Mathezic

Captain Timney's page

16 posts. Alias of BinkyBo.


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Party mule and hitching post

Timney approaches, and nods to the wagon. "I'd be happy to run whatever of this stuff here you don't need, and run it back to Okorn Spring. Tell Mr Lachlan what's what, and get some help... at least from the rest of our folks."


Party mule and hitching post

Timney is quick to reassure Ta'mas, "No no, I .. I would not cook ratfolk. This is that flying beast." He pops a piece too small to serve into his mouth, "Reminiscent of turkey."

After he finishes stripping the carcass of edible meat, "I'm assuming we are staying here for the night? I'll clean up the least filthy rat's nest... that and yonder shack will be enough shelter."

Over dinner he tells Ervin and Ta'mas stories of what struggles they had faced. The tales smack of hero worship toward now-absent Calvarot in particular... and Timney does not hide how he worries so over him now. After a few stories about the ranseur-wielding god of war, Timney gets lost in reverie staring into the fire as other conversations start up.


Party mule and hitching post

Timney tugs on the tether - the mule is slow to accept the quickened pace. He smiles a little to himself seeing Araden ride up and offer a full polite greeting to Calvarot.
He accepts Tomin's offer after draining his own canteen, and nods "Fine with me."
Looking ahead to the newcomer Araden just out of earshot,
Timney briefly alludes to his sermon-like "discussion" with the youth at last night's camp before entering Okorn. How strong walls (isolation) only brings temporary survival... we cannot thrive without roads (community). He has voiced his concern - seeing the youth adopting some traits and views of the now present individuals, and has been putting more emphasis on issues of "humanity" in his talks with them.

The cliff face to your left on the lightly meandering path provides only partial shade from the sun which descends in the direction of your travel. To your right on the lower plains and broken earth, you see the occasional scrawny elk, a few coyotes, large rodents, and buzzards as you make your way... but not much else.


Party mule and hitching post

Timney loads up the meatier of the adolescent creatures onto the mule.
"Got another four hours or so before sun goes down. What are we... quarter of the way?" He shields his eyes from the midday sun.
There are a few wispy clouds plus a haze - thick enough to pale the sky, but not quite overcast. It is a dry 85 degree (30 C.) Spring day . No rain on the horizon or in the recent past.

Survival or Know(Geography) DC12:

You have traveled less than four miles of the sixteen, but you are starting to make better time now that the trail has evened out.
Your current rate of travel is about 2 miles an hour.
(You have a pretty good idea how far along you should be these last four hours of daylight when it comes time to talk about if and where to camp. You could make it to the bunker/barn by nightfall if you were to hustle for a couple hours of the travel.)


Party mule and hitching post

yes

Timney pockets the strips of cloth for later use...
"Fantastic creatures. Snally - something... snallygrabber? No no..."

Know(dungeoneering)DC13 or Know(history)DC17 with Timney's aid another:

Snallygaster. Blooddrinkers that desperately crave alcohol-rich blood. They usually remain in remote areas like mountainous areas of the Blisterskin Sands and the Eastern Wasteland.
History reference would have more to do with stories of them hounding lost drunks in the night...

Survival DC12:

The meat of the creatures appears edible.


Party mule and hitching post

He nods at the mention of his looking forward to a break. "Mhmm."
You see him looking across the old timers at the transient camp - gumsmacking and sighing - barely distinguishable from the abandoned satchels of worn leather they've gathered for bedding. "Just not here... not yet."

You begin to travel around the lake - making your way to the supply route. There are a few small camps each half-mile or so along the way. They all come here for the near-potable water and a little bit more safety.
Some people are fishing the bushy dark-whiskered oymori catfish (which feed on what lives in the scummy surface of the water), and cooking them on small portable grills.
Some appear to be peddlers of few wares, but none seem outgoing enough to hail down your group.

Some small groups - with prominently displayed weapons in their holsters or held barrel down... none seem eager to strike mean poses or alpha dog you at all as you pass. Even those whose camps encroach on the water's edge trail, make way for your group.


Party mule and hitching post

"Yes they'll be fine, Bergen Lachlan's a good man. They'll be safe here." He clears his throat. Uncomfortable with the newcomer Araden, and seeing Calvarot approach, Timney's tone turns more pleading. "I know my decisions have not gone over well as of late... if not ignored completely. But I'm not ready for the Slab."

"I promise not to interfere."

Plan to follow the route (about 16 miles and likely more difficult terrain), or
go directly to the Hirogdin bunker (about 12 miles)?


Party mule and hitching post

Captain Timney meets the gathering group by the transient camps.
"We good? Bergen's setting the young folk up with a place to stay. Bowen and Tulius got a bit crabby about stayin put but...."
There is a mule standing next to him - watching him talk.
"Oh yeah. Traded my multi-tool and goggles for a pack mule. Ready when you are."

He then looks to Araden, and nods with a meek gesture of a wave. "Name's Timney."


Party mule and hitching post

Captain Timney tosses some gear into a plot in the Transient Camps, and drops a few gold in the watchman's palm.
"Never had anything pilfered from here, so... Whatever ya don't feel like hauling around town."
He gestures to the twenty foot stone-bordered square.
"Or you can just sack out for a while. No one's likely to mess with ya."

Some of the group has been to Okorn Spring, but for many of you it is the first time. You have been out in the wasteland for months... some years. Captain Timney is a calm cult of personality. He has been good for the group, but his loss of the will to fight makes him (in most ways) unfitting for this world.
The group has picked up a few who can handle themselves in a fight. That's good, because about all that's left after a string of violent incidents are a handful of young folk "with some real potential".

"I'ma go meet up with Bergen Lachlan... runs this place. I'll see what he has to say."
"We usually end up at the Rusty Palomino up on the Slab if millin around the Springs brings a thirst."

Five of the militia (light leather armor, rifles, pistols, and whips) stroll about - patrolling between the camps and the main settlement.
One nears, leans in and advises.
Guard: "Gotta check your chambers. No loaded firearms."

From here, you can see at least a few dozen people within the settlement. Most within view are gathered around the market stalls on the west end.
The structures are built from a variety of materials stone, wood, bricks and plasters of dried mud.

>Okorn Spring map<


Party mule and hitching post

Hruska looked as though he was planning to escape once his catch was secure. Assuming Vladimir was on the ground, he screams out startled as much as injured and releases the rope. Vladimir's second strike finds its way under his foes spasming arm and skewers one too many vital organs. The bandit leader starts to slowly slide off his saddle when the horse helps him off with a disinterested little buck.

Jaestra .. move action to free yourself from not fully tightened lasso. You can replace posted round 1 action.


Party mule and hitching post

Hruska knees his horse in attempt to bowl over Vladimir while throwing his lasso at Jaestra .. "Come to me leetle girl.."

Trip vs CMD 161d20 + 6 ⇒ (9) + 6 = 15: fail
lasso vs AC 161d20 + 4 ⇒ (19) + 4 = 23: success

Having been unsuccessful knocking over Vladimir, Hruska leaves himself open as he hurls the loop of is rope around Jaestra. AoO for Vladimir

Lasso from PRD:

Lasso: This thrown weapon is a length of rope with a simple open knot on one end that allows you entangle a foe like you would using a net. The DC to cast a spell while entangled with a lasso is 10 + the spell level being cast. An entangled creature can slip free with a DC 15 Escape Artist check as a full-round action. The lasso has 2 hit points and AC 10. It requires a DC 23 Strength check to break it. On a successful hit, the lasso tightens; to use it again you must spend a standard action sliding the knot to enlarge the loop.


Party mule and hitching post

"GRraawr!! Kressle! What is this treachery!?" The large bald man with the Ustalav accent receives an arrow to the chest. He urges his horse toward from where he saw the arrow fly, while readying his lasso. He sees Vorik dashing out from hiding and keeps going. "Who the -- To arms!", calling back to the others. He glares at Jaestra as he approaches tossing one end of the coiled rope to his other hand...
(move to (N,16)


Party mule and hitching post

Hruska is completely focused on his catch... wincing a bit trying to reel in Ta'de-win with his now dislocated shoulder. Alice low in her "teacup" stance pounces. She digs her right hand claws into a precise point under his armpit... Hruska reflexively swings his arm ... still rising, Alice ducks her head below his involuntary arm movement and her other hand pierces and tears mortal gashes in his throat.


Party mule and hitching post

Rogar lunges as Happs tries to back away, but has to stop short to avoid the charging horse and protect him self from the other bandit slashing at him.
Ta'de-win targets Hruska and calls forth a storm burst but her aim is thrown off trying to make sure the attacking Alice is not hit.
Hruska pulls one end of his coiled rope with his offhand.. "Leetle girls" he rumbles with a thick Ustalav accent. "Which one which one " with one sweep of his hand he hurls the loop of his lasso at Ta'de-win.
1d20 + 3 ⇒ (18) + 3 = 21
It tightens around her and Hruska starts tying his end to his saddle... tugging at the rope to keep it taught. Hruska grins and the tip of his tongue caresses a nearby wart absently as he secures the rope.

lasso rules:

Lasso: This thrown weapon is a length of rope with a simple open knot on one end that allows you entangle a foe like you would using a net. The DC to cast a spell while entangled with a lasso is 10 + the spell level being cast. An entangled creature can slip free with a DC 15 Escape Artist check as a full-round action. The lasso has 2 hit points and AC 10. It requires a DC 23 Strength check to break it. On a successful hit, the lasso tightens; to use it again you must spend a standard action sliding the knot to enlarge the loop

---quoted from PRD

escape artist check DC 15 or DC 23 strength check to break if you want to focus on getting loose


Party mule and hitching post

Alice and Ta'de-win risk a glance at the bandits near them and see a large horse burdened with a bloated man, leaned forward in his saddle - spinning a coiled rope in his warted meaty grip.
You see all of their slow confused reactions from both Oleg's shouting and the sudden eruption of the allies' charge.

@ Rogar You could try an intimidate check

new page reposting map


Party mule and hitching post

"Bah! " A low voice... almost sub-humanly deep and textured like the warning of a large cat. "Travel all morning, day and night and she don't come out to see u-" Happs cuts him off