Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
"We will take it slow and explore this area today. Should we encounter any major problems we will flee. Then likely return home. Though if we are successful we will meet you on the coast in the South of this region. Go, your mounts are trained for combat and to come to your calls. We will be alright, unless the vampire spawn catch up to us!" He points out and jests with the last line.
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
As Huntsman and lead driver of the caravan, he confers with Ingvarr and learns the signals, even taking one of the signal horns from Hundor when possible, to learn how to use it himself. With the hours of travel ahead of them he invites Ingvarr to teach! Ernost, Hundor, and at least a few other drivers will learn from you!
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
Survival:1d20 + 8 ⇒ (13) + 8 = 21
He is able to lead the group back following the trail they had made with the caravan easily.
Back at the tomb he gets the caravan turned around with the horses turned away from the tomb should they need to make another hasty retreat. Then they begin to set up a few small fires for cooking and heat after sticking around for an hour.
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
Ernost leads the caravan off a ways before asking, "Do you really want to go all the way back to the forest or should just put some distance between the tomb and us be enough?"
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
A bit hesitantly he offers up thinking of such monsters, ”I really dont want to see, let alone fight a spider my size or bigger. Johanna your concerns are shared. I will stay with the wagons and scout around to make sure we are safe like always.”
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
Any other spells cast? How do you move entering the crack that might let a small folk in, or a medium creature squeeze through without heavy armor. Perhaps you make the opening bigger?
He follows the group signalling the wagons to follow the group to the hill. This gives the group or individuals a chance to act before the whole group collects at the site.
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
"I will quickly head East and see if there is an easier way to cross up river. Can I have someone head West to see if such crossing exists that way as well?" After confirmation that someone else is heading in the other direction he heads off on his horse.
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
Survival:1d20 + 8 ⇒ (3) + 8 = 11
"I am not sure but that would make sense considering the bridge that was made. I remember Mr. Nettles, this bridge was very popular, he would take anyone that paid his nominal fee. He was a no nonsense man. The Stag Lord must have killed him, burnt his house and cut down most of the bridge."
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
It was the critical damage, he normally gets +3 for his composite longbow (+3 str enhancement), then +6 for the ranged 'Power Attack'. I don't remember the name for the feat, power attack but for range.
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
Round 1
Seeing the threat so close he blanches a bit, but then a resolve comes over him and aims his bow with a steadying breath before taking a shot and quickly making another as well.
+1 composite longbow, Rapid Shot, PA:1d20 + 9 - 2 - 3 ⇒ (20) + 9 - 2 - 3 = 24damage:1d8 + 3 + 6 ⇒ (2) + 3 + 6 = 11
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
He comes in quickly enough seeing Jevar move back to the wagon train. Getting to the wagon train he dismounts and secures his mount's reigns to the front wagon. He draws his composite longbow and aims it towards the ground.
He nods to Jevar and says, "Yes those are good signals, how about a burst of three to let us know to come back to the wagon. Hold up! So what are the dangers of the shambling mound, I know it is a plant and dangerous but that is about it? Oh it is resistant to fire too." With that he keeps looking at the surrounding area once the wagons have come to a stop.
K Nature:1d20 + 7 ⇒ (10) + 7 = 17 on shambling mound.
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
As ever the scout he quickly comes back to the group with the account of Olivira torturing someone with a brand. Bringing the group quickly to the entrance of the baricade he dismounts and draws his bow aiming at Olivira yelling, "Stop what you are doing... or else I will..."
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
With his horse he takes point scouting ahead and doing a vast amount of exploring more than anyone else. Once the group settles into the valley he leaves the horses in Catrina's and Hundor's capable care as he begins scouting again to make sure there are no threats heading towards the valley from this side at least.
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
He nods agreeing with Koldurs words but puts forth none of his own until after Christain speaks, "Then let it be so and I can be the grand huntsman or other position you wish me have and should a position have a vacancy and need someone fill it I will be near."
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
Ernost takes to the food well, after all he is still a young and growing man. He slows down as the announcement is made by Johanna. Once she is done he cleans his face with a napkin and offers up, "Are you sure?! I am just a country bumpkin, I don't know much about intrigue and being a spymaster! You must be jesting, if anything I would accept the post as Marshal or maybe even royal enforcer but that still seems a stretch for me. These positions seem like there is much responsibility and perhaps it would be best that I am just a ranger for the court or master huntsman?"
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
This man walks in nods to most and introduces himself to the new face, Johanna, with a smile, a brisk handshake, and welcoming words, "Hello there, I am Ernost Van'Dreick ranger, horse rangler, and all around scout for our exploring group. And my fair lady what would be your name?"
Once that introduction he tips his hat to the group and finds himself a nice posh chair.
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
Round 3
He quickly ties off the horses that are near to the wagons, mounts up, and rides after the fleeing horses.
dex check to tie the ropes:1d20 + 4 ⇒ (1) + 4 = 5
Do the reigns that were tied get a check to come loose? Or do they just run off...?
rolls:
5 horses, 2 carts with three horses pulling, equals 8 horses. 4 are fine being mine and the carts'. 4 to check...
str check to pull reigns free DC 14:1d20 + 3 ⇒ (5) + 3 = 8 str check to pull reigns free DC 14:1d20 + 3 ⇒ (20) + 3 = 23 str check to pull reigns free DC 14:1d20 + 3 ⇒ (12) + 3 = 15 str check to pull reigns free DC 14:1d20 + 3 ⇒ (8) + 3 = 11
handle animal:1d20 + 6 ⇒ (12) + 6 = 18
Calming the two that are still tied onto the carts. Two got away. He then quickly goes after the other two on his own horse.
Then once to one of the horses... handle animal:1d20 + 6 ⇒ (18) + 6 = 24 to see if the horse went the same way as the first one I got to... looking for a 1...:1d8 ⇒ 5
Then tracking the last horse... track:1d20 + 8 ⇒ (17) + 8 = 25
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
”Yes, but the place looks deserted. The whole place looks like a blight is upon the plants and land. Black and nothing green, there should be animals but I didnt see any. Do you want me to stay with the cart or are we taking everything in?”
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
He was up before most making sure the horses were ready for the ride including the extra ones that would likely be needed for today. The horses would run but needed proper nourishment and treatment along the way. He waits to the side for orders.
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
Taking to the food with zeal he had already eaten half a plate. He took a quick drink of wine after Olivira's entrance and happily said, "It is good to be blessed with such a good cook!"
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
"I know these lands probably better than anyone else. Do you want me to make my way to the outpost, then again I don't know Brevoy that much." He offers with not much thought as he realizes what he is offering after saying the words.
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
1d20 ⇒ 16
He quickly sits up with his bow in hand arrow pulled back ready to hit a threat but none are seen. He slowly gets out of his bedroll looking for threats as well.
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
He turns from preparing the meal to offer a few words before beginning to serve the hot meat, "Come there should be a deer slice for each of us, the last of my last prey, also I have sliced a loaf of bread only made a few days ago, and some gravy. I doubt we will be having such a good meal in a while."
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
"We either have bandits or adventurers by the look of them, shall we approach cautiously or brazenly?" He asks with an eager smile on his face.
"They seem set up in a classic adventuring camp, arranging the tents around the fire in the middle. It's a good system in that everyone is pretty much equidistant from everyone else with 3 tents, and they're all close enough that commmotion in one tent could rouse the other person currently asleep."
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
"I have met them several times but they are not my kind of people and you likely would have the best interactions without me, new slate and everything." Ernost says a bit unsure of himself.
Sense Motive DC 15:
He likely has a story he is not telling but you don't think it will help.
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
"No, nooo not me! Thank the gods. The Reverend is rather... What's the word... Devoted to his congregation and aren't that keen on outsiders. They are extremists and burn things in most of their rituals and daily life. It is creepy." Ernost says as he stops tip toeing around the subject and comes out with his opinions at the end.
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
Koldur I had a horrible nightmare last night, people were screaming, there were fires, all sorts of bad stuff..." He drifts off in thought but pretty much just listens to anything you have to say. Then you ask him about containing a spirit and he delightfully surprises you, "You mean like a shaman or an exorcist? My pa always told us about a powerful old witch which communes with spirits, making a lot of them do her bidding. I never went that far South to see if it was true. If you want an exorcist there is Reverand Roger, a priest of Sarenrae on the liberal side if you know what I mean, but he knows his stuff. RR is down South in the plains, I can show you his place easy but it may take a few days to get there.
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
"I have no charges..." He looks a bit forlorn then continues, "I am also serving you, I can guide. Yes I believe it once was a temple to Erastil. Yes a monument to Erastil I believe. Yes in the same direction, first the temple then the statue." He nods to Koldur.
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2
"Did you want to go to the Stag Temple or the Statue of Erastil? The temple is closer, yes I can take you. My roaming lands have been above the skunk river." Ernost says with detachment.