Daylin Vane
|
Daylin nods at this, and goes off to approach the adults.
"Hello!" he calls out as he walks up to them. "This is the Border Ranch, is it not? We have a message from Terrin Shaw and the Mayor."
We'll see how they react to this preliminary approach before saying any more. Also, if someone else wants to take the lead on talking to these folks, Daylin would let them.
Torvald Stonecask
|
Torvald steps out of hiding and gives the kids a friendly wave, but keeps his eyes on the skies and surrounding trees and fields--orcs or devils or other things could appear with little warning.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Evermore Q'Strip
|
Evermore hides behind the group, and waits patiently for the response. Inside, he is glad that Daylin is being so patient with these guys, maybe thus approach is better then forcing them to leave.
GM Sapphire Fox
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the Lady responds "Yes this is the Border Ranch, what message do you bring?"
Though as if almost on cue Torvald and hear sounds of something approaching, and its more then one from the volume
Torvald Stonecask
|
Does it sound like hoofbeats? Flapping wings? Bestial howls?
"We're about to have company!" Tovald shouts suddenly, pointing in the direction of the approaching creatures and drawing a bomb flask.
Old-Man Magnu
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"I was getting stiff from all the walking anyway. Stay in your house these guys tend to make a mess."
Evermore Q'Strip
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Hearing the warnings from Torvald and Ehm, Evermore freaks out. "Ah? Where? I will turn invisibile and disappear!" as he once again covers himself in his blanket.
You hear him whisper to himself, "I know they look delicious. Shhh, just don't come out in front of the family!"
Akaasha 659
|
Akaasha is ducking behind some farm equipment, hay, or somesuch to hide and get the jump on any enemies approaching (trying to get a surprise round or at least act in the surprise round).
Stealth: 1d20 + 8 ⇒ (5) + 8 = 13
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
GM Sapphire Fox
|
The lady taking head of the dwarfs warning calls for the children and others to grab what is needed and prepare to leave
The sound of snarls, foot marches and orcish being spoken makes things evident as they come into view
you are traveling on a road to the farmhouse, so I would say the surrounding area is farmland, while there is a more traveled road, also I will attempt to get the map uploaded sunday/monday at the local library
GM Sapphire Fox
|
1d4 ⇒ 3
1d4 ⇒ 2
the children and the adults finish packing in a hurry, they manage to gather their things and return before the enemy arrives, however as they near, you can make out more orcish then anything else being shouted, but unable to determine the size of the group.
you all have one turn, you can flee with the family away from the fight, or attack and see how many you face
Daylin Vane
|
Daylin stands firm, shield and morning star in hand, his magical shielding spell simmering about him like the corona of an eclipsed sun.
"Let them come." he says evenly to his companions. "These are no devils or supernatural terrors. These just marauding brutes, ranging abroad to pillage the innocent. They'll not see my back."
"The Light is with us."
Torvald Stonecask
|
Is there any cover available? A fence or rock or stump would do.
Hunkering down with a bomb in hand, Torvald waves in the direction of the fleeing ranchers without taking his eyes off the oncoming orcs' direction.
"They didn't get much warning, if we drive the orcs back it'll give these folk a head start."
Move Action to seek cover, Reading Attack to throw when the orcs become visible. I have not included any bonuses for Precise Shot, please add if they're within 30ft
Readied Attack: 1d20 + 6 ⇒ (16) + 6 = 22 Damage: 2d6 + 4 ⇒ (3, 3) + 4 = 10 Splash 6, Ref14 for half
Old-Man Magnu
|
Magnu will cast shield and get in front with his whip drawn.
He cracks his whip in the air. "Here filth."
GM Sapphire Fox
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As the sound approaches, you dont see anything, its as if the sound went on by everyone, no footsteps, a few minutes pass and no sign of any orcs.
Daylin Vane
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As the magical shield around him winks out and the sound of the orc raiders fades off, Daylin stows his weapons and relaxes.
"Well, as much as I'd like to think we scared them off, I don't think they even came close enough to know we're here." he says with a good-natured chuckle. He glances at the sky and rubs his chin, then becomes more serious. "Normally I'd say we should try and follow them, but that's not our mission today."
Torvald Stonecask
|
"Where's our next stop? If there's an orcish raiding party in the area we need to warn folks as quickly as possible!"
What direction was the unseen orc band headed, relative to our next stop?
GM Sapphire Fox
|
the unseen orc band was coming right at you at the farm
the Family members are making their way to the main town. after consulting the map you can gather if there is nothing in the way you would be able to get to the second stop in probably 3 hours maybe 4.
Torvald Stonecask
|
But they walked past right? Were they headed in the same direction as the fleeing family? Towards the next stop on our map? Somewhere else?
Old-Man Magnu
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"Scared'em away. Let's go the next farmstead."
Daylin Vane
|
Daylin nods, looks around one last time, then turns and walks back to the road.
"Scouts maybe." he says, partly to himself. "Orcs usually raid at night. Strange them letting us hear them like that though. Normally they have the sense to move quietly when they're hunting in enemy territory."
GM Sapphire Fox
|
you make it to the next farm a little more then 3 hours, you are greeted by an aged dwarven male and a quiet human female that seems more interested in keeping him from harm
Old-Man Magnu
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"You should take what you need and leave here. Mayor Proum wants all the people of the homesteads within the walls of Arwyll Stead until the current danger has passed."
GM Sapphire Fox
|
he Dwarf looks at Magnus direction a bit, and you can tell he is trying to set up some deterrents for would be looters "Aye, we've heard rumors of attacks and possible dangers, if ye'd help set up some traps with me we both can be on our way there"
if aiding I need EITHER Craft Traps, or Sleight of Hand from everyone helping
Evermore Q'Strip
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Evermore reluctantly slumbers over, "I...I doubt I will be much help, but you can probably put some of this..." as he tears a hole in his blanket and lets the feathers from within fall to the ground, "over the traps, it might help conceal them." He starts collecting them, slowly, to help with the process.
Craft, Traps, untrained (aid): 1d20 + 5 ⇒ (6) + 5 = 11
He looks at what he had just done, and realises his crutial mistake. He turns to the party and whispers, "I don't have my blanket any more..." He looks sad.
Akaasha 659
|
"Hmmmm. . .I don't get called upon too often to do this. I will give it a try. My name is Akaasha, by the way. "
assist Sleight of Hand: 1d20 + 2 ⇒ (13) + 2 = 15 Akaasha takes some of the spilled feathers, then thinks the better of it and drops those back down, looking for leaves or somesuch to cover the Dwarf's traps.
"Farmers, you would do well to listen to my friends and hurry. Devils be about!"
Daylin Vane
|
Not having any skills with making traps, Daylin takes the opportunity to sit under a nearby tree and rest his feet. He pulls out some rations and begins to have lunch.
Ehm Sven Nien
|
Seems to have eaten my post from Wednesday.
Brasle fraxen farmers geethen fults traps wechytan time...
Ehm stomps about muttering under his breath about the delays. But he does give a shot at helping.
craft traps untrained: 1d20 + 3 ⇒ (20) + 3 = 23
Old-Man Magnu
|
"In my younger days when I was a wizard at the Arcanamirium we used to make deadly traps to prank the Professors most of the time the goal was to make them waste a clone. Do I still have a clone body somewhere?"
Craft Traps: 1d20 + 3 ⇒ (14) + 3 = 17
GM Sapphire Fox
|
1d100 ⇒ 20
it takes about an hour to finish setting the traps, "Thank ye very much for yer assistance, it would have taken me much longer to set all of them" he shifts his pack around for a moment and pulls out 4 of the alchemical traps handing one to Magnu, Ehm, Akaasha, and Evermore "use it as you need, hopefully they will be helpful" afterwards, he and his bodyguard make his way to town
Alchemical Mine Trap
Effect alchemical explosion (1d6+1 fire damage, Reflex DC 13
half); multiple targets (all targets in a 10-ft. square)
Set and Arm Craft Trap Check DC 15
Evermore Q'Strip
|
"What are we going to do with these?" he says as he tries putting it over his head, and fitting the trap like a hat. His dark comes to quickly, as he whispers to himself, "With this, we will kill your enemies, little gnome. Shhhhh."
Where to next?
GM Sapphire Fox
|
with the map you know the next area is about the same distance away,
1d100 ⇒ 61
1d100 ⇒ 44
which upon traveling you make it free of any issues
A male elf and a female human live on this ranch.
as you approach, you don't see anyone out side the homestead, but someone appears to be exiting the homestead upon your arrival, sees the group and waits
Daylin Vane
|
Daylin begins walking toward the house. He holds up a hand in greeting.
”Hello! We’ve come with a message from town! May we come onto your land and speak with you?”
Old-Man Magnu
|
"Mayor Proum sent us."
Evermore Q'Strip
|
From the fence, and behind Daylin, the little gnome suggests a faster course of action. "We are evacuating the people to come back to us into town. It's not safe here anymore. Will you come with us?"
GM Sapphire Fox
|
the Elf speaks up "My name is Pelengren,and I would gladly travel to town, but my wife Rosette has fallen ill. I haven't been able to travel out to get herbs that are needed to treat her."
if you have access to Remove Disease you will be able to treat her completely
Knowledge Nature, Profession Herbalism Check
watch over the wife so Pelengren can gather herbs
those with a spell component pouch can offer the necessary herbs out of hand. with consequences
Evermore Q'Strip
|
The gnome looks at the party's Sarenite, "Do you think you could help her, Daylin? With your magic...? There must be something we can do to help!"
He does his best by helping to identify the cause of the disease, and perhaps identifying some useful herbs that we can gather to help her condition.
Kn Nature: 1d20 + 11 ⇒ (1) + 11 = 12
He turns to the man, "Pelengren, once we have stabilised her, you need to get her back to town where you both will be safe. There is something bad coming, and we don't have time to waste."
Daylin Vane
|
The gnome looks at the party's Sarenite, "Do you think you could help her, Daylin? With your magic...? There must be something we can do to help!"
Daylin sighs lightly. "I suspect this good man is right. Often even magic requires certain components or herbs to be effective. But certainly I would be willing to examine her and do whatever I can."
Daylin will offer his healing expertise, and will also open his spell component bag to offer whatever herbs might assist the woman.
Heal: 1d20 + 10 ⇒ (12) + 10 = 22