Calistria the Courier |
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Calistria looks wistfully towards the road.
"If they cannot be spoken to..." Calistria sighs, softly. "The roads should be open to all, a way for any who wish it to experience the blessings of Desna in peace. These bandits threaten that."
Calistria places her hand on her starknife.
"We will need to deal with them, then. This is a sacred mission!"
Voryn Chaldov |
I was hoping for more coin, but a gold coin and five copper will be a good supplement to what I can make from the pelts and salted meat I sell on Starday. And as Josep said we'll probably get to keep several gold worth of items... And those pesky bandits will learn a bitter lesson that Voryn Chaldov is the wrong man to try to rob!
At Calistria's words, Voryn turns to her and the rest of the party.
"So be it. Let us set out for the old mill."
Sir Rois Grave |
"Then lead the way." Rois says, "but we should be careful. If these bandits have any smarts they will be watching the road. We do not want to give then a chance to run off."
Hailey Besh |
Perhaps you people would understand the undead, and the process required to sponsor them, if you kept your thoughts in proper order. But I was warned about how outsiders believe. So I must show them the way by example. And with that, Hailey is silently resolved.
She listens to everything that is said in her presence.
I wonder if it would ever occur to these people to use the undead against the bandits? If properly trained and controlled, a team of undying guardians could be a wonderful thing. No, not here. I don't even know with anything but testimony yet that anything is even here. And testimony can be tainted by opinion, and fear, or drink.
"Bandits on the road may indeed by driven by poverty or need, or madness, But they are still responsible for their own actions. What you reap, you must sow. That is the nature of karmic law, both in magic, and in actions. Let them face the penalty for their crime. This doesn't mean it cannot be a clever penalty . . ."
She shakes her head, and smiles.
"I'd like to help, men. What I lack in strength, I think I make up for in hexing and, well, cleverness. Besides," she remarks, revealing her crossbow, "I also happen to be a very good shot up to 80 feet away. And I've a second surprise if they should run. Not killer, I grant you, but enough to delay them so you boys can catch up."
Garekk |
Garekk, after listening to the conversations and dealings, suggests: "If we were to take any alive, what should we do with them? Bring them back to face the barons justice? Granted that hard times lead to hard decisions, and a man must reap his field as it is sown.. but to die lonely and cold in the mud is not necessarily justice either. As for scaring them off, I agree. perhaps we could set up a trap once we get there and get some recon in. I don't want to get caught unawares, and I also do not want to give away our purpose."
Voryn Chaldov |
Who cares if a bandit lives or dies... If a bandit dies, there's just one less nefarious piece of criminal scum in the world. Good and decent people does not turn to banditry, even if they are hard pressed. What a decent man works hard to get, the bandit will steal from him without remorse. It is only a matter of time, before these bandits starts killing the innocent folk they are already robbing and harassing.
"Remember that these aren't regular peasants we are talking about. I highly doubt that anyone from Silvam would turn to banditry, even though times are harsh. Not anyone that I know of. These highwaymen that the baron is sending us to deal with, are the type of men that have no conscience, and they are armed and dangerous. What little a hard-working peasant manages to scrape together, the highwayman will take from him without remorse. The baron is a fair man who keeps the taxes lower than he could, so that the people of Silvam can get by. As I see it, there really is no excuse for these brigands' criminal activity. If they aren't stopped, it's only a matter of time before they will start killing. Winter is coming, and Silvam has poor defenses. The reason why they are holed up by the old mill is probably because they are planning on pillaging Silvam. We'll be doing everyone a favor by just putting them to the blade."
Sir Rois Grave |
"But they have not killed. We should try to take them alive to be properly punished. Most of us are foreigners and do not have jurisdiction here. But, we should be ready to defend ourselves should they chose not to come peacefully."
Then, as in afterthought, "Do we know the thieves identity? If we knew their names, they may come more willingly"
Calistria the Courier |
"I agree with Sir Rois." Calistria says, hooking her arm through his in solidarity. "These men haven't killed, yet. At least, not as bandits. They should face the justice of the land, not the justice of our blades if at all possible."
Voryn Chaldov |
Nice with some alignment debate
"If you insist on trying to take the depraved scoundrels alive, then so be it, but know that they most likely wouldn't show you the same courtesy, if they had the chance. These men do not care about morality. They are infested by greed and malicious intent. They will most likely attack us on sight. Our best shot at taking them alive, is probably to sneak up on them and surround them, when they feel at ease in their camp. Put a blade to their leader's throat and have them disarmed."
Calistria the Courier |
Upon reaching the cottage, Calistria steps to the side of the path. She clasps her hands and bows her head in prayer.
"Goddess of travel, thank you for your guidance and protection as we journeyed upon this road."
Voryn Chaldov |
Voryn enters his home and returns with a piece of dried meat and a piece of cheese for everyone in the party.
"Here's a little something to fill your stomachs, and there's a small creek just beyond the treeline behind the hut if you need to fill your waterskins, before we continue. Oh, and feel free to leave whatever stuff you don't feel the need to carry in the hut."
Voryn goes round the back of the hut to fill his own waterskin.
Hailey Besh |
"Thank you for sharing," Hailey says when makes his offer of leaving unwanted gear behind. Admittedly, I haven't got anything much worth leaving behind. "When twenty pounds is a heavy burden, you tend to travel light."
She then turns her attention to the others.
"Perhaps we should ask him if he'd be so kind as to let us stay the night and resume the quest at dawn."
She doesn't wait for the others.
So since you people seem to find me so . . . controversial, I will permit you to ask me questions. Don't be surprised, however, if I grill you in turn. Since we now travel together, our lives are in each other's hands. I'd just like to be sure who I'm trusting my life with."
Voryn Chaldov |
"Just a little friendly advice, Lady Besh. Don't expect anyone here in Ustalav to not find you controversial, regarding your view of the undead. In fact, you should keep such a view to yourself, if you hold your life dear, or you might soon find yourself on the pole, about to be burned. Necromancy has caused a lot of suffering for the nation of Ustalav, and ustalavians doesn't take kindly to anyone practicing the dark arts."
Hailey Besh |
"I volunteer for first watch. Since I'll need eight hours of sleep to prepare spells again. And as for your advice, Mr. Chaldov, that is why I haven't told everyone. Just the lot of you. After all, you'd all find out eventually anyway. Why not tell you all now, before you turn to me for healing I can't provide?"
And just you wait, Mr. Chaldov, Hailey vows to herself, for in order to truly deal with necromancy, you must understand it. And I'm going to understand it, and master it, with, or without your consent. I won't do you any harm, not to any of you. But only magicians can truly deal correctly with the mystery of magic when it has been abused to cause so much suffering, so don't get in my way.
Hailey Besh |
"Merely because it's getting close to dark, and because with darkness comes danger for most people. The morning gives not merely light, but renewed energy. And besides, it was only a suggestion. We could also press on the extra hour or so and go to the ruins of the old mill."
Voryn Chaldov |
"We could do some reconnaissance with the last light of day to find out the location of the bandits, and then wait for darkness to fall, and use the cover of darkness to our advantage. There's at least two hours of daylight left, and the old mill is only an hour away."
Sir Rois Grave |
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"I agree some reconnaissance is in order. I have been on many a scouting mission into enemy lines and i do not think that these bandits have military training. Sneaking up on them should be a simple matter, if we are careful. At the very least, we should know their number. "
Rois then turns to the gnome, "Hailey, will you accompany us? I have some questions to ask you."
It's not that we think you will betray the party, it's that our characters don't trust you yet. My character worships the good of undead - killing. So, necromancy isn't on his "things that are ok" list. One you Summon undead in combat and they don't kill us, our characters might begin to understand your character better.
Vorelloex Vaecaesin |
Vorelloex eats the food, preoccupied with warm meats, and not generally having a preference. He can fight tonight, or he can fight tomorrow, as long as there is that rush which so drives him. His thoughts drift to his brother, and he begins to become slightly restless.
At the decision of reconnaissance, he stands from his squat, wipes his mouth and checks to make sure his weapons are all ready and placed where they should be.
Browman |
Hailey nods.
"You're right. I suppose I still have a lot to learn."
OOC: I apologize. The idea of camping out was my idea because I knew the light was going in a couple of hours. I wasn't seeking to derail the thread, nor is Hailey going to betray the party.
you didn't derail the thread. I actually wasn't sure if you guys were pushing on to try to find the bandits before dark or not. I figured sending you guys to the cottage would quickly determine that.
Vorelloex Vaecaesin |
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Hailey your character is cool and you're playing her well. Inner party conflict -when it doesn't lead to party dissolution- adds a lot of depth to roleplay and gameplay. You are definitely not leading to breaking the party or anything, you're just role-playing, and that is what we are here for. Keep on keeping on. :)
Garekk |
I wasnt sure either.. thats why I suggested both lol
Garekk looks around at the party "Many thanks for the food, my friend. It is greatly appreciated, and I also apologize.. I was not sure what the plan was going to be. I am good with either, but I have heard fell rumours of the things that roam the night in these parts"
Garekk |
Hailey, you are doing very well delivering just what you promised during the recruitment... a quirky, interesting, and unpredictable character. Keep it up!
Voryn Chaldov |
"You are welcome, and let us not waste anymore time here than nescesary then. If everyone is ready, let us continue onwards. I know a way across the land we can take, so the bandits won't see us approaching on the road. And don't worry about what roams in the night. We are a large group and we all have weapons and know how to use them. By the way, I'm pretty sure we'll be back here, before it gets really dark."
Survival: 1d20 + 5 ⇒ (18) + 5 = 23 For pathfinding through the woods, don't know if it's necessary, but there you have it. Was itching to roll :)
Browman |
"You are welcome, and let us not waste anymore time here than nescesary then. If everyone is ready, let us continue onwards. I know a way across the land we can take, so the bandits won't see us approaching on the road."
[dice=Survival]1d20+5 For pathfinding through the woods, don't know if it's necessary, but there you have it. Was itching to roll :)
Voryn guides you well, making the trip slightly shorter. You arrive at the edge of the woods about 200ft from the old mill in about 50 minutes. giving you 70 minutes until sundown. The mill is very old stone building, it looks like it fell apart years ago, with most of the second floor falling apart. It would probably still be a better place to stay than completely outside, though the ruined structure would look really creepy and haunted at night. Even from here you can hear the creaking of random parts of the building and the moaning of the wind rushing through it. The cemetery Bayan talked about is likely on the far side of the old mill.
Vorelloex Vaecaesin |
Vorelloex's eyes gleam with excitement at the promise of war. He draws his handaxe Scream, and inhales like a child gasping before their birthday cake.
"Come friends, let us wet our blades with the blood and gold of wayward men. For Relthas Ledir, keen of mind and brand!!!"
Sir Rois Grave |
Stealth 1d20 + 4 ⇒ (20) + 4 = 24
Rois attempt to sneak closer to get a better look. Close enough to count the bandits.
Perception 1d20 + 5 ⇒ (10) + 5 = 15
Garekk |
Perception: 1d20 + 4 ⇒ (8) + 4 = 12
Garekk is on full guard and is looking for any sign of the bandits
lmao so.... I MIGHT see the tree before I walk right into it...
Voryn Chaldov |
Voryn motions for the rest to wait, then follows Rois.
Stealth: 1d20 + 7 ⇒ (1) + 7 = 8
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
lol. What an incompetent stealth specialist. Sorry if it ruins your perfect sneaking, Rois.
Calistria the Courier |
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"If I had known we were going to be fighting bandits today, I would have prayed for different magic today." Calistria warns her new companions. "I'll probably be of most use healing afterwards."
Calistira unburdens her mule, stowing the saddlebahs in Voryn's hut and leaves Butterfly to graze nearby. Then she follows the party, her starknife in one hand and her buckler prepared on the opposite arm. She makes sure to adjust her stride, realizing she could easily outstride most people thanks to the gifts of her goddess. It wouldn't do to get ahead of the party.
Currently Prepared Spells:
0 Level Spells (3): Create Water, Light, Purify Food and Drink
1st Level Spells (2): Comprehend Languages, Endure Elements
1st Level Domain Spell (1): Longstrider
Current Inventory:
Starknife, studded leather armor, silver holy symbol, coil of silk rope, 1 healer's kit.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Stealth: 1d20 + 2 ⇒ (19) + 2 = 21
Wooh! The priestess of travel can move QUIET! And the undergrowth don't slow her down at all. :)
Vorelloex Vaecaesin |
Stealth: 1d20 - 4 ⇒ (16) - 4 = 12
Vorelloex attempts to keep in step with what's happening... His heavy armors and imperious footsteps do not, however, agree with his intentions.
For the sake of state of play, Vorelloex is currently wielding his hatchet.
Voryn Chaldov |
Voryn motions for the rest to wait, then follows Rois.
[dice=Stealth]1d20+7
[dice=Perception]1d20+5
lol. What an incompetent stealth specialist. Sorry if it ruins your perfect sneaking, Rois.
I forgot to apply the -4 armor check penalty from the breastplate. The result of the stealth check is actually only 4 :( Also, Voryn has his bow drawn and at the ready.
Swift-Palm |
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Listening to the days events with a quiet demeanor, Swift contemplates his place in life and of the events that brought him to where he was now. Arriving at the manor reminded of the family he left behind, Voryn's hut reminded him of the lonely road that had been his only companion until recently, and the march through the woods and arrival at the old mill gave him hope for the future, hope that he would be able to depend on these eccentric people. Even that odd gnome, lover of the undead.
Stealth: 1d20 + 2 ⇒ (18) + 2 = 20
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Once he realizes that everyone else is armed and ready, he chuckles quietly to himself.
"Weapons, I scarcely have a need for them. I will subdue these bandits with the swiftness of my body. Like a volcano erupting with fury!"
He does take out his siangham and kama, but is ready to kick and elbow any aggressors.
Sir Rois Grave |
Oh well :) Another way to "group stealth" is to use the aid another action. Let the lead sneaker roll, and then have others aid them. But, you need to have at least 1pt in the skill to aid. Best, aid another is only a DC 10.
A suggestion for the clerics - if you memorize only part of your spells/day each morning. You can take an hour during the day to pray again and select spells with spots that are still open. This lets you customize to what we need. Really need a Potection against X?, RP some reason for the party to wait and add it to your spell list. Grated, we may not always be in a situation that will let us stop and let you do this, but, it's a common cleric strategy.
Calistria the Courier |
And not one I'm fond of as a GM. Spell selection shouldn't be so meta. It should be done from an IC perspective. Calistria picks her spells in the morning based on what she thinks the day will bring. I feel better about that.
Hailey Besh |
Though Hailey wished they had followed through on the questions she agreed to be peppered with, she kept her tongue to herself during the walk from this point on.
Perhaps one of these big people would be willing to carry me. Oh well, it's just a thought.
She also kept her tongue to herself, preparing her crossbow with a bolt prudently along the way during the trek so as not to have to waste time doing it during battle.
Don't overlook the possibility that they could be using this collapsing building as a hideout, or to have scouts waiting within to warn them should anyone come snooping. We may be wiser to check that out first. But, again, this is their world now, not your world. Act polite and say nothing.
With that, Hailey attempts to be as stealthy as everyone else, though she knows that there are a lot of factors working against her.
Stealth: 1d20 + 2 ⇒ (12) + 2 = 14
OOC: Please correct me if my math is wrong. In Hailey's favor, she is a gnome, granting a +4, and she has a dexterity that allows her a further +3. But her strength score is 6, making her encumbered and thus giving her a - 3 penalty because of her gear and armor. She also gets a - 2 from her chain shirt armor. For a result of + 7, but - 5 for a total of + 2.
Swift-Palm |
If you ask Swift to carry her stuff he would be more than glad. He is barely carrying anything and has a good strength score.
Browman |
As several members of the party quietly make their way forward, Voryn manages to step on a dead piece of wood that snaps with a very loud crack.
Calistria 1d20 + 2 ⇒ (3) + 2 = 5
Garekk 1d20 + 3 ⇒ (9) + 3 = 12
Hailey 1d20 + 3 ⇒ (5) + 3 = 8
Sir Rois 1d20 + 2 ⇒ (18) + 2 = 20
Swift Palm 1d20 + 2 ⇒ (12) + 2 = 14
Vorel 1d20 + 0 ⇒ (1) + 0 = 1
Voryn 1d20 + 3 ⇒ (3) + 3 = 6
Bad Guys 1d20 + 2 ⇒ (15) + 2 = 17
Initiative order
Sir Rois
Bad guys
Swift Palm
Garekk
Hailey
Voryn
Calistria
Vorel
Anyone who rolled a 15 or higher on their perception check can act in the surprise round.
Sir Rois will act before I post the bad guys actions.
Then Swift Palm and Calistria in the surprise round. So they and Sir Rois can act in any order before the bad guys act again.
On your first turn you will see the three bandits indicated on the map about 200ft south of you.
Garekk |
Garekk sees the struggling gnome, and coming up from behind, her sweeps her up and plops her on top of his pack. "I trust that should me meet any danger, that you will make haste to remove yourself.. but until then, your weight is of no mind, my friend."
Browman |
Garekk sees the struggling gnome, and coming up from behind, her sweeps her up and plops her on top of his pack. "I trust that should me meet any danger, that you will make haste to remove yourself.. but until then, your weight is of no mind, my friend."
you probably don't want to do that in combat