
brvheart |

The name of the hamlet is Zelkor's Ferry although they do have keelboats. You came in on one.

Elathras Narcinal |

Bristleback offered extra for whole bears, or at least the hide and the meat. Figured if it comes pre-packaged... It's a normal black bear.
as Virgil explains the situation Elathras re-sheaths his scramaseax and nods his head in understanding. "Thanks for explaining Virgil, do you think it would be faster to build a travois and drag it back to town, or build a raft and float it back, or go to the castle and see if there is a wagon we can use?" we certainly can use a little extra cash for spelunking supplies.

Dolgrin Brightlaughter |

Dolgrin spends some time buckling on his armor, then looks toward the bear.
We are definitely needing horses, or at least a mule. He eyes the river a moment, then turns to look at the castle's silhouette, considering. We must make a choice it seems. Yon abandoned fortress, or delivering a damp bear.[b]
We could: 1 - go to the castle, or 2 - put the bear on a raft back to the ferry. I'm voting 1.
[b]For myself, I think the fortress is being the right choice. We should be checking it for signs of use. We can be eating well on deer and bear; while the pelts will be selling nearly as valuable as the whole beast, but much easier to carry.

brvheart |

You are about a mile and a half from the castle and three and a half miles from the hamlet for reference.

Virgil the Vigilant |

We could put together a canvas and tree branch sled, that would make getting it back pretty easy (assuming we aren't lost). I suspect properly skinning and butchering the thing would take about as much time as walking back. That'd be my vote.
Elathras already suggested this, I just noticed.

Kaztor Strongforge |

"Fine by me...let's head to the castle after we've skinned and cleaned the bear. If we end up eating the meat, at least we can still sell the pelt."

brvheart |

We could put together a canvas and tree branch sled, that would make getting it back pretty easy (assuming we aren't lost). I suspect properly skinning and butchering the thing would take about as much time as walking back. That'd be my vote.
Elathras already suggested this, I just noticed.
Getting Lost in the Lost Lands:
SG Note:
Depending on the individual GM, overland travel in the Pathfinder Roleplaying Game may be handled several ways. Some GMs prefer to roll dice and quickly get the “boring” travel done. Some roll endless dice to “liven up” the time with encounters of every form and fashion. Either way, here are some suggestions to mimic, as close as possible, Bill’s deadly wilderness. Each of these are a Knowledge (geography) check (GMs are given some leeway to make things interesting):
So here it is a knowledge geography rather than survival to avoid getting lost. The DC's are a bit lower though.

brvheart |

I will allow it untrained up to DC10 as no one has the skill. Someone needs to take it at 2nd though.

Elathras Narcinal |

we need a chief, all this talking will slow us down and get us lost Elathras helps butcher the bear when they are done, instead of following the river further west and waiting till they are due south of the castle, they head off for the castle and start to wander off. where do we go from here?
knowledge: geography: 1d20 ⇒ 17
believing he remembers where the castle is he says to the team, "come let us go this direction" pointing to the northwest. AS they proceed he keeps a keen eye out for any trouble or a glimpse of the castle t verify they're going the right direction.
perception: 1d20 + 10 ⇒ (12) + 10 = 22

brvheart |

With the landmark that gives you a +4. OK, same order of march then?

Dolgrin Brightlaughter |

yes
A fine day. Soon possibly evil to vanquish, but for now the freshest air and the sweetest breeze. Glad to be alive, yes?

brvheart |

The hill is too steep to walk up except on the south face where it rises steeply for 50 ft., then flattens out before rising again to its peak. The flat area provides a good view of the surrounds, and someone has tried to squeeze a structure onto the small plateau which stands 25 ft. tall, partially in the shadow of the rest of the hill.
Roll20 map is up!

Irenicus |

Georgraphy untrained: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 Also useful for making the map, though I will ask for help when I am not sure. I added +2 for having the map I am making to assist in directions, can remove if needed.
Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Irenicus studies the plateau, looking for any unusual features or natural hazards that may not be immediately obvious.
Nature: 1d20 + 9 ⇒ (4) + 9 = 13
On a roll with the diceroller! Hopefully get all these 4s etc out of the way before something life threatening haha.

brvheart |


Elathras Narcinal |

Going around to the southern end, If we had approached from the river we would have come directly to this. Seeing the structure on the small plateau Only one route to approach, well it is a castle, no surprise there, Don't like the structure on the plateau. Elathras holds up his hand and carefully inspects the 25 ft. tall building, partially in the shadow of the rest of the hill and then he looks on toward the castle itself.
perception: 1d20 + 10 ⇒ (15) + 10 = 25 rolled higher than Mitleid so reading his spoiler
Elathras hisses to the party there are two gnolls in the gatehouse! Get your bows, maybe we can keep their heads down while we charge them!
init: 1d20 + 7 ⇒ (15) + 7 = 22
a little confused about the structure built on the plateau, is that the gatehouse? Can we reach it without the knolls seeing us? It looks like the gnolls are in the entry to the castle on roll20, how close are we to actually being on the map?

brvheart |

Until you moved up the plateau, you would not see inside the entrance so you are were you are on the map.

Elathras Narcinal |

I assume the small building on the plateau is the gatehouse and it is not on the map? after we take the gate house we can approach the castle, how far are we from the gatehouse and is there cover and have the gnolls seen use?

brvheart |

? The entire castle is on the map. The area marked A is the gate area. The gnolls are around 60-65' away. I have to roll a perception for them
The castle is in a terrible state of disrepair, its outer walls crumbling
into a dry moat now nothing more than a muddy pit. Rotting planks nailed
together bridge the pit, and two gnolls stand guard in the shadow of the
gatehouse at A
perception gnolls: 1d20 + 2 ⇒ (5) + 2 = 7

brvheart |

perception Dolgrin: 1d20 + 1 ⇒ (19) + 1 = 20
initiative Dolgrin: 1d20 + 3 ⇒ (8) + 3 = 11
Mittleid, Dolgrin and Elathras all have 1 action in the surprise round.

Elathras Narcinal |

gnolls I hate gnolls seeing the gnolls hiding in the shadows, Elathras calls to his team mates, "Lets kill 'em all" As he charges up the hill, letting his hatred for the creatures bubble up inside of him and spill over like lava, he rushes toward the nearest gnoll screaming Die!
charge, rage, power attack, HP 19, AC 14 attack with Guisarme
attack: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 for damage: 2d4 + 9 ⇒ (2, 3) + 9 = 14

Dolgrin Brightlaughter |

The Charge! I should see if he would wear a modified saddle. If only the dog hadn't died
So much for surprising them. Steady all, work to do.
Dolgrin moves forward, his small legs churning, his voice betraying nothing of his thoughts.
Move forward 20'
Punching Evil In The Knees, Badly: 1d20 + 4 ⇒ (5) + 4 = 91d3 + 2 ⇒ (1) + 2 = 3[/ooc]

Wdrozgrúk |

initiative: 1d20 + 4 ⇒ (11) + 4 = 15
At the right part of the turn: Wdrozgrúk will stay where he is and hit Gnoll that Elathras attacked with a Snapdragon Firework spell.
snapdragon firework: 1d4 + 1 ⇒ (3) + 1 = 4
DC 14 for Gnoll's reflex save
Doesn't do a lot of damage, that spell, but it has a great range and doesn't need a to hit roll!

Kaztor Strongforge |

Kaz Initiative 1d20 + 1 ⇒ (19) + 1 = 20
Kaz will pull his weapon and move 20' toward the gnolls.

brvheart |

You can all post actions for round one, but Mittleid still has to act in the surprise round and I need to roll init for the gnolls.
init gnolls: 1d20 ⇒ 19

Elathras Narcinal |

I can't believe he dodged at the last moment, I need to finish this one quickly! Seeing the gnoll dodge his devastating rush, Elathras slides to a halt and using his momentum to pivot his body slashes at the gnolls waist.
rage, power attack, HP 19, AC 14 attack with Guisarme
attack: 1d20 + 6 ⇒ (14) + 6 = 20 for damage: 2d4 + 9 ⇒ (4, 3) + 9 = 16

brvheart |

Not sure if Mittleid will charge or fire his bow. He should be on in his time zone.

Virgil the Vigilant |

Considering the Gnolls and Kaztor are going before him, Virgil will attempt to move into position next to Dolgrin, hopefully while charging.
Attack. Charge?: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Doesn't look like it matters.
As the remaining Gnoll approaches, Virgil bumbles forward: his upswing flying wide as he catches his foot on some old cobblestone.
A grumpy "Bother." can be heard by those nearby.

brvheart |

The remaining gnoll starts barking out an alarm and closes within 10' of Elanthras to use his net.
net: 1d20 + 3 ⇒ (5) + 3 = 8
reflex save gnoll: 1d20 ⇒ 16

brvheart |

Back to top of round
Elanthras
Kantor
gnolls
Virgil
Gruk
Dolgrin
Mittleid
Irenicus

Kaztor Strongforge |

On my phone so I can't see the map this morning.
If Kaztor can close and attack, he does so.
Attack 1d20 + 2 ⇒ (11) + 2 = 13
Damage 1d8 + 2 ⇒ (1) + 2 = 3