Ageless Master

Brand Philogynne's page

43 posts. Organized Play character for pippinTook.


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The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

I hope things go well for you as you continue dealing with your struggles and that you find what it is that can help pull you to the far extremes of off again (and maybe even just off).

Thanks for setting all of this up and for the fun we got to have with the portion we did play.

The Exchange

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Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

Welcome back! Agreed, depression is a challenge. I find that physical activity is helpful (walking, weightlifting, pacing erratically, etc.) as it helps boost serotonin levels. Not sure if that will be helpful or not, but figured I'd at least throw the suggestion your way.

Now, back to eliminating the greenskin menace!!

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

Mistaken Identity:
While he found the interaction between the dwarf and boy was definitely awkward, and still lacks any real understanding of the motive behind it, Brand accepts that the dwarf seems to have made his peace with it and he joins him in drinking and dining.

As they drink, Brand looks at his friend and inquires, "If it is not too bold of me to ask, what prompted you to take up the mantle of a druid? For myself, being a woodland hunter came from my father's influence and being a caravan guard came by chance, but I've always been intrigued by what prompts one into druidic service. If you'll forgive my saying so, druids are an...interesting lot."

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

Mistaken Identity:
After hearing the boy's outburst and seeing him storm out, Brand stand for a moment in awkward silence before saying, "...You're right. It does smell quite nice." And then looks around awkwardly.

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

Mistaken Identity:
Brand continues to watch the ruffians until they are out of sight.

This is Baltor's familiar spot. I'm better as a watchful eye than a conversationalist here anyway.

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

Mistaken Identity:
Seeing his companion come to a stop, Brand holds his axes menacingly and prepares for the fight.

Suddenly, the dwarf beside him issues, not only a challenge, but also a proclamation of his title and affiliation. Clever that.

"If your fancy title gets us out of this without a fight," Brand mutters quietly to his friend, "Your next pint's on me," and continues showing quiet fury in the face of his foes...and keeping an eye out for more flying arrows.

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

Mistaken Identity:
Uh-oh Brand thought, looking up and spotting what he took for an overly-interested observer. Then, hearing the sharp whistle, he knew they'd been made.

"We're gonna have company, Baltor" he said to the dwarf. "Maybe we can at least get them into terrain that's gonna favor us more and be away from the crowds?" he posed, not sure where this favorable terrain might be.

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

Here goes...
Knowledge (Local): 1d20 + 4 ⇒ (9) + 4 = 13
Knowledge (Local): 1d20 + 4 ⇒ (1) + 4 = 5
Knowledge (Local): 1d20 + 4 ⇒ (12) + 4 = 16
Knowledge (Local): 1d20 + 4 ⇒ (13) + 4 = 17
Knowledge (Local): 1d20 + 4 ⇒ (18) + 4 = 22

Yes! Feeling like I'm probably not entirely lost!

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

Mistaken Identity:
Brand comes out of the fog only to find members of the city looking fearfully and hesitantly around and a few seem like they may be getting ready to attack whatever made the fog.

It's fog. Brand shook his head at the short-sightedness and fearfulness of city dwellers. Fog is as natural as things come. It's not like the dwarf rained fire down from the heavens.

However, Brand did not waste more time on such thoughts, but instead focused on following the dwarf as he ran on the streets.

I hope you have some idea of where we're going, he thought as they ran.

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

Waiting for Baltor's next move before I post since Brand is basically just following and guarding the rear. In regards to guarding the rear, he would be perceiving for threats following us (other than the obvious threat of the crowd's attitude.

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

@Baltor--I don't think they can take AoO's if they can't clearly see you. The AoO is provoked by the movement through threatened squares and you've only 5 ft stepped that can clearly be seen. At least, that's how it's been judged at tables I've played at before, so that's how I think it's judged.

Regardless, Brand is using his turn to draw his weapon and follow Baltor. He's holding on to Baltor's pack, but I'll also roll the perception check to make sure he stays with him alright, though I imagine it's a DC 5 as they're within the visible 5 ft range.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27

Pretty sure I managed to follow him :=)

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

Mistaken Identity:
Just as the dwarf was getting to the good part of the story, Brand felt a dull thud against his skull and noticed the same happening to the dwarf.

Cursed cityscape Brand thought to himself. In a proper woodland setting I can tell the noise of a creature approach apart from the constant noises and racket.

Brand already had an axe in hand as he whirled on their foes and his other hand ready to draw the second. However, the dwarf advised against it. Not the place for a fight. Hmmph. Again, a difference between the city and the woodlands. Outside of a druidic grove, anywhere's fair ground for a fight.

Still, the dwarf had spoken wisely, so Brand stayed focused on his friend as he recognized spellcasting happen, and as he saw the mists and fog gathering around them, Brand put his hand on the dwarf's pack so he could easily follow him through the blinding mists and avoid getting lost, separated, or worse yet, accidentally following foes into an ambush.

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

...And It's Only Lunchtime:
"Our thanks for your assistance, my lord," Brand says with a bow.

Then, when he has exited the room with the dwarf, he says without turning to him, "A dwarf with serious gas problems must be dealt with?" and then lets out a chuckle. "You have a unique charm, my friend, and I'm glad to have you at my side in this. Now let's go see if we can find those dangerous potholes, a gassy dwarf, and a mage-lord."

It seems the relief of being out of the formal setting of the meeting has brought out more humor than Brand normally displays.

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

Brand's sense motive check Sense Motive: 1d20 + 6 ⇒ (1) + 6 = 7

EDIT: Realized it should be sense motive, not perception, so I adjusted it...and Brand fails at sensing motives.

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

...And It's Only Lunch-time:
Brand nods curtly as he's introduced by his friend. The closed in room full of unfamiliar faces definitely makes Brand feel uncomfortable.

Still, he knows that their cause here is important. He is pleased hearing Baltor speak. His druid friend is quite eloquent.

Brand thinks briefly about whether or not he really has anything to add to the conversation, but it seems Baltor has this all thought out. Instead, Baltor turns his attention towards the responses of those around him. Do any seem to respond oddly to the news of greenskin activity, or perhaps more importantl, do any seem to recognize the name of the mage-lord?

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

...And It's Only Lunch-time:
"Well said, Master Baltor," Brand affirms in a soft, but confident tone.

"It is good to have your help with this, Master Horst," then turning more to encompass the full group, "and it is good to meet you all."

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

...And it's only lunchtime:
"We're bound there to try to find a cause for what's the matter," Brand begins. As he trusts Baltor, and by extension Horst, he has no reservations about speaking of the actual issue, but these others...he's not sure about them.

"There has been activity of a curious nature," he begins again, choosing his words carefully, "and we believe something more may be at work."

"The real issue isn't getting there, of course. Master Baltor and I can navigate the woods fine enough. It's when we get to the town itself. Neither of us are quite as comfortable and knowledgeable of the ways of a city. That's where the need for guidance comes into play."

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

The Crowfoot Godswood:
"Hmmm," was all the reply Brand gave at first. In fact, he let it hang for long enough that some may have that it was his full response.

Finally, he followed it up with, "I don't know what counts as beauty for a city. I know cities are different. Each has their unique features. None of it, though, is part of the world I grew up embracing. The woods. Nature. Trees and breezes. The sound of squirrels in trees. The gentle lapping of rippling waves over water-worn rocks. This is beauty to me."

Then, after a beat, he added, "And Bluebright. She's beautiful too," then a smile and a wink for the dwarf before Brand let out another laugh.

Yes. Brand was finding that the dwarf was good company.

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

The Crowfoot Godswood:
As Brand and Baltor enjoy a meal the caught and gathered, Brand shares a bit about his father.

"...so you see, my father, Bain, was the only consistent interaction I had growing up. Now and again, he'd talk about his life as a member of the Whole Earth Society. Nothing too specific, mind you, mostly just vague references."

Brand's eyes then took on a bit of a gleam as he recalled a cherished memory. "One time, though, he shared a bit more. Not quite a story, but about as close as he ever got to one. We were talking about the lay of the land: geography. Anyway, he mentions Ice Bay. This got him remembering and he mentions one of his Society brethren, Thyare. So, he tells me he and Thyare were talking about possible places to travel to at one point and Thyare mentions Ice Bay. 'Well,' says my father, 'what exactly would the Whole Earth Society have to do with an urban setting like Ice Bay,' and Thyare replies, 'The Whole Earth Society would have an interest because Ice Bay is the worst city in the whole earth!'"

And at this, Brand allowed himself to chuckle at both the story and the warmth of the memory. He does not often find chances to speak of his father, so the novelty of this moment adds to its joy.

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

The Crowfoot Godswood:
"I am happy to take the lead and you honor me with your faith in my skill, good Baltor, but your dwarven eyes will be every bit as important as my experience. Between us, we'll surely find our way," and then he adds, turning back to the dwarf and offering a smile and a wink, "and dinner." and with that, Brand pulls his bow, gets an arrow set, but not yet pulled taut, and starts padding a bit further ahead of the noisy wagon watching for movement.

With any luck, the noise of the wagon would send a creature darting out of its path and right into Brand's aim.

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

Crowfoot Godswood:
In response to the dwarf's greeting, Brand blushed again, and allowed himself to join in the dwarf's laughter.

"Indeed, friend Baltor, it is good indeed to know there's something to come back to. Just as surely as stars in the nighttime sky lead you through darkness."

Then, ceasing his laughing and taking on a more serious disposition, Brand added, "I suppose we should get going. Wagons don't travel as quickly as unencumbered horses, so we'd best make the most of the daylight. I can't see in the dark as well as you can, my friend."

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

The Crowfoot Godswood:
Bluebright was understanding. Welcoming even. Admiring? Maybe. Brand was still unsure of a lot of things, though he was sure he'd never forgive himself if he didn't follow the dwarf's advice and tell Bluebright how he felt.

"I...that is...I want to tell you something," he blurted, ensuring that he'd have to come up with something to say.

Her beautiful eyes turned to him, perhaps expectantly.

"You're..." he sighed, and he started again, "You're fascinating. Probably not the right word, probably not a good enough word, but it's what I feel. Or at least, it's the best way I can put it."

He paused. She kept looking, and then she nodded for him to continue.

"You're stuck in my brains deeper than any arrow could be. You're like a force of nature that I just can't stop." He paused again as if trying to find the right words.

He didn't have to. She simply walked forward. Then, as he was starting to try to bring words from his lips again, she leaned in and brushed her lips against his. He looked at her for a moment, shocked. Then, encouraged by her smile, he leaned in and made it a proper kiss.

"I'll be...well, I guess we'll both be going soon," he began when they pulled their lips apart.

"True," she replied, "you are headed one way, and I another, but you are here right now, and so am I," and with that, she pulled him along with her as she moved to her bed, paused for a moment to move her bag to the floor, and then pulled him down with her.

And some time later, the ranger was standing beside that bed. Coy smiles were being exchanged as Brand was finding his gear and getting his clothes arranged and Bluebright, having neglected the simple homespun dress, had gone back to getting her few things gathered to pack.

"When all of this with the greenskins and such is over, will we...I mean could we...?" Brand tried to ask.

"We'll see," Bluebright replied. "Life is always in motion."

And so, accepting her answer, and giving her one more embrace and kiss, Brand set off for the stables to rejoin the dwarf.

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

The Crowfoot Godswood:
Brand resigns himself to the fact that the blush in his cheeks is not going anywhere anytime soon. It appears that the dwarf, who seems quite a wonderful companion to have for a task such as theirs, has read the feelings Brand thought he was hiding.

Now, if the Keeper also gives his blessing to say his farewells to Bluebright, Brand will have to figure out exactly what that farewell would in fact be...

"Better to be sorry of saying something than of not saying it," Baltor had said. I hope Bluebright feels the same way. And that I can actually find the words to day.

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

The Crowfoot Godswood:
"It sounds like your source may be a fair bit better than mine, friend Baltor," the ranger replies. "Plus, I've heard great things about the fine foods of dwarven design and should count myself lucky to share in such hospitality."

He then adds, "I also appreciate your offer of a ride, but I have a mount already, so I'm covered in that respect."

Then, turning somewhat sheepishly to the Keeper, Brand adds, "Master Kubrik, I know that we must leave with haste and that your druids have daily responsibilities to tend to, but would it be alright if I find Bluebright and bid her farewell before I depart?[/b]"

Then, feeling the blush rise behind his beard again, he adds, "I simply mean to thank her for her hospitality and kindness and to apologize for my poor behavior earlier with the greenskins."

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

The Crowfoot Godswood:
As the orcs finally leave, Brand relaxes somewhat, then tenses all over again realizing Bluebright is also out there somewhere. Possibly in exactly the area where the brutes are lumbering about.

Meantime, Keeper Kubrik seemed to have little insight into stopping a mage-lord, but the next part of his statement resonated quite well with the ranger: deal with the greenskins and with whoever is spurring them to motion.

The Keeper advises them to find an ally with more city wiles to help them out. Mosval. That's where he tells them to search, and he asks if they know anyone there.

"I can't say I have a multitude of friends in any given city, but I do know some merchants based out of Mosval. I don't know that they'd be much help in and of themselves, but they might be able to point us in the right direction to find such assistance."

Thinking on it more, Brand remembered specifically having scouted ahead for these merchants and eliminating a greenskin ambush before it ever came to bear on them. He didn't like "calling in favors," but it was good to know he had that if he needed it.

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

Crowfoot Godswood:
"I cannot say a city is where I'm most comfortable," Brand began in response to the dwarf's words, "but I will gladly guide you there and lend what help I can when we arrive."

And I suppose we should leave as soon as possible Brand thought, I can't put my own desires ahead of this threat. Hopefully, Bluebright will still be willing to meet with me when I return. Then, somewhat less enthusiastically, he thought, Hopefully I return.

Turning his attention back to the assembled group, and not actually looking at Nok, Brand asked, "If anyone has advice on specific things we should be looking for or specific gear we should acquire, I'm open to suggestion. Mage-lords are not what I normally hunt."

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

Crowfoot Godswood:
As a caravan guide with a glowing reputation (which, let's face it, basically means you don't cry, wet yourself, and run at the first sign of trouble nor "mess around with" a merchant's wife and/or daughter), Brand has seen his fair share of interesting days.

Today, though, has been somewhat of a kick at his foundation. Here he is working, unenthusiastically, beside greenskins. The Keeper's wisdom cannot be ignored. Strange as it seems,the orc who speaks in the weird tongue is also either rather wise, or else the Keeper is making it appear so since he's doing all of the translating.

This brute, though. Claiming humans are more of a menace to orcs than vice versa? Ludicrous! Seeing the brute standing there close enough to get those filthy claws on Bluebright...

Bluebright. She probably thinks Brand is a fool at this point. Would she even want to see him this evening? He came to the grove as a friend and respectful visitor and almost started a fight right in front of Bluebright and the Keeper.

And now this news. The greenskins are moving more quickly and aggressively than first believed. Possibly before the snow falls. And a mage-lord? What part do the orcs have in raising such a fiend? Are they simply drawn to evil like flies to honey and it's the mage calling them, or are they the ones raising him?

"Keeper," Brand begins, hoping his tone sounds more certain than he feels, "if there is any way I can be of service in this, I am at your disposal. I have no idea how one might find, much less stop or kill, a mage-lord, but I will do what is in my power to find a way."

He then adds in a neutral tone, "Whatever part the greenskins may have in this, you know I am happy to stand in their way as well." Though it went against his nature, he said this generally to the room rather than directing it specifically at Nok.

Somewhere in the back of his mind, Brand was hoping for a chance to prove himself against the dark-hued giant. However, he knew this was neither the time nor the place.

In another corner of his mind, he was hoping that his volunteering had not guaranteed he would miss out on the chance of spending the evening with Bluebright. Maybe more than the evening...?

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

Crowfoot Godswood:
Hearing the words of the wise dwarf, Brand knew there was truth in them. Granted, he begrudged admitting that, but he could not deny their truth.

Lowering his axes, but not his eyes, he said, "Well spoken, friend Baltor. I have encountered the cruelty and butchery of the greenskins far too often and am afraid I may have acted rashly and inappropriately. My apologies for acting this way in your grove, Keeper."

Shifting his gaze to fall specifically on Bluebright, he added, "I fear I may have let my emotions control my actions more than my wisdom," he then added to Baltor, though not looking away from Bluebright, "Thank you for your wisdom, friend. Truly we should be seeking solutions, not causing more problems."

The words sounded more fitting to the situation, though Brand was reluctant to speak almost every one. The lowered stayed out but lowered and the ranger shifted to be closer to Bluebright while making more space for the orcs to approach.

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

Narrator-Brand, you are in a peaceful grove of druids who are concerned with issues in the bigger world. What do you do?
Brand-I try to hook up with the first female druid I meet and I pick a fight!

Good heavens I'm having fun with this! Thanks for putting this all together and keeping it run so nicely, oh great and powerful Wyrm!

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

My thanks. I would have hated to miss out on this roleplay moment

Crowfoot Godswood:
Brand stiffens as the orcs approach. His previously empty hands now each hold a throwing axe and he has taken a step forward to put himself between the Keeper and dwarf and the approaching orcs.

In a calm and intensely quiet voice, Brand speaks. "Keeper, with all due respect, I cannot see how listening to the poison coming forth from the source of our concern will get us any closer to solving this problem."

Looking at the oncoming orcs, moving along with the dear, trusting form of Bluebright, Brand continues with quiet intesity, "Bluebright, are you alright? I swear if either of these brutes have laid a filthy finger on you they'll soon learn why these axes are named hidefinder and greenskinner."

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

Crowsfoot Godswood:

"Well met, Baltor Stoneheart of Tor," the ranger greeted the dwarf. "I am Brand Philogynne, son of Bain Philogynne, Caravan guard as well as hunter of greenskins."

Brand notices Bluebright's form shift as she is sent off on an errand by the Keeper.

What marvels and mysteries that woman possesses. Please tell me I'll still be here tonight.

Brand realizes he got caught up in watching her leave for a moment and realizes his hand had, once again, drifted up to his locket. He turns his attention back to the Keeper and the dwarf, Baltor.

They're discussing something about the weight of something. The heartstone? It seems a grave scenario, and Brand's thoughts on this are echoed as Baltor asks, "Master Kubrik, what is your fear?"

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

New Godswood post?!?!? YES!

EDIT: Hmmm, think it makes sense to let Baltor post a reply to that first since I'd read more as interrupting at this point.

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

With apologies, in the gameplay thread I forgot to put the "/" before the second spoiler to close it and didn't realize it until after an hour had already passed and I logged back in. Don't know if there's any way to fix it at this point?

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

[spoiler=The Crowsfoot Godswood]To say Brand was pleased that Bluebright had agreed to see him again that night would be quite the understatement. The remainder of the time washing dishes was spent in light conversations, shared smiles, and even a small bit of playfulness with Bluebright splashing him with dishwater.

As they walked together to see the Keeper, Brand knew that the time for light hearted chatting has passed. He pays attention to exactly the way she moves...well, in honesty, he was already paying attention to how her body moved...now however, he's paying explicit attention to where she steps, how she bends around overgrowth, when she steps more lightly, and he mimics all of these.

Brand is fully aware of the power in this area. It has been rare for Brand to enter this part of the Godswood, but he knows its significance and power.

As they draw nearer, he hears two voices. One is the familiar voice of the Keeper, a wise elf worthy of respect. The other voice is unfamiliar. Brand is fairly certain it is either a gruff-voiced human or a dwarf. Brand has not had extensive interaction with dwarves, but from what he has seen and learned of them thus far, he admires their steadfast nature.

It was certainly not Brand's intention to eavesdrop on someone else's conversation, but the voices are clear and easily heard, so he couldn't help but know what they're saying. From what he hears, they share his focus on the movement of the greenskins. He caught a bit about them perhaps moving in the summer. After that, the second speaker, whom he now saw was in fact a dwarf, said something about bears and blueberries. Brand respected those who could read the signs, but had no gift for it himself.

"I beg your pardon Keeper," Brand said, bowing low, "master dwarf," he added turning and bowing again. "I had been sharing my concerns with Bluebright about the movement of the greenskins in Ice Bay and of the infighting of the criminal groups there and we agreed it was news that should be brought to you."

He then added, in a tone that was more apologetic, "As we approached, I inadvertently heard some of your discussion, and it seems we share concern over the threat the greenskins pose."

In the back of his mind, Brand was hoping the Keeper might want to mobilize an excursion to investigate and that the wise elf might ask him to be part of that group. In another part of his mind, he was really hoping that if such a group were to be formed, that it wouldn't leave tonight. "Perhaps tonight, if you're still here," Bluebright had said...[spoiler]

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

@Wyverna-For story feats, you could just google search them or check d20.org. That's how I found mine.

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

Crowsfoot Godswood:
Brand took in Bluebright’s information with something other than pure joy. Despite the sound coming in her lovely voice and with her lovely eyes turning towards him at times as she spoke, the content was troublesome. Greenskins here. No doubt here poisoning minds and trying to twist things their own way and gain more control over these poor, trusting people. The thought of dear Bluebright being threatened by any of these green beasties made Brand instantly uneasy, though he did his best to hide this.

She had suggested speaking with the Keeper. This sounded like a very logical idea. In fact, it was probably the smartest thing he could do if he really wanted some answers or at least insight into what the greenskins might be up to.

Of course, logic and emotion were at odds at that moment. While gathering information would, indeed, be helpful, what Brand truly wanted was to spend more time just walking together and enjoying Bluebright’s company. Brand realized as he’d been turning his thoughts to the lovely woman beside him, his hand had moved to touch the locket he always wore. The one bearing a single, faded image of his mother. The woman who had been everything and the centering force for Bain.

There is wisdom in what you say, Bluebright,” Brand said, still looking at the locket. Then, turning his eyes to look into the deep blue wells of her eyes, he added, “But before I seek other counsel, maybe I could enjoy your company and the beautiful night a little longer?” Realizing that may have sounded forward, he added, “That is, if that’s okay with you. If you have other things to do…” and then he trailed off waiting for her response.

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

Crowsfoot Godswood:
While Brand is a fine warrior and has gained a glowing reputation for his prowess as a caravan guard, he has never thought himself above an honest day's work. Therefore, he quite happily set to work washing dishes. After all, the druids had been kind enough to share hospitality with him. It was only natural, then, to return that kindness. Besides, Brand knew his father, Bain, would have been mortified if his son had acted like he was too good to do manual labor.

Bain. Brand found that, after all this time, he still missed his father. Growing up, Bain had been the only consistent human contact Brand had. Brand had learned to hunt and to fight from his father. Hunting and fighting. The very things that made Brand who he was. Sometimes, Brand wished his father would have raised him among other people rather than isolated in the woods. Of course, that may have also meant more time playing and being a silly child rather than learning the ways of the woods. No. Brand did not regret being raised in the wilderness.

Brand was pulled out of his musings as his fellow dishwasher returned with an additional armload of plates. Brand tried to keep focused on his dishwashing rather than staring in admiration at her lovely shape. Brand had never really had a lot of experience in learning how to talk to women. Bluebright, as the lovely woman was known, gave him a smile as she deposited the dishes in their shared wash basin and then inquired about his travels.

Good. Talking about traveling is comfortable. Bluebright had a way of setting him at ease. Brand comfortably lapsed into telling her about his travels and observations. He was no storyteller, but he knew how to deliver details succinctly and effectively. She listened politely, gave occasional noises of encouragement, and asked questions here and there to seek clarity or additional details. She seemed most intrigued as he told her of the menace. The greenskins seemed to be acting in odd ways. Their infighting and additional violence was increasing noticeably in Ice Bay.

"That's...peculiar" she said as she inclined her body slightly towards him. He stood speechless and staring for a moment as he notice the...interesting...way that her body moved as she turned toward him while still bent over the basin. She went on to ask how close he'd gotten to the tribes while making his observations.

Brand felt foolish as her question finished and he stood there silent and staring for an awkward beat. "Oh, I...you know I prefer to keep to the quiet of the woods and deal with them in smaller numbers," he said, snapping back into reality and the conversation at hand. "Salt and the ocean and all that. Still, I can't help but think someone needs to find out what's going on out there. You know those greens control things in Ice Bay. Their thugs and mobs bully and control things."

His eyes flicked to the side again taking in an appreciative view of her again. "I've no mind for their politics, though, so I'm not sure I'd recognize what caused their inner fights even if I saw it. I suppose it's best if I keep to the woods and simply do my part to decrease their numbers. I have to keep good, honest, decent people safe. People like you...and your...all of you...the druids. You know what I mean."

Brand was glad he wore facial hair as it was covering the blush that was no doubt rising to his cheeks. Feeling more awkward as he found his talk and his eyes continually kept turning back to Bluebright, he simply redirected the question back to her. "Have you noticed any greenskin activity in the Crowsfoot? Or heard anything unusual?"

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

For clarification, those of us who are given background/story by you in pairs (Baltor and I for example), are we allowed to read the responses of our fellow group member, or is it only the context you provide that we'll be sharing? Just wanting to enjoy as much of our story as I can :=)

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

I look forward to being incensed that a fiendish greenskin is plaguing our band. Hooray for great role play opportunities!

The Exchange

Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

So, bolding speech is good with you then? Just want to make sure I'm using what works for you.
Really excited for gameplay to start. I always enjoy seeing how my character concepts end up morphing into a more vibrant character once situations are thrown at them :=)

The Exchange

Okay. I knew you'd said earlier it could be worked in. I just didn't want to force it if it would have been more trouble than it was worth. Sounds like the trait is now the Tracker of the (Whole Earth) Society now :=)
I'll try to find some time tonight to tweak the backstory bits you'd mentioned earlier. Thanks for all the feedback and help you're giving us along the way so we can shape characters to accurately fit this world.

The Exchange

Thank you for the feedback, oh great and powerful GM. I will make the adjustments on the backstory. Regarding the trait question, are you okay with the tracker of the Society trait or does "Society" make that one you'd prefer I not take?

The Exchange

(Formerly had submitted Lotus Blossom)
Here is my ranger. I decided to go human. I think he's really catered to fit into your story world. I still need to a lot the skill points and do a tweak or two, but otherwise, he's ready for your consideration. Thanks!

EDIT: FYI, I know he has an extra feat listed, I'm still debating which one to eliminate. Also, he will either have reactionary or tracker of the society as a trait. Didn't know if you'd allow tracker since the Society isn't a thing in this story world. If you're good with it, I'll add to the backstory to explain how Brand's father was part of some sort of group and this "Society" had more knowledge of tracking and such, but if you're not cool with that, I'll just leave the story as is and go with reactionary.