The Silver Shields Return- Group White (Inactive)

Game Master TheNine

Need something investigated, explored, or delivered with minimal fuss and maximum protection? Hire the Silver Shields today!

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Team White Map
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Male Human (Ulfen) Fighter 2 (Viking) | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: +5, CMD: 17 | F: +5, R: +3, W: +3 | Init: +3 | Per: +2, SM: +1 | Speed 30ft | No Spells | Cold Resistance 2 | Active conditions: None.

"Whom else is meant to be on board? So we can identify trespassers and stowaways?"


Human Cleric 2 HP:13/13 AC:17/9/17 Fort:3 Ref:-1 Will:8 Current effects:

"Perhaps those would be better questions for the captain? Thank you my dear for escorting us to the ship. Safe travels back to your offices. Now let's see if we can't find that captain."

Did we actually get told the name of the captain?


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Rav eyes the ship askance. "Why it floating in water? Someone forget bring back on land after washing in river?" He wrinkles his nose at it. "Not very sturdy, sides no very well armored. No metal sheets, no heavy thick beams. Look like could burn it really easy." He winkles his nose and sniffs a few times. "Smell like pitch. Burn really good, like black rock in fire. No think that very safe thing to ride on. Rav think Rav will walk by 'ship' and let others ride inside. Bet walking easier than riding and all the bumps on the road anyway."


"oh dear thats right, Captain Loryn is in charge of the ship. Half elven fellow, keeps his dark hair cut short, He should be easy to spot."

The girl offered helpfully before finally leaving. She was correct, within a matter of moments you spotted the half-man quietly talking to an older greybearded fellow near the cranes base.


Male Human (Ulfen) Fighter 2 (Viking) | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: +5, CMD: 17 | F: +5, R: +3, W: +3 | Init: +3 | Per: +2, SM: +1 | Speed 30ft | No Spells | Cold Resistance 2 | Active conditions: None.

"Thank you, miss. We will take it from here."

Gudleifr approaches the half-elf, and speaks clearly but not overly loudly.

Who knows who is listening?

"Captain Loryn? I am Gudleifr Hervardr of the Silver Shields, with some of my colleagues. We are here on protection detail."


Hunter 2 HP 18/18 Init +7, Perception +8, AC 18, Longbow +6, Longsword +3

Kelisa lowers her voice to Rav as Untari trails behind them " You should have ridden them from my homeplace. They are smelly sometimes, and the men get strange things like saying land ho. Even stranger is this thing called grog. It is tasty but also makes your head hurt."


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Rav looks up at the drow, and nods. "Vent Brain. Back home, be vents that spew smoke and smell bad. If breath too much, head go funny, see things, giggle a lot. If spend too much time near, blood start spewing out nose and drown in blood, all while giggling hysterically. Pitch in boat probably cause Vent Brain in people who spend too much time on ship."


Male Human (Varisian) Warpriest of Saranrae 2, HP: 19/24, AC: 18*, FF: 17*, Touch: 13*, CMB +5, CMD 16, Fort +5, Ref +1, Will +6, Fervor 1/4

His new goblin companion had seemed far more intelligent when they first met and worldly... but not so anymore. Perhaps it had just done it's best to imitate someone around their superior... he still seemed sincere.

Scarab Sages

The captain turned and his eyes seemed to go a bit wider as his smile grew taking you all in. He paused for a moment to inspect Ravboom with his eyes a bit longer than the others but he said nothing instead rung his hands together for a moment almost like he wiping something off before he offered his hand and forearm to Gudleifr.

"Oh good, word along the docks has been.... nervewracking. Im sure the crew will feel better knowing we have trained professionals on this journey. Miss Dalbreth hadnt mentioned too much about you, I dont suppose any of you have practice or skill in using a catapult? Ballistaes?"

He begen turning and motioning for you all to follow after any shaking of hands. He lead you straight to a gangplank leading to the ship that had rope guides strung along just in case. It was clear the boat itself wasnt built for fighting at all. It was wide and open, but what you did see now that you were on the ship was what looked to be a newly installed Ballista in the bow and a small but sturdy looking small catapult in the aft end.

"We dont have much in the way of berthing here on the vessel, but ive informed some of the men to set up extra hammocks in the hold. Its a boring shipment of wood so you dont have to worry about upsetting anything down there. I can have a sailor give you a quick tour, we are getting close to being able to get underway so i have things to attend to."


Human

"Yes, a tour would be nice."


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

"Yes, show where food is. And torches. Torches always very important." Rav says with a sage nod. "Also fire pit, if have one. Fire pit always very important. No have horses right? If do, can help kill if need."

Bluff: 1d20 + 8 ⇒ (7) + 8 = 15

Figure new person, need to do a bluff roll instead of taking 10


Male Human (Varisian) Warpriest of Saranrae 2, HP: 19/24, AC: 18*, FF: 17*, Touch: 13*, CMB +5, CMD 16, Fort +5, Ref +1, Will +6, Fervor 1/4

"I'm afraid I have no great experience with such large weapons. Do you think they'll be needed on this journey?"

Siege engines fall under an exotic weapon proficiency I think


Male Human (Ulfen) Fighter 2 (Viking) | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: +5, CMD: 17 | F: +5, R: +3, W: +3 | Init: +3 | Per: +2, SM: +1 | Speed 30ft | No Spells | Cold Resistance 2 | Active conditions: None.

"Nor I. Except for seeing them from a distance doing their work on battlefields."


Human

"For a merchant vessel this ship appears well armed."
Zinar comments to the guide.


"Cholly come give these folks a tour of the ship. Avoid My Quarters if you would, our guest is well in a foul mood."

The captain called to an older looking fellow. He turned and tossed a half salute to the captain shufling over. When he closed you could see he was an old half orc, dark sallow skin and just wisps of white hair sticking out under an old ratty stocking cap.

"Oi there folks, welcome aboard. You them venturer's captain said we would be having aboard? Hope we dont need ye."

He began making a motion for you to follow him torwards the front of the ship.

Near an open doorframe with stairs leading down into the ship he paused tilting his head and leaning in closer to get a better look at you Ravboom. You could see his left eye was just starting to get milky with age.

"Oi! A goblin? He's with you? Ne'er thought i'd see the day. No horses aboard this trip. You some sort of cook? only fire's in the galley, I'll show ye weres its at. Though Cooka don't like folk bothering her."

He started to turn around then stopped realizing he could just answer all of your question so far right now.

"Captain said the new owner of the lines wanted better protection of 'er ships. Sposed to be some sort of hobgob's attacking ships on this river recently. Them other ships were helpless, no fighter's aboard the crew no weapons. Maybe this'll help..."

He finished with a shrug leading you down the narrow stairs to a small hallway. He moved along the port side and began to head back aft.

"Aboard this here ship we usually head back aft here on the port side, and head to bow on the starboard side. It's a tight space, keeps us from running over one another."

He explained as you passed through a narrow hall into a large open cargo area were you could see stacks of cut timber stacked neatly along pallets. In the far corner you could see a series of 3 hammocks on the port side of the ship strung along corners of the cargo hold, there were three more along the starboard corner.

"Any questions so far?"

He asked quizzically.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Rav doesn't respond to the old man's comments on goblins, putting it down to typical longshank idiocy and racism*. As the tour begins, he counts his paces along the walkways, and eyes the walls, as he would do in an old ruin or cave network, looking for places where there's undefined spaces (usually hidden storage areas or passages, in this case, looking for smuggling spaces).

Kn(Dungeoneering): 1d20 + 8 + 1d6 ⇒ (11) + 8 + (3) = 22

*:

Yes, he's being racist in his response to racism.


Male Human (Ulfen) Fighter 2 (Viking) | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: +5, CMD: 17 | F: +5, R: +3, W: +3 | Init: +3 | Per: +2, SM: +1 | Speed 30ft | No Spells | Cold Resistance 2 | Active conditions: None.

"Tell us about the hobgoblin attacks. What do you know?"


Hunter 2 HP 18/18 Init +7, Perception +8, AC 18, Longbow +6, Longsword +3

Kelisa frowns slightly, but notes that her companions have already started to quiz about the questions needed. The only one left to her is, " Who knows you go this route? Is there a way to go faster or slower? If one always takes the same routes, it is easier to ambush at set times."


Male Human (Varisian) Warpriest of Saranrae 2, HP: 19/24, AC: 18*, FF: 17*, Touch: 13*, CMB +5, CMD 16, Fort +5, Ref +1, Will +6, Fervor 1/4

"If the ambushes are on the same stretches of river we should make sure to pass there during the day. Night time would hamper us far more than any hobgoblins."


"Eh? I dont know much, just the rumors floating bout the crew. Captain warned us about some hobgoblins on the river North of Macridi. Said two boats had been hit. The first boat surrendered and after taking all the wood aboard they burnt it down. The second boat well it just disapeared."

He paused peering above his head to the upper decks for a moment as if he heard something then shaking his head slightly he focused back on you all.

"We didnt see any signs of hobgoblins on the trip down, though we may have passed the point of the attacks at night, we didnt stop dangerous as that can be at times."


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)
Ravboom wrote:

Rav doesn't respond to the old man's comments on goblins, putting it down to typical longshank idiocy and racism*. As the tour begins, he counts his paces along the walkways, and eyes the walls, as he would do in an old ruin or cave network, looking for places where there's undefined spaces (usually hidden storage areas or passages, in this case, looking for smuggling spaces).

Kn(Dungeoneering): -> 22


Ravboom wrote:

Rav doesn't respond to the old man's comments on goblins, putting it down to typical longshank idiocy and racism*. As the tour begins, he counts his paces along the walkways, and eyes the walls, as he would do in an old ruin or cave network, looking for places where there's undefined spaces (usually hidden storage areas or passages, in this case, looking for smuggling spaces).

[dice=Kn(Dungeoneering)]1d20+8+1d6

** spoiler omitted **

Its more of a perception check than a knowledge checkso it would be one higher, didnt mean to ignore it.

All you can see so for Ravboom as far as hiding spots are the nooks and crannies behind barrels and the like. You do see about 3 spots that may be some sort of hiding spot. You make a mental note to check them out later perhaps when you are being guided about the boat.


Human

Taking a look at the boat. Where potential places to defend the the ship from attack. And tries to figure what spell might be of use for a water voyage.


Male Human (Ulfen) Fighter 2 (Viking) | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: +5, CMD: 17 | F: +5, R: +3, W: +3 | Init: +3 | Per: +2, SM: +1 | Speed 30ft | No Spells | Cold Resistance 2 | Active conditions: None.

Gudleifr paces the ship, seeking defensible spots, blind spots, anything that could help or hinder a defense.


Human Cleric 2 HP:13/13 AC:17/9/17 Fort:3 Ref:-1 Will:8 Current effects:

Doran attends the walkthrough of the ship but is just excited to be getting out of town again. He spends his free time on deck staying out of the way as best he can.


Inspection of the ship in hand,you all prepare to get underway. The dock stays busy right up to when the ship casts off, heading slowly north with the wind, but not as fast as the captain would like since you were all going counter current. Sailors along the edge of the ship helped pole it along on occasions where the wind softened enough to make the going much slower than tolerable it wasnt until the evening time, a moment before the stew would be served for dinner that you saw the halfling woman whom hired you walk out of the captains cabin. Dressed in far to fine looking leather armor with a shiny rapier on her hip.

"Captain Loryn! I demand to know why..."

She began loudly only lowering her voice when the captain got in range and made some sort of apologies, it was hard to tell from the distance. Most of the crew eyed you folk, not strangely but almost with a expectant hope. Seems they may not have dealt with too many mercinaries before.


Male Human (Varisian) Warpriest of Saranrae 2, HP: 19/24, AC: 18*, FF: 17*, Touch: 13*, CMB +5, CMD 16, Fort +5, Ref +1, Will +6, Fervor 1/4

Zardu strains his hearing exactly what she was complaining about.

Perception: 1d20 + 9 ⇒ (12) + 9 = 21


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Rav is curled up on a big pile of rope, looking like he's lazy and resting all day, with his hat over his eyes. Those who are especially perceptive might notice his left ear twitch and redirect a bit to better pick up the conversation between the longshank in the fancy duds and the captain.

Perception, Hearing: 1d20 + 9 ⇒ (13) + 9 = 22


Male Human (Ulfen) Fighter 2 (Viking) | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: +5, CMD: 17 | F: +5, R: +3, W: +3 | Init: +3 | Per: +2, SM: +1 | Speed 30ft | No Spells | Cold Resistance 2 | Active conditions: None.

The excitement attracts Gudleifr's attention.

Perception: 1d20 + 1 ⇒ (18) + 1 = 19


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A small pink bunny hops in front of you dropping a stripped multi colored in front of you.... Happy easter!


Man those were some excellent rolls folks!

Straining to hear exactly what was going on, you heard the grumblings of the halfling woman reminding the captain that she had a very delicate time frame here and that he needed to pick up speed. He tried to counter with the dangers of sailing up river in the dark, but she would have none of it. She sharply ordered an increase in speed and slammed the door to the captain's cabin leaving the half- elven man standing there completely flummoxed.


Human

"Well if we are running at night I think I better be on deck to try and help spot trouble."

Once the captain has calmed down some.
"It looks like we are going to sail at night. I have some light spells that I can cast to help see the way if you would like?"


Male Human (Ulfen) Fighter 2 (Viking) | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: +5, CMD: 17 | F: +5, R: +3, W: +3 | Init: +3 | Per: +2, SM: +1 | Speed 30ft | No Spells | Cold Resistance 2 | Active conditions: None.

Gudleifr approaches the captain.

"Is there anything else we should know about the haste with which we will be travelling?"

Diplomacy: 1d20 + 1 ⇒ (9) + 1 = 10


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

"Too much noise to sleep. Going to go below." Rav gets up, grumbling after the door slams.

Stealth: 1d20 + 15 ⇒ (11) + 15 = 26

Once below decks, he'll try to search the places he scouted out earlier, while the crew is busy up above sailing in the dark. Theoretically, an unusual sailing should throw the whole crew off and have them all distracted, making this an excellent time to poke around in dark corners.

Perception: 1d20 + 9 ⇒ (13) + 9 = 22


Male Human (Varisian) Warpriest of Saranrae 2, HP: 19/24, AC: 18*, FF: 17*, Touch: 13*, CMB +5, CMD 16, Fort +5, Ref +1, Will +6, Fervor 1/4

"Light might sometimes draw more attention but since our main concern is hobgoblins it's a moot point. If we spot a suspicious patch we can cast light on various projectiles to get a better idea of what's there."


Ravboom wrote:

"Too much noise to sleep. Going to go below." Rav gets up, grumbling after the door slams.

[Stealth] 26

Once below decks, he'll try to search the places he scouted out earlier, while the crew is busy up above sailing in the dark. Theoretically, an unusual sailing should throw the whole crew off and have them all distracted, making this an excellent time to poke around in dark corners.

[Perception]22

gm rolls:
stuff: 1d100 ⇒ 94stuff2: 1d100 ⇒ 21

With everyone busy at work, its easy enough Ravboom to skulk about the hold filled with expensive wood lashed down for transportation. The little nooks and crannies you spotted on your earlier walk through appeared empty. For a long moment you felt a tinge of disapointment. This seemed like an honest merchant ship! The next spot you checked however made you feel better. It seems under a loose board a sailor had stashed three bottles of liqour. Strong dwarven stuff from the smell of it. The last spot you checked had a rolled up peice of canvas inside of which was several ivory buttons and two gold teeth.


The captain jumped slightly as you approached him. From the scowl on his face it was clear he was annoyed, whether it was over the bossy halfling or the fact you heard you couldnt tell.

"The new owner wants to make haste. Two shipments have went out for the order and neither one of them made it. Customers are getting impatient no doubt. My crew is unfamiliar with this river. Traveling in haste in unfamiliar waters can lead to trouble, such as getting grounded on a sand bar or something of the like. Not catastrophic but it could cause damage to the ship and slow us down. You might have something there, about using your magics to light pathways, by my calculations we will be passing the area the first ship ended up missing at dusk.. the spot the second went missing deep into the night. "


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Putting everything back exactly as he found it, Rav carefully makes sure nobody is nearby or watching, and removes his notepad from the bottom of his backpack, notes exactly what he found, and where, and in what condition, and then puts the notepad back.

Then he continues skulking around, looking for other contraband. He also looks for any lumber bundles that seem to be faked up (boards nailed together or glued to form a box instead of actual wood, stuff like that).

Stealth: 1d20 + 15 ⇒ (10) + 15 = 25
Perception: 1d20 + 9 ⇒ (20) + 9 = 29


Male Human (Ulfen) Fighter 2 (Viking) | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: +5, CMD: 17 | F: +5, R: +3, W: +3 | Init: +3 | Per: +2, SM: +1 | Speed 30ft | No Spells | Cold Resistance 2 | Active conditions: None.

"Striking at dusk...hmmm. The hobgoblins might expect us half-blind from the twilight. I suggest that we correct them, with light and steel."

Gudleifr aims to coordinate with the captain, but also to instill confidence in the mercenaries' skill.

Diplomacy: 1d20 + 1 ⇒ (9) + 1 = 10


Ravboom wrote:

Putting everything back exactly as he found it, Rav carefully makes sure nobody is nearby or watching, and removes his notepad from the bottom of his backpack, notes exactly what he found, and where, and in what condition, and then puts the notepad back.

Then he continues skulking around, looking for other contraband. He also looks for any lumber bundles that seem to be faked up (boards nailed together or glued to form a box instead of actual wood, stuff like that).

[dice=Stealth]1d20+15
[dice=Perception]1d20+9

You go over the wooden planks and cut boards not just once but twice. Nothing seems amiss to you though, no hidden hidey holes or hollowed or false spot. The is a stack of planks that seem a bit more warped than others, no doubt they will never do for building things solidly. They are not bundled in a way to try and hide the defects though. All in all everything seems solid.

At the very last moment though you do spot what appears to be a gap in the flooring under the logs... and a glint of something catches your eye. Its hard to get a great look at it, but you think it appears some sort of gemstone attacked to something metal is glinting beneath the flooring. The only way to get to it might be to pry the boards open more. Possible breaking them.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Rav frowns, and after making sure he's not being observed, tries to see if the boards are designed to be taken up or moved, looking for a hidden lever or other such device.

Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Disable Device: 1d20 + 10 ⇒ (20) + 10 = 30


Human

On the top deck at the bow. Zinar cast dancing lights out front of the ship at just above water line and moves them left to right and back again.

Perception: 1d20 + 2 ⇒ (5) + 2 = 7


Human Cleric 2 HP:13/13 AC:17/9/17 Fort:3 Ref:-1 Will:8 Current effects:

Doran stands with Zinar to lend his not inconsiderable powers of perception as lookout. "That's a neat trick there lad, I used to know some creatures that could do something similar back in the day."

Perception: 1d20 + 9 ⇒ (7) + 9 = 16


Hunter 2 HP 18/18 Init +7, Perception +8, AC 18, Longbow +6, Longsword +3

As Untari is only going to be good for boarders, she makes sure to set their hunters bond to a more tiger like appearance, giving him some extra dextierity to deal with the rocking ship. She has no issues with the darkness due to her background, but she does offer to help the others out, despite having lost their goblin


Time seems to crawl as the vessal makes its way northwards up the river slowly. Dinner comes and goes, the cook's stew a little more watery than you would have liked, but the bread handed out soaked it up well enough.

gm rolls:
perception Zinar: 1d20 + 2 ⇒ (11) + 2 = 13
perception Ravboom: 1d20 + 9 - 10 ⇒ (20) + 9 - 10 = 19
perception Kelisa: 1d20 + 8 ⇒ (2) + 8 = 10
perception Doran: 1d20 + 8 ⇒ (12) + 8 = 20
perception Gudleifr: 1d20 + 2 ⇒ (1) + 2 = 3
perception Zardu: 1d20 + 9 ⇒ (15) + 9 = 24

The day turned to evening, and just as the sun was starting to dip low enough that vision was difficult Doran and Zardu you caught on the banks the unnatural movement of something man shaped crawling back from the edge of the water into a strand of brushes. A dozen feet to the north you saw a large worg try to drop down into the tall grass to stay hidden.

Ravboom, even below decks searching for anything that struck you as shady you happened to glance out one of the open portholes and spotted a green skinned goblin painted up in mud slowly crawling backwards away from the edge of the waters. From the way his gaze was fixed on the ship you deduced that he was probably a lookout.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Rav checks his weapons as he leaves the hold, and steps back up on deck. Stepping over to Kelisa and her tiger, he digs a bit of jerky out of his pocket, brushes some mold off it, and gives it to the tiger. "Good cat, found treat for cat in hold. Cat eat horses if any come around, yes?" He says with a grin full of shark like teeth.

"Goblin covered in mud on bank, is probably lookout, let others know, ambush happen soon." He says quietly out of the corner of his very wide toothy mouth to Kelisa.

Bluff: 1d20 + 8 ⇒ (13) + 8 = 21

Bluff is to not be noticed spreading the alarm by either the goblins or the ship's crew, he's supposed to be a lazy bum


Hunter 2 HP 18/18 Init +7, Perception +8, AC 18, Longbow +6, Longsword +3

Kelisa frowns at this information, having no idea how or why Rav even knew this, or where the meat came from. However, she did say " I suppose Untari would enjoy that. I often wonder what goes through hi head. Perhaps some hobgoblins pretty soon yes? We should prepare for that." Her tone wasn't panicked, for she was still puzzling out this information.

She would casually make her way to their companions, and inform them about a scout being spotted, but does it in a way that seemed she was just checking up on them, as she was one of very few who could see naturally in the dark.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Once the message is passed on, Rav squats down behind a couple of water barrels, and readies his crossbow in the darkness, scanning the shore for signs of the ambush he suspects.

Stealth: 1d20 + 15 ⇒ (4) + 15 = 19
Perception: 1d20 + 9 ⇒ (1) + 9 = 10

Note, Rav's 3 extracts for the day are : Cure Light Wounds, Detect Secret Doors, and Long Arm. He'll probably use the detect secret doors later tonight after the ambush, when everyone is resting.


Male Human (Ulfen) Fighter 2 (Viking) | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: +5, CMD: 17 | F: +5, R: +3, W: +3 | Init: +3 | Per: +2, SM: +1 | Speed 30ft | No Spells | Cold Resistance 2 | Active conditions: None.

Gudleifr makes sure all of his weapons are in good condition and ready to hand.


Human

Standing on the bow sweeping the three globs of light back and forth. Zinar nods as he gets the information of the possible ambush.

”You might want to speak with the captain about this. And tell him to keep it quiet, it’s only a scout and with a known spell caster on board I am a big juicy target.”

Once his dancing lights spell burns out Zinar changes what he has been casting and with a simple finger movements and his left hand dropping to his side Zinar casts a spell upon himself. Then quickly cast the balls of lights again and returns them sweeping from left to right.

Zinar casts Mage Armor on himself

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