The Golden Pegasus

Game Master Sai Ling

Player's Map

Cueta's Resource Tracking Spreadsheet


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N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

And on to Ingwe, approaching with Kal'Tos as they met up before she talked to Edmund...

"Ingwe, houngan, friend, - I need your help. We're organizing a salvage trip and our forces are spread thin. I can pilot the boat out to the Harpy, but I'm looking for strong friends to help get supplies onto the boat, and then onto shore. Can I count on your assistance?"

If she has no luck with Edmund or Ingwe (or both), Cueta will recruit a couple of folks from camp. She'll grab her carpenter's tools and carry both her bill (in case she needs to repel boarders on the longboat) and her flail for the ship itself, where combat, if it happens, will probably be close combat. She'll also make sure to take Watcher, and attempt to suss out whether or not this light rain will develop into something worse. Then, grabbing Ben, the party should be good to go, barring any extreme weather.

diplomacy for Ingwe: 1d20 + 5 ⇒ (11) + 5 = 16
weather forecast: 1d20 + 5 ⇒ (4) + 5 = 9


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Condition, Spells, Consumables:

Condition

HP= 14/14
Status= Normal
XP- 100/2000

Prepared spells

0th - create water, light, purify food and drink
1st - animate rope(1), diagnose disease(0), diagnose disease (0)

Special Abilities

Acid Dart(6/6)
Artificer’s Touch (6/6)
Channel Positive Energy (3/3)

Consumables

Ammunition: 19 crossbow bolts
Trail rations: 10

Day two after landfall: Gozran 3

Vallen jolts awake, breathing heavily. He frantically glances around in the pre-morning darkness, seeing nothing but the black-and-white outline of sleeping bodies and foliage with his darkvision. The dwarf sits up fully and rubs a hand across his face, exhaling. Just a dream...again... How many more nights will that damned kraken haunt me? It's leagues away. I need to work. I need distractions.

He decided to get to work early, washing his face and braiding his beard in his typical twin double-knots. By this point it was sunrise, and the dwarf sat in front of his anvil to pray. "Jarla, if you wish to pray with me, I will perform a brief morning service for us. I should see if there are any other dwarves who worship Torag here today." He looks over to his sister, wondering what she was going to do in this land.

As Kal'tos stops by, Vallen nods his head, giving his comrade a hearty shake of the wrists. "Of course Kal'tos. I've been meaning to speak with him about putting together a team of craftspeople to start making tools for these folks. I'm eager to build a forge as well, so I may properly worship Torag and provide myself with a means of sustenance. I'm no hunter..." The dwarf is intrigued by the salvage operation, but decides to stay behind. He tells Jarla of the expedition to the Harpy, asking her excitedly. "Do you know if there were any Silverclasp on the Harpy? I don't recall. We were so spread out, and many went to the Gold-" Stopping, he shakes his head and returns to his prayers, just waiting for a reply from her.

Later in the day-

Vallen visits with the settlers he can find, looking after the sick or wounded. He does what he can, offering sound advice and creating fresh water for those with containers to keep it in. He finds Cueta before the set off, asking her if he can tend to Deeshka. Learning about the sick sailor kept with her in the process, the priest resolves to help the man as well.

"Deeshka has a mighty fever, still... Torag, please illuminate this illness to your servant so he may restore order to this one's body." Touching the woman's forehead, he casts Diagnose Disease. He repeats the same action for the sailor. Armed with knowledge, he informs Cueta about Deeshka's illness and assures he will take care of the rest. "You're going to the captain, and on this salvage operation, eh?" He tells her, creating some fresh water for her waterskin. "Tell him I will care for his sailor, and... Cueta. If you find any dwarves with the Harpy, tell them to find Vallen and Jarla Silverclasp. Hopefully they'll know us."

Heal Deeshka: 1d20 + 7 + 5 ⇒ (4) + 7 + 5 = 16

Heal Sailor: 1d20 + 7 + 5 ⇒ (10) + 7 + 5 = 22


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

After a restless sleep, Gair rises from his fur bedroll with the dawn, seeing his son already up, sharpening his axe, "Your sleep is troubled as well? Tonight I mean to be weary by the time we rest."

Breaking fast together with some of the ant meat, the two kellid's watch the camp begin to stir. Rising Gair sets to sliding into his armor, talking to Bern as he works, "I'll be back within the hour, see that young Kyle and our elven companion are ready to set out."

He looks at the heavy skies, "By those clouds we may have a rough time of it? Make sure you secure your sleeping furs tightly."

He pauses to refill his waterskin from the spring before finding Garrak flipping through his spellbook. He eyes the book dubiously but waits until the half-orc pauses, "Several of us have put together a party to continue yesterday's scouting. You are one who is at home in the wilderness. Would you join us?"

After speaking to Garrak, Gair makes his way down the beach to where the Thayers have set up, seeing that Ben and Ceuta are already here. He approaches Edmund with the team digging, "Good morning, it seems you are well organized. This is good. Yesterday you had said you wanted to speak to the captain of the Lillend about where he suggests making camp?"

He gestures to the holes they are digging, "Has he already suggested here then?"

I'm a little unclear on the numbers. If there are 80 of us at the other camp would there not be only 20 here? Or are we at 110ish all told?


Male Half Orc Shielded Champion 3 | HP 39/39 | AC 22(24) T 13(15) FF 19 | CMB +7 CMD 19 | F +5 R +5 W +2 | Init +2 Perception +7

"Yes. We should scout the site the captain suggests, see if its worth moving camp."

Garrak gets up and follows Gair to the shore.

Sorry I haven't been posting as much as the rest of you. It's been busy finishing up the semester. When summer hits, I'll be able to post more.


Indubitably Never 3d6

Cueta:

When you approach Edmund, he smiles and invites you into the shelter of some nearby trees to listen to your pitch, while the others take a break from their digging.

"Yes," he says, taking the opportunity to catch his breath. "It seems like a worthy adventure. I regret that I am not willing to leave my sister alone to go off on such an adventure. I wish you the best fortune, though."

Ingwe is more direct. He simply laughs for a long while.

"It'll take a prettier face than yours to get me aboard another boat anytime soon," he says, and walks away, still chuckling.

Kal'Tos:

Horn'Tos nods and gathers his things to go and help Vallen. Before he leaves, he turns.

"If it were up to me, I'd start on the forge today. May we use the supplies we brought for that purpose?"

Vallen:

Deeshka and the sailor both have a strain of malaria, you discover, probably contracted from insect bites before leaving the Inner Sea.

Jarla is happy to pray with you, and brings another dwarf named Gaross to join you. He was not one of your party, but is a devout follower of Torag and a mason.

Gair:

Bern agrees to your instructions and sets about finding Kyle and the elves.

Thayer smiles to see you and nods. "The captain said either anchorage was as good as the other, so we've begun work on a longhouse and a palisade here. The spring seems like a pleasant enough place, but I've been told these meadows will make good farmland, and the fishing in the ponds seems quite good."

It would seem that some people came back here in the morning.

Garrak:

It's all good. I'm scrambling to keep up as it is.


male Dwarf barbarian 3

"Of course brother, we brought the supplies for just such a purpose. Before you start getting it set up, make sure it has been decided where the village will be."

Edit: Kal'Tos has prepared 2 uses of ant haul instead of his normal spells.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

After talking with Edmund Thayer Ben went back to the campsite by the spring. He ensures that his family has everything they need. He tells them that there was talk of a group going out to check the wreck of the Harpy and that he is going to go with them to see if he can learn what happened to the halflings that were onboard. He encourages Walton to talk with Gair, and tells him he can trust Gair to help them. He leaves most of his things with his family including two of his daggers. He takes a days worth of trail rations and his cloak.

After saying goodbye to his family he goes looking for Cueta and finds her back on the beach near where the Thayers have started digging. Ben examines the digging with a critical eye.

know Eng: 1d20 + 5 ⇒ (11) + 5 = 16 to spot anything odd or wrong with what they are doing

When he finds out Thayer, and Ingwe have refused to come he says What about the sister? she seems the smarter of the two anyway.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Gair frowns, looking at the surrounding area, "Fishing and farming indeed. Neither of which need be done from our back door. You are not much accustomed to life outside of your cities are you. Those same pools are magnets for insects and illness. We should be of one mind on such decisions, I will not fight you on this but I urge you to consider my words. Ask those others of our number who know of these things. They will tell you much the same."

Gair moves closer speaking softly, "There is no standing to lose here. I simply wish to make the best choice for everyone here. We are unfamiliar with the local herbs and our divine servants few. We would have no defense against an outbreak."

Diplomacy: 1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 10 And the streak is over. It's a solid argument though.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Besmera's Balls! Cueta curses, watching the half-Mwangi man saunter off, still chuckling to himself.

Ben Sandlock wrote:
When he finds out Thayer, and Ingwe have refused to come he says What about the sister? she seems the smarter of the two anyway.

Might as well make a pitch. Cueta will make essentially the same pitch to Sandra as she did to Edmund, with the following twist:

"Your brother really wants to help us, but he was afraid to leave you behind. I think if you joined us, we could do a lot of good for the people here."

Playing the old ask-the-other-parent game.

diplo parent trap: 1d20 + 5 ⇒ (17) + 5 = 22 +2 elk bonus if still applicable

And, if that won't do it, I'll try and recruit three toughs, first from Thayerport, if possible, then from Newspring. Same pitch again (+2 elk bonus if applicable).

Thayerport toughs: 1d20 + 5 ⇒ (14) + 5 = 19
Newspring folks: 1d20 + 5 ⇒ (17) + 5 = 22


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Condition, Spells, Consumables:

Condition

HP= 14/14
Status= Normal
XP- 100/2000

Prepared spells

0th - create water, light, purify food and drink
1st - animate rope(1), diagonse disease (0), diagonse disease (0),

Special Abilities

Acid Dart(5/6)
Artificer’s Touch (6/6)
Channel Positive Energy (3/3)

Consumables

Ammunition: 19 crossbow bolts
Trail rations: 10

Vallen introduces himself to Gaross, quite pleased to meet another worshiper of Torag. After leading the prayers, he tells Gaross of his plans to build a forge and put together a team of craftspeople to help, and work for, the villagers. The dwarf communicates he will likely contact Gaross in the future about potential jobs, and welcomes him to pray in the morning with himself and his sister.

Vallen clasps his holy symbol tightly as divine powers communicate to him the nature of the disease. He will tell Cueta later... once they return from the salvage operation. Sighing heavily, Vallen considers his options for treatment. The dwarf knows of the plants that can help with treatment, but he will have to have someone else go looking for them. In the meantime, he treats their symptoms and makes them as comfortable as possible.

As he was leaving, Vallen hesitates... What if the disease spreads? Should I quarantine the two? Do I have that power? Breathing out slowly and adjusting his belt, he moves on for now.

Vallen meets Horn'tos in the afternoon, immediately sizing him up. "Greeting Horn'tos, your brother has told me kind words about your smithing abilities. The two of us can probably get by just fine... Don't know how many smiths we have with us, but there can't be too many, and demand is high right now! Kal'tos told me you have a lot of supplies for building a forge- smart. Let's start planning out how we're going to make fire bricks, where we're putting this thing, so forth..."

The two dwarves talk shop for the evening, choosing a rocky yet relatively flat area of the spring. Good stone floors remind me of home. Why back at the forge of Torag... ""He goes on about the marvels of engineering for quite some time, if the other is willing to listen.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

diplomacy to aid cueta: 1d20 + 6 ⇒ (12) + 6 = 18

Ben does what he can to convince Sandra to come with them. He expresses his desire to work with them and get to know them so they can prevent missunderstandings like the one the night before.


Indubitably Never 3d6

Cueta & Ben:

Sandra Thayer comes out and looks at Cueta curiously.

"That's very brave of you," she says. "I'm honored that you would want me to join you, but I simply don't see how I could contribute. I can do more good here, keeping spirits up and helping my brother organize things."

Toughs are in short supply by now, with Thayer and Gair sending them all into the woods. At Newspring, you manage to find an adolescent gnome with a sharp stick who seems eager to go and look for the Harpy. His name is Zik, and he was on the Pegasus. He hopes his parents may have made it onto the Harpy.

Vallen:

Horn'Tos enthusiastically discusses the possibilities for the forge with you, alluding to secret techniques of the early dwarves that could be of great use in this situation.

You are the only one at the spring when the Thayers arrive around midday. There is a general sense of relief around the camp as they set to work pitching their tent, on a high spot, looking over the bay. Before long, they are walking the area, surveying the landscape and making plans. About half the people they had with them in the morning have come, and set to work. A few digging, a few sawing at trees.

They seem to be an inspiration to a few of the others who were up to nothing much, as they approach the workers and talk, and join in.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

"Zik, it is a pleasure to have you aboard, and we'll do our best to locate your parents. I'd get you a weapon, but I'm afraid I don't have one that is easily wielded in gnomish hands. We'll take a look around the Harpy and see if we can't find you something suitable for caving in an ant's head! Have I told you of our friend the priest Vallen and his glorious battle?..."

Cueta keeps Zik close, telling him stories as they load the supplies for the longboat, intermittently giving him advice if it comes up naturally in the conversation ("If charged by an angry ant, or other beast, plant your feet like so, and hold your "spear" in front of you - such a stupid creature is likely to impale itself before it ever gets to you."). Occasionally, she just shakes her head and thinks, Poor kid, I've got to keep him close. He's ant food if I ever saw it.

To Kal-Tos: "You may wish to keep your armor by your side but keep if off for the voyage. One bad squall and you'll end up one shiny coin in Besmara's Treasure Chest."


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Condition, Spells, Consumables:

Condition

HP= 14/14
Status= Normal
XP- 100/2000

Prepared spells

0th - create water, light, purify food and drink
1st - animate rope(1), diagonse disease (0), diagonse disease (0),

Special Abilities

Acid Dart(5/6)
Artificer’s Touch (6/6)
Channel Positive Energy (3/3)

Consumables

Ammunition: 19 crossbow bolts
Trail rations: 10

DM Nerk wrote:


Vallen:

Horn'Tos enthusiastically discusses the possibilities for the forge with you, alluding to secret techniques of the early dwarves that could be of great use in this situation.

You are the only one at the spring when the Thayers arrive around midday. There is a general sense of relief around the camp as they set to work pitching their tent, on a high spot, looking over the bay. Before long, they are walking the area, surveying the landscape and making plans. About half the people they had with them in the morning have come, and set to work. A few digging, a few sawing at trees.

They seem to be an inspiration to a few of the others who were up to nothing much, as they approach the workers and talk, and join in.

I meant to say we were scoping out a plot near the stream. Durr. How big is this stream, and how reliable is the flow? We've only been here a day, but it could go bone dry in the summer/fall...

Vallen inspects the stream to see how reliable it could be, and what kind of rock it has in it. He has visions of a small waterwheel to power a grindstone, and hopes to find some grindstones in the stream itself.

Knoweldge Geography: 1d20 + 2 ⇒ (7) + 2 = 9

Horn'tos and Vallen are in a heated discussion about how to properly put the finish on a oak shovel handle, with Vallen gesticulating and pointing to a page in his holy text Hammer and Tongs: Forging and Other Good Works when the Thayers show up. The dwarf pauses his discussion, holding up a hand to Horn'tos, and begins to inspect the scene.

Intrigued by the sense of relief that has washed over the camp, the dwarf realizes the others look up to the Thayers as a source of authority and stability. The dwarf fiddles with a ring at the end of his beard before turning to Horn'tos "Let's table this discussion for now. I'm going to have a chat with the Thayers. Looking at how they're organizing the work around here, I bet they would make fine customers for our forge. I'll return shortly." He leaves his brother in steel, walking slowly up to the Thayers tent, taking a moment to judge the mood of the people around.

He tracks down Sandra Thayer first, but has no qualms about speaking if her brother is present. Vallen gives the lady a small bow of his head, one arm crossed over his chest. "Greetings Sandra Thayer, I am Vallen Silverclasp, a craftsdwarf and a servant of Torag. You are likely acquainted with my sister Jarla Silverclasp. What brings you to ah...Newspring? I heard stories of Thayerport rising on the edge of the beach, did something happen?"

The dwarf was saving his business pitch after he made sure she was in a receiving mood. On second thought... perhaps I should have Jarla do this...


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

His talk with Edmund finished, Gair wishes the others calm winds and good fortune on their journey.

Making his way back to the spring he finds Bern and the others making a last check of their weapons. He nods to them before checking with Hassan to ensure he has the foraging parties well in hand. Offering his assistance in motivating them if needed.

With the settlers ready, Gair joins the scouting party. Putting a hand on Bern's shoulder he nods to the other two, "I'm glad to have you at my side. Lets be on our way, there is a long way to travel and the rain will make slow work of it."


male Dwarf barbarian 3
Cueta Guiding Star wrote:

"Zik, it is a pleasure to have you aboard, and we'll do our best to locate your parents. I'd get you a weapon, but I'm afraid I don't have one that is easily wielded in gnomish hands. We'll take a look around the Harpy and see if we can't find you something suitable for caving in an ant's head! Have I told you of our friend the priest Vallen and his glorious battle?..."

Cueta keeps Zik close, telling him stories as they load the supplies for the longboat, intermittently giving him advice if it comes up naturally in the conversation ("If charged by an angry ant, or other beast, plant your feet like so, and hold your "spear" in front of you - such a stupid creature is likely to impale itself before it ever gets to you."). Occasionally, she just shakes her head and thinks, Poor kid, I've got to keep him close. He's ant food if I ever saw it.

To Kal-Tos: "You may wish to keep your armor by your side but keep if off for the voyage. One bad squall and you'll end up one shiny coin in Besmara's Treasure Chest."

maybe I didn't make it clear that my armour is attached to my pack, not being worn right now.

"it was indeed a glorious finish to our battle with the ants. Truely the gods were with Vallen."


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

sawing at trees with what? I thought there were no tools, and how is Sandra Thayer "keeping spirits up"? We are not naming the place Thayerport Edmunds head is big enough already.

Ben looks Zik over then hands the young Gnome his dagger. Here take this. Don't lose it. I will want it back, and don't cut yourself with it. Welcome aboard

On the long boat Ben and Zik will man one set of oars (one each)and leave the other set to Kal'Tos. Leaving Cueta to steer. Once they get going he says to Zik Tell us your story. How did you end up on this expedition?


Male Half Orc Shielded Champion 3 | HP 39/39 | AC 22(24) T 13(15) FF 19 | CMB +7 CMD 19 | F +5 R +5 W +2 | Init +2 Perception +7

@Gair and scouting party.
Garrak shoulders his gear, seeing Gair, Bern, and the rest of the scouting party ready

"Let's be off then. No time to waste. Wait, is the boy coming with us?"

He gestures at Bern.


Indubitably Never 3d6

Salvagers:

Zik is terribly impressed with the methods of fighting ants, and equally impressed with the dagger, a maniacal glee in his eye as he practices cuts and thrusts. As you set off, he chatters away happily about the rain. And the wind. And the waves. And the clouds. And the trees. And... well, he seems quite entertained by the environment.

"We didn't even mean to come, but Dad had some trouble with the guard and he thought it would be better to get out of Absalom quick. We hid on the Pegasus and stayed hid til they found us five days out. When Dad found out the boats were coming to a new continent, I thought he was going to try to swim all the way back to Aroden's Arch, he was so mad!" he laughs at the memory, and a moment later turns somber as he realizes his parents might be gone.

Explorers:

You have a mostly uneventful day exploring the area, ranging a little farther off than you had yesterday. In the far western part of the hex, a range of low but rugged hills begins, still covered in a thick blanket of trees.

Not much happening.

Vallen:

This stream is barely worthy of the name, maybe 10-20 gallons a minute are flowing now. Not enough to push a water wheel, but enough to slake thirst.

"Newspring?" Sandra says, smiling as she thinks about the name. "Is that what you're calling it? I suppose at some point we'll have to get everyone together and decide what our town is are going to be called. I'm sure the halfling will call for blood if he hears the boys talking about calling it Thayerport, and that great, fat half-orc tried to tell me the spirits named it Gwanananamaland or something like that, in honor of some god I'd never heard of."

"The fact is that Edmund was upset about last night and wasn't really thinking very clearly when he started planning, er, Thayerport," she grins, making a little joke of the name. "That Mwangi woman and the Kellid made some good points about staying together and in the end, I persuaded Edmund that this was the better site, so here we are. I think they're still planning on building a palisade and a sort of great hall where everyone can get out of the elements, but you may have other ideas. It just might be better if you let me speak to Edmund about them. You understand, don't you?"


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Condition, Spells, Consumables:

Condition

HP= 14/14
Status= Normal
XP- 100/2000

Prepared spells

0th - create water, light, purify food and drink
1st - animate rope(1), diagnose disease(0), diagnose disease (0)

Special Abilities

Acid Dart(6/6)
Artificer’s Touch (6/6)
Channel Positive Energy (3/3)

Consumables

Ammunition: 19 crossbow bolts
Trail rations: 10

Vallen nods at the mention of Newspring, hoping that his thick moustache hides the red rising in his cheeks from completely making that name up on the spot. "Oh aye, Newspring. Deep, multiple meanings with cultural significance. Good for a town." The dwarf's nervousness at this informal social interaction disappears at the mention of Ingwe's communication with the spirits, and he lets out a deep, boisterous laugh. "I've seen him! He was placing totems on huts while I was tending to the sick. I've stayed clear of him so far."

Listening to her description of the morning's events without interruption, the priest nods in affirmation again."Oh so Cueta and Gair had words with him? Personally I'm glad we're all here, Torag will be pleased by our budding community. I understand of course, family should take care of family matters." Vallen clears his throat, getting his pitch ready. "Actually, I came to offer you my services as a craftsdwarf. Myself and Kal'tos' brother Horn'tos are accomplished smiths, and are working on putting together a forge. I notice you have a lot of muscle working here, which we could use to put this thing together. So, if we supply your folks with tools and repairs, you could lend us some bodies to see a forge through? In addition to that, I'm an architect, engineer, carpenter, mason... Uh, in short, I'm suggesting a fair exchange of services and goods between us." Torag's mercy, I have to send Jarla over later to make this official...

As a light rain of the evening begins to fall, he huffs and just puts up with it, having no cloak at the moment.


Indubitably Never 3d6

Vallen:

"A forge," Sandra grins. "It is a noble thing, and I think for a dwarf, it may be essential, but I think shelter more essential than a forge, at this point. There are many sleeping under cloaks and scraps of sailcloth, and with this rain...." She shrugs her shoulders.

"I have no objection to an exchange of services, but I do not like this talk of lending bodies. The men and women that work with my brother are not ours to lend. They simply agree that having a roof over our heads would be a good thing, and we are working together to achieve it. I see many men and women who are still recovering from the journey here, perhaps some of them will help with your forge?"

What would you think if tonight, perhaps, we get everyone together to discuss what our priorities should be? There are a hundred people here, after all. I don't see why all should not get a voice in determining our fate."


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Garrak :

Gair nods to the half-orc, "Of course, I promised him a little more excitement that hunting for mushrooms or digging ditches."

He gives Bern a good natured shove, "He's a little quick to draw some times but you'd be hard pressed to find a better warrior among our numbers."


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

It takes Ben a little while to get Zik to work his oar in concert with his own but they eventually get the hang of it.

DM Nerk wrote:
"We didn't even mean to come, . . . he laughs at the memory, and a moment later turns somber as he realizes his parents might be gone.

Ben see's the change in Zik as he realizes there is a chance his parents didn't survive. I know you are hoping to find you folks alive Zik. To be honest I am hoping the same thing, but there is a good chance that no one survived the Harpy's wreck. What ever we find Zik, you have a place with me and my family. We won't leave you alone.

He rows quietly for awhile letting the young Gnome work through his feelings. After awhile he asks How old are you Zik?

What did your family do in Absalom before your dads disagreement with the guard?

diplomacy: 1d20 + 6 ⇒ (8) + 6 = 14


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Condition, Spells, Consumables:

Condition

HP= 14/14
Status= Normal
XP- 100/2000

Prepared spells

0th - create water, light, purify food and drink
1st - animate rope(1), diagnose disease(0), diagnose disease (0)

Special Abilities

Acid Dart(6/6)
Artificer’s Touch (6/6)
Channel Positive Energy (3/3)

Consumables

Ammunition: 19 crossbow bolts
Trail rations: 10

Vallen hmms at her response, folding his arms at his beard. "You're either humble or unobservant, and from our conversation I highly doubt the latter." He sweeps an arm across the camp, at all the people working on the longhouse. "Did you see them before you and Edmund came back? They were sitting around, moping at best. They look up to you and your brother as symbols for a way of life they left behind. Someone to give them purpose and work, tell them how to best spend their time, someone to bring order in their lives. With most dwarves it's hard to keep them from working themselves to the bone in their obsessive perfection, but I am not skilled with motivating humans. They will do what you ask them to do, because there is no one else here who wants the responsibility. Even if you did not mean to achieve it, you have some power here." The dwarf sighs, shaking his head and smiling. "Ah, but I talk too much. Philosophy and conjectures can wait for a hot meal by the campfire. Let us gather tonight as you suggested, and ask the people what their concerns are. A dwarf needs his forge, humans need their longhouse, elves.. ah.. I don't know what those elves want actually. But perhaps we can all work together, eh?" Bowing his head slightly in parting, Vallen bids her farewell until the meeting.

Vallen informs Jarla of their conversation, and asks her if she would handle striking a deal with the Thayers tomorrow, depending on what happens at the meeting tonight.

Ready for the meeting anytime


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

After a wet and uneventful day, Gair turns the scouting party back towards the beach and their camp.

On the way he tries to learn a little of Istiel and her kin, "We see precious few elves in the northern lands. Much of what we know says your people prefer the isolation of your great forest. I know that can't speak for all of you but I admit I am curious what has brought you and the others so far from home?"

----------

Once they reach the camp, all involved are drenched and the kellids at least wary of the coming storm. Gair urges Kyle and his son to get some food and try to find some shelter from the wind and rain, "Perhaps we will find more lively quarry tomorrow. Today they would have sensed the coming weather and found their shelter long before we."

Inviting Garrak and Istiel to follow or leave as they will, Gair searches out first Hassan to see how the foraging went and if any problems arose during the day?

He is glad to find that the Thayers seem to have heeded his advice sometime after he departed. Searching out Vallen he ask after the days events, "It would seem the Thayers saw reason after all. This is good. How have things gone in our absence?"

I'm good to move on to the meeting anytime now.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

As Gair approaches camp, Vallen is in the process of trying to spice some of his ship biscuits using various grasses with little success. He is unwilling to move from under his shelter in the pouring rain, but he sits up straight, beckoning the man inside. "Ah, Gair! An interesting day, certainly... Oh, sorry, yes, the roof is a bit short for you... Ah, most important matter first. I spoke to Sandra, and the Thayers have returned thanks to your advice. It seems Edmund had an idea stuck in his head for a port, but you, Cueta, and Sandra knocked it out of him. We decided that there should be a meeting tonight between everyone present, to discuss our priorities in Newspring." A beat. "Which is what I've started calling this place." A bang of thunder sounds in the distance, causing him to stroke his beard. "If anyone shows up."

"Anyway. Horn'tos and I have decided to begin construction of a forge. It will be difficult to acquire properly treated bricks, but we have our ways." He taps his holy tome, Hammer and Tongs: Forging and Other Good Works "Thankfully I happen to study a religion dedicated to smithing! Ha!" Stopping for a moment, considering his words before addressing the Kellid gravely.

"Gair, might I ask a favor of you? I spent the day treating the sick and wounded among the settlers, and found that Deeshka, Cueta's mother, and a sailor from the ship, both have a disease called malaria. I would be surprised if you've heard of it being so far north, but know the inflicted suffer terrible fevers and pain. On your next exploration, could you look for some specific herbs for me? I've never picked them, or seen them myself, but perhaps you recognize these..." Deploying his chalkboard, the dwarf draws finely shaded renditions of a few plants used to treat and relieve the symptoms of malaria, just as he remembers them from the books.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Gair crouches to avoid the low roof of Vallen's shelter, "Newspring, a solid choice, I approve."

He looks out at the darkening sky, "Perhaps a meeting of all of us would be best held tomorrow? Such a gathering would be difficult in this weather. We should attempt to talk Sandra and Edmund though. We would do well to be on the same page concerning our efforts."

He nods at the drawings Vallen produces, "I'm a little unfamiliar with these herbs but your artistry is quite good. I will do what I can. I imagine Istiel might be familiar with them as well."


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Condition, Spells, Consumables:

Condition

HP= 14/14
Status= Normal
XP- 100/2000

Prepared spells

0th - create water, light, purify food and drink
1st - animate rope(1), enhance water (0), enhance water (0)

Special Abilities

Acid Dart(5/6)
Artificer’s Touch (6/6)
Channel Positive Energy (3/3)

Consumables

Ammunition: 19 crossbow bolts
Trail rations: 10

Night of day two:

Vallen extends the chalkboard to Gair, gesturing for him to take it. "Show this to your elf friend then, and you can take it with you to reference against. Just make sure you bring the chalkboard back in one piece, I'm loathe to use my parchment and ink for anything these days."

When the rain cancels the meeting, Vallen isn't surprised, but he is annoyed he got mud on his boots for nothing.

Day Three, Gozran 4

Blue eyes jolt awake as Vallen wakes in a cold sweat and a parched throat. He breathes out slowly, closing his eyes again for a moment. "Well... at least I always have that dream in the morning. Picking himself up from his blanket, the dwarf shakes off the moisture with mild disgust. Vallen spends the morning with his mirror and shaving kit, trimming his beard and hair.

As Jarla awakes and the camp begins moving, he holds morning prayers for Torag at his anvil, beseeching the god for a productive and safe day. He adds in a little favor, praying for... some sweet, sweet booze. The dwarf touches a pint-sized cup of water, casting Enhance Water to miraculously turn it into honey mead. He offers a drink to the dwarves present, grinning. "Praise Torag! Who else could provide us a fine drink in such a place?" It's not much, but this is the best-tasting mead we're going to have in a long time...

After prayers have finished, he grabs the pint cup, fills it with water, and finds Kal'tos. "Kal'tos! My brother in steel... I have a favor to ask. I know this isn't quite dwarven work, but Gair collected and cleaned a good bit of chitin from those giant ants we fought. I was thinking it would serve well as functional trophies. A suit of scale mail... dwarf sized, of course, and two large shields, about the size of mine, would do. I don't expect you to do this for free! How does a pint of mead sound, eh?" Passing his hand over the cup of water, he presents it to Kal'tos. He promises more mead in the future for the hard work, of course, and assures him the forge is still being worked on, he just needs to get some muscle together for the job.

Stopping by Deeshka and the sailor, Vallen makes sure they are well tended to. He thanks the halflings for looking after them. I think they're looking after them anyway.

Heal: 1d20 + 7 ⇒ (13) + 7 = 20

Walking over to the construction site of the longhouse, he carefully avoids the mudholes created by the rain last night. He meets with Sandra Thayer, giving her the usual greetings- a slight bow of his head. Brandishing a wrapped up piece of parchment, he speaks. "I believe this longhouse will be a service to the community, and I want to make sure it lasts. So as a show of goodwill, let me draw you up a plan for it. We have no room for error if the folks of Newspring will be living in it." Grinning, he remarks to Sandra. "Thayerhouse?

Unless he is rebuffed, Vallen spends the day working with Sandra and Thayer on plans for the longhouse, in a simple, easy to construct, yet rugged design. Got a 14 on the skill check for this.

When his work was finished, he caps his inkpen carefully, proud he kept his hands free of ink. "We should attempt another meeting tonight, weather permitting. I'm eager to hear what everyone has to say."


Indubitably Never 3d6

Day 3

Newspring:

Gaross and Horn'Tos join Vallen and Jarla for the morning's prayers again. After, Vallen offers mead to Horn'Tos, who drinks it down in several fast gulps and sighs cheerfully. He wanders over to the ant chitin, poking and prodding it, and grins. "Aye, I can make something of this," he says.

Deeshka and the sailor are more or less being looked after by the halflings, though the sailor's clothes are soaked through, as though he were left out in the rain overnight. Their sickness seems unabated, and the importance of finding herbs is obvious.

Sandra and Edmund Thayer both appear interested in Vallen's plans, though Edmund is predictably harrumphy about it, and walks out after a few minutes to organize people and get them working on preparing the ground. Fortunately, he is out before Vallen says anything about Thayerhouse.

"Best not say that in front of him," Sandra says, with a knowing grin. "He might think you were mocking him. Or..." she adds, after a beat, "...he might think you weren't."

Looking over the downtime rules again. Your skill check can represent a point of whichever capital you choose, or 1.4 gp. Either way, it is the mechanical expression of Sandra's gratitude for your help.

"I agree," Sandra says. "We should try again tonight. Hopefully there will be no storm to keep everyone under their shelters."

"Thank you for this," she says, gesturing to the plans. "I've no doubt we would have muddled something together, but this is no doubt far superior to what we would have come up with. Edmund will see the sense in it once he's had time to get used to the idea."


Indubitably Never 3d6

Day 3

Exploration:

Following the shoreline to the east, they find that the hills close in nearly to the water several miles from Newspring. The streams cut through the rugged terrain make numerous small landslides, and there is a curious, rotten odor that seems to come from the earth itself. The trees in these ravines are stunted, warped things and there is little undergrowth of any kind.

The explorers take a hit to foraging checks today.

While Bern and Kyle and Istiel are unable to find anything edible, Gair finds a small patch of the herbs described by Vallen late in the day, as they make their way back to Newspring by a different route.

1d20 ⇒ 9
1d20 ⇒ 5
1d20 ⇒ 3

The other foraging parties came up with a meager 5 portions between them, and people start to look worried as they settle down to another evening meal of ship's biscuits and salt meat.


Indubitably Never 3d6

Day 3:

Salvage operations.

Cueta is a wizard at the tiller, and after a long day's study yesterday, the rowers have found a good, steady rhythm that keeps the boat gliding over the waves. Out of the bay, the swells are quite large, and you stay well off shore for most of the day, keeping safe from the breakers that pound the rocky shoreline.

Zip is ecstatic about the waves, but his replies to Ben's and Kal'Tos's questions are brief, as he's working hard to keep pace with his oar.

"We were thieves back in Absalom," he says, without any apparent concept that he shouldn't tell you that. "Dad and Mam were pickpockets, and I was in charge of keeping the loot safe. What we really need here is a good place to hide things."

Late in the afternoon, cutting close to round a point, you spot a floating plank that could only have come from the hull of a ship. Pointing the bow against the current, you soon see other bits of debris, and you push on, rowing hard.

The sun is low in the west when Cueta spots the rocks where the Harpy wrecked. It's a long way off, but it seems as though a sizable portion of the ship sits atop the rocks, relatively intact. You think you can reach it with another hour's rowing, though that will get you there at sunset. Or, there are numerous coves where you can stop for the night.


male Dwarf barbarian 3

"we should get as close to the wreck as we can today and get an early start in the morning. We should keep an eye out for signs of survivors."

Perception check for signs of survivors 1d20 + 7 ⇒ (3) + 7 = 10


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

I think we should put in for the night Ben says when they spot the wreck. We can't risk the rocks in the dark. We can row out in the morning when we have light to see.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Gair studies the stunted brush and sniffs the foul smelling soil carefully, trying to determine what might cause such things?

Knowledge(Nature): 1d20 + 5 ⇒ (8) + 5 = 13

I'll just try this part again.

As they make their way back to Newspring, he tries to learn a little of Istiel and her kin, "We see precious few elves in the northern lands. Much of what we know says your people prefer the isolation of your great forest. I know that can't speak for all of you but I admit I am curious what has brought you and the others so far from home?"

Once back at camp, Gair thanks the others for their help and goes to meet with Hassan once more. Inquiring about the days foraging and any problems he might have encountered?

"Our own party met with similar disappointment. The land to the east of us is sickly, growth is stunted or simply non-existent. I would focus on foraging to our west for now."

I'm curious how many of the settlers are part of the foraging parties? How many are able bodied but neither foraging or working on any of the other projects?

Leaving the qadiran, Gair seeks out Vallen, returning the chalkboard along with the herbs he found, "The images were most helpful. I'm certain you will put these to good use. I only wish our foraging had gone better, we will have to begin ranging farther from the camp if this continues. How are things progressing here? The Thayers seem to be doing well on breaking ground for the shelter."


Indubitably Never 3d6

Kal'Tos, it's much too far to spot survivors at this distance. Remember, it's been 3 days since the wreck, so anyone that went into the water has already drowned or not.

You can get closer tonight, but you'll be getting there around dark. Searching and making landfall along this coast in the dark could be tricky. Even with darkvision, you'd only be able to see a couple of boat lengths ahead clearly, and if you were keeping lookout while Cueta steers, that would only leave the littleuns to row.

Still tricky. I'd put it at DC 20 prof: sailor to land or search for an hour close to the rocks. DC 20 perception from a lookout with dark or lowlight vision to give a +2 to keep off the rocks.


male Dwarf barbarian 3

Kal'Tos only wants to proceed as long as it is safe. No point risking traveling in the dark.

By looking for survivors i ment more in the sense of looking for smoke from a fire or things of that nature, I figured anyone who survived is either on the wreck still or has made their way to shore.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

"Agreed. It is tough to leave that ship so tantalizingly close, but we're no help to anyone locked in Besmara's chest. As we get closer, let's keep an eye out for anyone in the ocean, signs of life aboard the ship, or on shore close by. We'll find a sheltered cove across from the ship and put in for the night."

perception: 1d20 + 5 ⇒ (6) + 5 = 11

Edit: I'm thinking along the lines of Kal'Tos here - we'll go as far as we can with the light and then put up, keeping an eye out for smoke from fires, sails that have been turned into shelter, etc. Anything big and obvious. @ Ben and Kal'Tos: since no spells have been used, same watch as last night?


Indubitably Never 3d6

Gair: sorry I missed your conversation. Got a lot of balls to keep in the air.

Cue Beavis.

Istiel says, "When the lords heard of this voyage, they sent us to join it. We cannot leave our people unrepresented in this land, particularly with encroachment of human nations constantly eroding our borders."

Hassan shrugs his shoulders, not terribly concerned. "We found wild berries and roots that'll help fill some bellies. There's plenty of game out there to the north and west, it just eluded our hunters today."He recognizes that the rolls were bad, essentially.

Apologies again for brevity. I'm short on time.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

No worries, you really do have a lot going on with this campaign. We all appreciate the effort!


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

perc: 1d20 + 7 ⇒ (11) + 7 = 18 to spot a good cove to stay the night in


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Vallen sighs when he finds the sailor drenched through, shaking his head. Either the halflings were unconcerned about moving the biggun into shelter, or the poor man has been sweating more than a pig on a spit. Both are bad. Making sure the man is out of the elements at least, he mutters a small prayer to Magrim, god of the Dwarvern afterlife, to reinforce the sick one's souls so they may last a little longer.

At the longhouse construction site Vallen was about to be grated to the point of saying something when Edmund decides to leave on his own. Chuckling heartily at Sandra, he nods. "I'm only here to give him good ideas..." Nodding at her over the plans, he smiles between his dark golden beard. "It's my pleasure. Once it's built he'll recognize the fine dwarven engineering as well, I can guarantee!" Gathering his belongings, the priest makes his way out. "I'm going to make some progress on the forge, a builder's work is never done in a town with no buildings. Fare well until the meeting tonight."

Thankfully Gair walks up to his camp around the same time as him. Lifting a palm to hail the rugged ranger, he places his belongings in a chest while listening. Taking the chalkboard and excitedly herbs, the dwarf seems very pleased. "You found them! I don't know if a goddess of nature is watching over you or you're the best damn ranger in this camp, but you are literally a life saver." He starts to make a fire to dry, crush, and steep the herbs and so he can administer them as a tea the next day. The news of a lack of food only seems to dampen his spirits a little, making a mental note that food should be addressed at the meeting tonight.

"The Thayers are making good progress on a longhouse. I spent most of the day advising them and drawing up plans to help out- Edmund was being a whole keg of sour beer but Sandra was very grateful. I'm planning on starting to construct a forge by the stream tomorrow. But before that..."

Taking out a piece of chalk, he wipes off the pictures of the herbs and starts to write in neat common, pausing to poke the fire now and then. "Another meeting is going to be called tonight. I was thinking of issues we should address. First off is food... There are a lot of hungry mouths here, and we only have enough for a day or two when the ship pulls out of the bay. More people are going to have to go out there and hunt. What are your concerns?"


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

The hunter inclines his head as Vallen takes the herbs, "I am glad I could be of help. Let me know if there are others you require?"

Gair nods, "Excellent, a forge will provide us with much that we need. I will talk with Hassan and see if we can find you some hands to assist your efforts?"
Just fluffing my own capital contributions :)

He considers the coming meeting for a few moments before responding, "We can agree on the food, meeting with poor luck as we have today might spell our doom once the Lillend departs. These men and women are not hunters like my people, they know fields and tilled earth. Still, little by little our stores are growing. Hopefully we might find another windfall like we did the day we landed. I will see if we can set more hands to gathering as well. Perhaps have some look for seeds to plant rather than immediate food?"

"Beyond that, I have a mind to continue scouting, see what the land around us has to offer?. More than anything I wish to hear our common concerns. Ensure that we all understand each others' needs and goals so we do not work against each other."

Earlier with Istiel :

Gair's face takes on a regretful look, "Be glad it is only the encroachment of men at your borders. There are worse fates for ones home..."

Would Istiel be able to give me a hand with the Knowledge(Nature) check? She seems like one that might have ranks in it.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

After speaking with Vallen, Gair takes his leave and goes to find the Thayers, hoping to talk to the both of them privately before the meeting.

He surveys the progress of the longhouse, "Things are progressing well, my congratulations. I was hoping we might speak before the meeting tonight? I am brother to my chief Dwyn Saberslayer, such gatherings as the one tonight are well known to me. I would share our own concerns now. The more of us who are of one mind on issues, the more they are likely to be heard. Such is my experience."

"My main worry is about our food. Soon the ship will leave us and it will fall to us to find sufficient food to sustain our numbers daily. Something we have thus far failed to achieve. As you have mentioned before, most with us are farmers first, not hunters. Still, for the moment farming is beyond us. We need to convince as many as we can to aid in the foraging parties. I was thinking we could set some to finding seeds we might plant? With the dwarves working on a forge, we will soon have the tools needed to work the land efficiently."

"What concerns would you bring before our assembled numbers in a few hours?"

Edit : I really hate that Ben guy. He's so annoying!


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

That night while they sit around the fire eating Ben asks What do we make a priority to take back? I know we need to salvage as much as we can but what do we take back on this first trip? We won't be able to take everything.

We have so many needs food, shelter, tools. I want to make sure we take some of the sails back. We turn them into tents if we don't find any. If it rains like it did yesterday a lot then we will need better shelter or people will start getting sick. . . . what do you think Zik? Your opinion matters as much as anyones.

perception: 1d20 + 7 ⇒ (1) + 7 = 8 for turn on watch


male Dwarf barbarian 3

"I honestly hadn't thought of sails, rope could also be helpful but after any survivors we may find, I think seeds are first. We need to get planting food as soon as possible and having proper seed will greatly aid that. Any tools we find should also be taken. If the gods have truly been kind then we may have another longboat to use. And metal items, even if we cannot use them my brother, Vallen and perhaps others can melt them down to make more useful tools. Raw metal will be at a premium in the coming weeks."


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

If the wreck is stable we will be able to make multiple trips and strip the whole thing Ben pauses for a moment.
You know we are likely to find bodies in the wreck tomorrow. Will you be okay with that Zik?


male Dwarf barbarian 3

"ideally what we cannot return with from this trip can at least be transported to shore and stored somewhere. That way if the wreck moves all items of value have been removed."


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Cueta takes a drink from her waterskin and stares into the deepening shadows as twilight turns to darkness. "If there are weapons and armor, we should take some. A bunch of farmers with sharpened sticks will do nothing against a group of well-armed locals who know the land around them. We should also probably start training a militia, or at least a group of guards. But that's for later. Tomorrow, let's get everything not nailed down off that damned ship, and take the choicest bits home.

We may also want to think about what can last a week to come back for and what can't, and what is easily hideable, or even buryable, if we have the time. If there is another boat, what do we do with it? Just tie it up? If there were survivors they may have taken the longboat to shore - another thing to keep an eye out for.

@DM Nerk, how big, roughly, are these longboats? Would one be possible to drag up into the scrub and hide, if it were intact and on/near the Harpy?

perception, night watch: 1d20 + 5 ⇒ (16) + 5 = 21
[dice=handle animal, "Watcher, guard!"]1d20+5[/dice]
weather forecast: 1d20 + 5 ⇒ (1) + 5 = 6


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Watcher cocks his head and looks at Cueta, turns around in a circle a few times, and goes to sleep.

DM Nerk, I rolled a perception check earlier for Watcher, and am trying to post with him to remind me that he is there. However, it occurred to me that I should probably ask you if you wanted to play him. Sorry to just be asking now - I'm used to PCs taking their companions/familiars/mounts/etc. actions.


Indubitably Never 3d6

OK, does anyone else see the dog talking ooc or am I finally losing it?

You should feel free to play him, though I will feel free to hijack him if I feel he's not being treated as a dog. Watcher is not a class feature or anything like that, but a possession, correct?

Gair: You're such a racist. "Oh,she's an elf, she must have knowledge: nature..." I'm kidding, but have you seen the skill list for warriors?

Thayerport:

"Brother of a chief?" says Edmund, looking at Gair at if reassessing him. "So you must be the son of a chief as well. Maybe not so different, after all."

"I think you're quite right about the need for us to send people foraging. To be honest, I haven't wanted to push people. After such a horrible journey, it seemed kinder to let them mourn, but you may be right. Our position here is precarious at best. Seed would be ideal, of course, but whatever can be found will help." He looks at his sister, who is listening but has not spoken yet. A moment passes before she looks up and nods.

"Certainly someone should be gathering food," she says. "That is something we all agree on. Will you take the lead on that, Gaer?" she manages to mispronounce your name, very slightly. "You seem more familiar with the wilderness than either of us, and you know what to look for."

"I'm also concerned about building," she says. "It seems that the dwarves intend to build a forge, and while I agree that would be extremely useful, I wonder if it should be our first priority. We've been thinking of building a shelter. Most of us are accustomed to living for long periods of time under scraps of fabric."

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