolk Ranger (Skirmisher) 2 [ HP 22/22 | AC 19/13/16 | Fort +4, Ref +6, Will +1 | Init +3 | Perception +8 (+2 vs. Humans) ]

We're heading wherever the mites are rumored to be - I don't recall specifically, but if we can ask our captives....

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

Sorry for the lack of posts from me lately. So busy. Last week of semester next week though (4 assignments due, blah!), so I should be ready to roll again after that.

I think it's safe to assume we progress this way - we have no idea where the mites are, and we're just exploring each hex until we find a clue to where they might (mite) be! So continue exploring I suppose.

Aerynne whips up a simple breakfast for the group in the morning from what limited food supplies they brought with them, noting that they may have to start foraging as they go depending on how long it takes them to pinpoint the mites' nest. "It may have been wiser to go back to Oleg's first," she notes with a frown.

She also makes sure to check their captives in the morning, both the friendly Aaron and Haps and the not-so-friendly Kressle. "I wonder how long it will be before she wakes," she wonders...

Don't forget we all heal 2 hp now for resting overnight.


Male Human Wizard 2

Marius spends much of his time writing in one of his various books, Cagnazzo perched on his shoulder or the nearest convenient vantage whereat he seems to be watching what Marius is writing.

"I think you might be right Aerynne, we'll need to resupply." he says. "And perhaps trade in some of the things we found. I need to get some items as well, as I will wish to start scribing some scrolls."


Goblin 1 Gunslinger (musket master/bushwacker) HP 20/20, AC 18/16/14, Saves 5/7/2, Musket +8, 1d10, Init +6, Percept +10

Considering the party to be an off and on scary place, Scraps will try to make friends with all three of the strangers. It should not slow her down much if they don't want to talk to her as Scraps is quite adept at carrying on full conversations with her ass. Listening to Scraps has no bearing on the amount she speaks.


Male Catfolk Ranger (Skirmisher) 2 [ HP 22/22 | AC 19/13/16 | Fort +4, Ref +6, Will +1 | Init +3 | Perception +8 (+2 vs. Humans) ]

Gerran sighs. "I'm not eager to delay our current endeavor, but if you all feel that we would be best served by returning, then let's do so quickly. Perhaps we can drop by that field for Svetlana's ingredients, so we have something, at least, to show for it."

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