The_Ninja_DM's Road to Kasai

Game Master Spiral_Ninja

A Jade Regent pbp: adventure, romance, and (maybe) comedy and music.
campground confrontation


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"My onee-sama senses were tingling."


DM Ninja/infinite

Everyone finishes their shopping and those who have no other place to stay gather back at the Rusty Dragon.

Ameiko spends the next few days preparing for the trip, working with her elder half-sister and with Bethana to cover the Glassworks and the tavern while she's gone.

If anyone else has anything they want to do, let me know, otherwise, we'll start the trip tomorrow.


Male Vudrani Human Cleric (cloistered) 3 AC17; Init/Perc: +9T; HP 27/27, F: +8E/R: +6T/W: +11E

Are Ameiko and company good with hiring the wainwright and driver that Ikshvaku and Mai talked to?


Yes

Sandru reviews your purchases and hires when he returns, then speaks to all of you privately before you leave. "I'm a little suspicious of these two, but I'd rather have them where we can keep an eye on them. Better the threat we know, as the saying goes. Also, while in Magnimar, I learned that there's been reports of raids by a legendary bandit, one Ranulfr the White, returned after years...or someone using his name. We'll need to keep an eye out on the road."


Male Human Cavalier L6 | AC 23 (T10F23) CMD21 | HP: 74/74 | Saves: F8 R3 W3 | Percep +1 | Init +1 | Challenges: 1/2| Condition: Bless, Prot frm Evil +2+2 || Avalanche AC25 | HP 72/72

"What? A single bandit? He will be fortunate if we do not meet." Sir Alfric grins at the thought.


Male Vudrani Human Cleric (cloistered) 3 AC17; Init/Perc: +9T; HP 27/27, F: +8E/R: +6T/W: +11E

Ikshvaku is not so confident. "I have seen single warriors capable of fighting dozens, and if you do not believe me perhaps you should visit the House of Blue Stones." He grins. "Or spar with my mother, yes?"


Elf Arcanist (Occultist) 1 | AC: 12 (t 12, ff 10) | HP: 7/7 | Fort +0, Ref +2, Will +4 | CMB -1, CMD 11 | Init +6 | Perc +9

Fibek is ready to depart with the caravan. Rather than stress out about the arrangements, he lets Sandru handle the caravan.

He asks the caravan master:
"Is there anything I can do? Any trade goods we can buy that may be of value where we are going?"


Male Human (augmented) Gestalt Soulknife / Inquisitor 2; AC(armored) AC19/t11/ff18; Init+5* Perc+9; F+3+/R+4/W+7

Braydon enters from the guest rooms, stretching and still groggy..

"I placed my gear on the wagon last night. I hope that is no trouble. There are some fragile items, but they are well-wrapped."

Braydon listens for a moment.

"I am thinking we can..handle most bandits, even a legendary one. If for no other reason..than we are many, and have magic..to assist us. Besides..", Braydon grins, "..ALL bandits think..they are legends."


"The White Wolf? It's been nearly 25 years since I heard that name. Perhaps a son? How big is his following?"


"The reports vary. At least 20, based on multiple attacks. They're also taking prisoners, so it may be a slaver group playing off the name."


Male Vudrani Human Cleric (cloistered) 3 AC17; Init/Perc: +9T; HP 27/27, F: +8E/R: +6T/W: +11E

Anyone have Knowledge (Local) to find out more?


Male Human Cavalier L6 | AC 23 (T10F23) CMD21 | HP: 74/74 | Saves: F8 R3 W3 | Percep +1 | Init +1 | Challenges: 1/2| Condition: Bless, Prot frm Evil +2+2 || Avalanche AC25 | HP 72/72

Knowledge:Local: 1d20 + 5 ⇒ (7) + 5 = 12


Know(Local): 1d20 + 5 ⇒ (15) + 5 = 20


Elf Arcanist (Occultist) 1 | AC: 12 (t 12, ff 10) | HP: 7/7 | Fort +0, Ref +2, Will +4 | CMB -1, CMD 11 | Init +6 | Perc +9

"I look forward to meeting a legendary bandit. I am sure a legendary bandit would be well mannered."

Fibek looks around for Shalelu.
"Do you recommend any specialty arrows. I purchased some thistle arrows at one gold each. They seem expensive, but may be worth it."


DM Ninja/infinite

Mai:
Your teacher mentioned this 'White Wolf' describing him as a strong, albino Ulfin probably driven out due to his condition, which she thought explained his viciousness.

Sir Alfric, you can't recall anything specific about this bandit leader.

As for cargo and trade goods; they are broken down into the following four categories:

1: Standard trade goods:
Standard trade goods are divided into classes: 10 gp (x1), 50 gp (x5), 100 gp (x10), and 500 gp (x50). Multiply the Resolve roll with the value in the brackets to get the actual sales price.

Note: You can only sell trade goods in a community up to its base value, no matter how many traders you have or how much the trade goods are worth.

2: Special trade goods:
Special trade goods include, but are not limited to; expensive jewelry, art items, black powder, masterwork items, goods worth over 500 gp, and magic items.

3: Passengers:
Paying passengers are people that are interested in traveling in the same directing as the caravan but are unwilling to risk traveling alone.

4: Transport Service:
People who need something transported to the caravan's stated goal (or somewhere along its route) would be willing to pay for the service.

Given the true goal of the expedition, Sandru recommends only using categories 1 & 2, in a 75/25% breakdown.

Once everything is packed and ready, the caravan heads out. Two day's travel takes you to the Windsong Abbey, arriving just before evening falls. After a good night's rest in the Abbey, you set off on the next leg, heading toward Galduria. Sandru assures you that this leg of the trip should only take three days.


"The 'White Wolf' is a strong, albino Ulfin, who was likely driven out due to his condition."


DM Ninja/infinite

Cargo issue:

Cargo units are noted as being equivalent to bags of holding:
Bag of Holding (type I): 1 cargo unit
Bag of Holding (type II): 2 cargo units
Bag of Holding (type III): 3 cargo units
Bag of Holding (type IV): 4 cargo units
Portable Hole: 5 cargo units

Therefore each is equivalent to the following volume/weight:
1 unit: 250 lbs./30 cubic ft.
2 units: 500 lbs./70 cubic ft.
3 units: 1,000 lbs./150 cubic ft.
4 units: 1,500 lbs./250 cubic ft.

A single cargo unit of stores is equivalent to 10 units of provisions.

A single cargo unit of trade goods would consist of a combination of metals, spices, cloth, wood, salt, and such.

Cargo capacity:
supply wagon: 10 CU
covered wagon: 4 CU
fortune-teller's wagon: 4 CU
chuck wagon: 4 CU

Last Edit: With 2 covered wagons, 1 supply wagon, 1 fortune-teller's wagon, and 1 chuck wagon you have 26 cargo units available. Sandru will recommend that at least half of them be caravan supplies.


Male Vudrani Human Cleric (cloistered) 3 AC17; Init/Perc: +9T; HP 27/27, F: +8E/R: +6T/W: +11E

"If we take that mix of standard and special trade goods, we may if necessary draw on the caravan's supplies ourselves. I concur with Sandru."

The first night out from the Abbey, Ikshvaku broaches a pair of questions over the evening meal. "Will suspicions be raised if we pass through Galduria without pausing to do a little trading? And Mistress Koya, are you planning to speak with anyone at the Twilight Academy? There are rumors of skilled Harrowers at that school, yes?"


"I would like to. My mother was in occasional communication with the monks and priests, though they have grown rather insular of late. And, if they are wiling, perhaps we can ask to examine their records, to see what information they may have on our ultimate goal."


Elf Arcanist (Occultist) 1 | AC: 12 (t 12, ff 10) | HP: 7/7 | Fort +0, Ref +2, Will +4 | CMB -1, CMD 11 | Init +6 | Perc +9

"I thought we would by a ballista, but we can trade our way up to it and wait till we earn some money first."


"I like durable arrows, they can save you some gold in the long run. Distance and flight arrows are nice, too, for that opening shot."


Male Human Cavalier L6 | AC 23 (T10F23) CMD21 | HP: 74/74 | Saves: F8 R3 W3 | Percep +1 | Init +1 | Challenges: 1/2| Condition: Bless, Prot frm Evil +2+2 || Avalanche AC25 | HP 72/72

Sir Alfric devotes time to preparing Zephyr for the journey. Bathing him, getting him new horseshoes, brushing him down, properly fitting his saddle, bit, bridle and barding.
Setting out with the caravan, Alfric splits his time evenly acting as a Scout with Shalelu and a Guard around the Caravan.


Male Human (augmented) Gestalt Soulknife / Inquisitor 2; AC(armored) AC19/t11/ff18; Init+5* Perc+9; F+3+/R+4/W+7

As described, it looks like I've got 1 100gp unit of glass 'artwork', 1 50gp unit of glassware, and 4 10gp units of edible packing foam (sea salt) (increases cost by 1gp, to 190).

Braydon will help the caravan prepare, with general labor, while shooting furtive glances are both Ameiko and Sandru, but refusing to meet the gaze of either.


DM Ninja/infinite

Shalelu pulls Ameiko and Sandru aside during the preparations, and spends some time in discussion with them, all the while shooting glances at Braydon.

Sandru looks shocked, argues briefly, then shrugs and goes back to his preparations, though he does seem to be keeping a closer eye on Braydon now.

Ameiko looks surprised, then amused, as she studies her friend's reactions.


DM Ninja/infinite

Sandru will approach Braydon at some point that first night out. "You had better be on your best behavior. I know how to deal with your kind. I've got my eye on you."

[note: you folks can interact in any way you want, but I want to try to move on, so...]

On the first day out from the Abbey, you find yourself driving through sparse forest terrain.

Perception DC 20:
You spot 3 goblins lurking behind trees next to the road


Male Human Cavalier L6 | AC 23 (T10F23) CMD21 | HP: 74/74 | Saves: F8 R3 W3 | Percep +1 | Init +1 | Challenges: 1/2| Condition: Bless, Prot frm Evil +2+2 || Avalanche AC25 | HP 72/72

Perception: 1d20 + 6 ⇒ (11) + 6 = 17


Male Vudrani Human Cleric (cloistered) 3 AC17; Init/Perc: +9T; HP 27/27, F: +8E/R: +6T/W: +11E

Ikshvaku makes a point of approaching Braydon after Sandru's comment. "Do not listen to him. He has not fought by your side, and does not know your true character."

Perception check: 1d20 + 7 ⇒ (8) + 7 = 15


Male Human (augmented) Gestalt Soulknife / Inquisitor 2; AC(armored) AC19/t11/ff18; Init+5* Perc+9; F+3+/R+4/W+7

Braydon replies to Vak with, "I am not.. saying anything, he is our guide and.. our ally. I am merely glad someone whom he trusts told him.. which is why I..did not. Although I do know how I.. could enrage him, I do not see.. a point to it."

Perception: 1d20 + 9 ⇒ (10) + 9 = 19

Although the direction of the wind would change that roll [Scent]


Elf Arcanist (Occultist) 1 | AC: 12 (t 12, ff 10) | HP: 7/7 | Fort +0, Ref +2, Will +4 | CMB -1, CMD 11 | Init +6 | Perc +9

Take 10 for 23 perception if allowed.

Fibek is on alert.
"Those goblins are hiding there."
Fibek communicates his findings telepathically with Shalelu.

He thinks of the goblins positions and warns her. He is obviously not concerned, knowing her reputation as a goblin hunter.


DM Ninja/infinite

@Fibek: I'm assuming the scouts are always taking 10.
@Braydon: yes, you can use scent.


Male Human (augmented) Gestalt Soulknife / Inquisitor 2; AC(armored) AC19/t11/ff18; Init+5* Perc+9; F+3+/R+4/W+7

To the caravan in general, Braydon says, "I smell..the scent of..gob..goblins, but I can't pin-point them. They're not..close by."


Male Human Cavalier L6 | AC 23 (T10F23) CMD21 | HP: 74/74 | Saves: F8 R3 W3 | Percep +1 | Init +1 | Challenges: 1/2| Condition: Bless, Prot frm Evil +2+2 || Avalanche AC25 | HP 72/72

"Goblins eh?" Sir Alfric muses.
He turns and rides back to Sandru.
"There are Goblins about Sandru! Shall we try to go around or press on through?"


"If the Goblins attack it would make for great practice and we could see any easy weak points in the caravan."


Male Vudrani Human Cleric (cloistered) 3 AC17; Init/Perc: +9T; HP 27/27, F: +8E/R: +6T/W: +11E

"That depends entirely on how many there are, yes? If they have any more of the fireworks they could do damage to the wagons before being driven off. Mai, since you and I are faster than any goblin, perhaps we should scout; if the goblins show themselves, we can either lead an attack or retreat out of harm's way if there are too many."


Perception: 1d20 + 6 ⇒ (4) + 6 = 10

Shaleleu nods, then looks toward where the rest are pointing.

"&^#@ goblins."

As she pulls out her bow fire, one of the trees ahead crashes down onto the road ahead, blocking it.

Who is riding at the front of the caravan? Check the map and place yourselves. Note the Chuck wagon is 4th and the last covered wagon 5th and are not on the map currently, but would be spaced the same.

As the tree falls, a small figure tosses something into the square directly in front of the grey horse pulling Wagon a.

Note: if anyone needs me to grid the map, let me know and I'll try to get it up this evening.


Elf Arcanist (Occultist) 1 | AC: 12 (t 12, ff 10) | HP: 7/7 | Fort +0, Ref +2, Will +4 | CMB -1, CMD 11 | Init +6 | Perc +9

Fibek casts and magic armor appears on his cat.
Mage armor on Goldilocks


"Scouting them out is not a bad idea, though I would not mind giving them a good scare."


Male Vudrani Human Cleric (cloistered) 3 AC17; Init/Perc: +9T; HP 27/27, F: +8E/R: +6T/W: +11E

Ikshvaku is on the left of Koya's wagon, keeping an eye on her as promised.


Male Human (augmented) Gestalt Soulknife / Inquisitor 2; AC(armored) AC19/t11/ff18; Init+5* Perc+9; F+3+/R+4/W+7

Braydon'd be in the chuck wagon. Horses don't react badly to him, as a rule.


Male Human Cavalier L6 | AC 23 (T10F23) CMD21 | HP: 74/74 | Saves: F8 R3 W3 | Percep +1 | Init +1 | Challenges: 1/2| Condition: Bless, Prot frm Evil +2+2 || Avalanche AC25 | HP 72/72

Sir Alfric would be riding about ten squares in front of the lead wagon at a walking pace. At the crash of the tree he would pull a tight circle and gallop back, calling a probably unneccesary warning.


DM Ninja/infinite

OK, slight change of action here: As Sir Alfric rides back toward the fallen tree, a female goblin off to the side of the road tosses a thunderstone into his path.

DC 15 fort save for you and Zephyr, please, Sir Alfric.


Male Human Cavalier L6 | AC 23 (T10F23) CMD21 | HP: 74/74 | Saves: F8 R3 W3 | Percep +1 | Init +1 | Challenges: 1/2| Condition: Bless, Prot frm Evil +2+2 || Avalanche AC25 | HP 72/72

Sir Alfric Fort save DC15: 1d20 + 6 ⇒ (1) + 6 = 7
Zephyr Fort save DC15: 1d20 + 6 ⇒ (20) + 6 = 26


DM Ninja/infinite

Well, Zephyr's fine...you, however, are now deaf for 1 hour.

A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.


Male Human (augmented) Gestalt Soulknife / Inquisitor 2; AC(armored) AC19/t11/ff18; Init+5* Perc+9; F+3+/R+4/W+7

"Sounds..like they still have..some fireworks."

Braydon will prepare for the upcoming fight by summoning his armor and weapon.


"That might have been a thunder stone and not a firework, as fireworks tend to have a shreak or hissing sound before they go off."


Male Human Cavalier L6 | AC 23 (T10F23) CMD21 | HP: 74/74 | Saves: F8 R3 W3 | Percep +1 | Init +1 | Challenges: 1/2| Condition: Bless, Prot frm Evil +2+2 || Avalanche AC25 | HP 72/72

The crash of the Thunderstone nearly made Sir Alfric fall out of his saddle; but despite having his bell rung, he maintains his seat and rides to the attack.

Lance attack: 1d20 + 5 ⇒ (8) + 5 = 13 for a possible 1d8 + 4 ⇒ (6) + 4 = 10 piercing damage.


DM Ninja/infinite

Sir Alfric misses the small figure, and she (?) gives a whistle and turns to run into the woods, followed by at least two more small figures abandoning stealth and running into the woods.

Do you choose to pursue?

scent:
There are definitely more than three goblins around, in the direction the group here fled towards.

Int 15:
It almost seems like they want you to follow them.


Male Human Cavalier L6 | AC 23 (T10F23) CMD21 | HP: 74/74 | Saves: F8 R3 W3 | Percep +1 | Init +1 | Challenges: 1/2| Condition: Bless, Prot frm Evil +2+2 || Avalanche AC25 | HP 72/72

Int check: 1d20 + 1 ⇒ (11) + 1 = 12

If the woods are open enough for Zephyr, he will pursue. Otherwise he will return to the caravan.


Male Vudrani Human Cleric (cloistered) 3 AC17; Init/Perc: +9T; HP 27/27, F: +8E/R: +6T/W: +11E

With the proviso that I didn't look at the spoiler, in case there's something germane there:

Not realizing that Alfric has been deafened, Ikshvaku calls out to him, "Do not chase them! That is what they want!" The Vudrani concentrates for a moment and an ornate two-handed sword appears in his hands. "Braydon, help me clear the tree out of the way."

INT check: 1d20 + 1 ⇒ (2) + 1 = 3


Male Human (augmented) Gestalt Soulknife / Inquisitor 2; AC(armored) AC19/t11/ff18; Init+5* Perc+9; F+3+/R+4/W+7

Int check: 1d20 + 1 ⇒ (2) + 1 = 3

"I..I smell a lot.. lot more goblins. DON'T FOLLOW!"

Braydon will focus his will and form his blade and armor before moving to assist with the tree.

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