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Half-elf Ranger (Guide) 1 HP 12/12 AC 18.14.14 F+4.R+6.W+2 - Init. +4 - Perc. +11
![]() Kneeling before the unfamiliar tracks, Hurom shakes his head. Standing up, he nods at Ashad. "Well, we've got a trail here for....something. Whatever it was, it appears to have led a lamb or goat away from the camp. I suggest we inform the others and pursue this track..." ![]()
Half-elf Ranger (Guide) 1 HP 12/12 AC 18.14.14 F+4.R+6.W+2 - Init. +4 - Perc. +11
![]() "Tracks. eh? I saw nothing when I searched earlier, but let me lay eyes on the ground again." Hurom walks over towards Dashki and examines the supposed tracks.... Perception1d20 + 11 ⇒ (20) + 11 = 31
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Half-elf Ranger (Guide) 1 HP 12/12 AC 18.14.14 F+4.R+6.W+2 - Init. +4 - Perc. +11
![]() Standing with Alem and Kallit, Hurom nods at Alem's suggestion. "You would think Garavel would have told us anything of note...." Seeing Ashad looking their way, Hurom joins the paladin at the center of the camp. "News?" ![]()
Half-elf Ranger (Guide) 1 HP 12/12 AC 18.14.14 F+4.R+6.W+2 - Init. +4 - Perc. +11
![]() Hurom nods at Kallit. "If you two will see to the Lady, and the others have this man in hand, I will talk to her soldiers, find out what they saw..." Hurom walks over to where the four soldiers are stationed and begins to question them as to how and when they first noticed the fire. ![]()
Half-elf Ranger (Guide) 1 HP 12/12 AC 18.14.14 F+4.R+6.W+2 - Init. +4 - Perc. +11
![]() Hurom collects the handful of items still identifiable and returns to the group Seeing his new companions gathered at a tent, he heads in that direction. The warrior, Ashad, is questioning a sour-looking man as he approaches. He lays a hand on the wizard, Alem, careful not to excite the monkey, and pulls him aside. "Here, look. From the wagon." He shows Alem the bits of cracked vials, some of the wax, the cracked crystal ball. "Looks to me like a regular fortune-teller's get. Is there anything here suspicious?" ![]()
Half-elf Ranger (Guide) 1 HP 12/12 AC 18.14.14 F+4.R+6.W+2 - Init. +4 - Perc. +11
![]() Hurom eyes Garavel for a second, and then shrugs. Turning to the burnt out wreck, he examines it closely, running a hand along the edges, eyes the cracked wheels, peering into its burnt innards, wondering what he could possibly divine from this mess. This isn't much like chasing a raiding party across the desert. Still, let me see what I can see... Investigation _inside_ the wagon
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Half-elf Ranger (Guide) 1 HP 12/12 AC 18.14.14 F+4.R+6.W+2 - Init. +4 - Perc. +11
![]() Hurom eyed his traveling companions. As a group, they had been relatively taciturn during the travel out to the Sultan's Claw, and in the brief interactions around each night's fire he had learned only a little about each. Perhaps tonight, after all this is settled, we can take each other's measure. I have a feeling this will be a long assignment... He spoke up quickly, eager to be about a task more suitable to his skills, after his struggles catching animals. "I'll be about the wagon, then walking the perimeter. I have some skill with tracking..." And he set off before the others could respond.... Examing the wagon's remains
Eventually, walking the perimeter...
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Half-elf Ranger (Guide) 1 HP 12/12 AC 18.14.14 F+4.R+6.W+2 - Init. +4 - Perc. +11
![]() Hurom wades in to the entangling mess, pausing to gather up the squealing piglet. Strength check vs DC13: 1d20 + 1 ⇒ (2) + 1 = 3 Unable to pull the poor animal free, he kneels down with a sigh and waits for the grass to release, resting a calm but firm hand on the creature and prepares to return it to its pen. Calling to Hadrod, he says "I've seen this magic before. Your wife will be free in a moment. Mind the lamb. The sow can wait...." ![]()
Half-elf Ranger (Guide) 1 HP 12/12 AC 18.14.14 F+4.R+6.W+2 - Init. +4 - Perc. +11
![]() As Hurom eyes his porcine adversary warily, lining up his next grab, a shoot of the clearing's sparse crab grass comes alive, rearing up attempting to wrap itself about his knees and ankles. Reflex save vs DC13: 1d20 + 6 ⇒ (12) + 6 = 18 With a grunt, Hurom leaps free of the threatened area, standing clear while the entangling grasses twist about the panicked livestock. Edited for proper saving throws - thanks! ![]()
Half-elf Ranger (Guide) 1 HP 12/12 AC 18.14.14 F+4.R+6.W+2 - Init. +4 - Perc. +11
![]() Hey Gm Wulfson, a style question: When we roll an attempt in a post (say, my Wild Empathy check) is it standard and accepted practice to see the result and complete our in-character write-up in response? Or is it better to confine our posts to reacting to your previous update and deciding upon a course of action, and then leave you to adjudicate and describe the results of our die rolls? Thanks! ![]()
Half-elf Ranger (Guide) 1 HP 12/12 AC 18.14.14 F+4.R+6.W+2 - Init. +4 - Perc. +11
![]() Ahh, did not know that! Thanks mate, I'm still learning the system. I need a natural 20 to succeed on the Empathy attempt, it looks like (modifier is -1) Hurom grabs at the goat, which bucks away from Hadrah and canters away. "Sorry..." he mutters at her accusatory glare. He sees Rashid back at his camel, minding his strange lizard. "Priest! A hand here?" he shouts. He turns to approach the other pig. Calm, friend...calm.... Wild Empathy check: 1d20 - 1 ⇒ (18) - 1 = 17 ![]()
Half-elf Ranger (Guide) 1 HP 12/12 AC 18.14.14 F+4.R+6.W+2 - Init. +4 - Perc. +11
![]() Hurom jogged up to the pen. Several animals were on the loose, and a harried-looking man and woman ran about, unsuccessfully trying to corner panicked livestock. If these were camels, I would not doubt my touch could still their fear. But livestock.... Hurom had not worked a farm in many years. He was more skilled with slaughtering and cooking such beasts than husbanding them. He lunged at one of the pigs, which squealed and wriggled away from his grasp. Dusting himself off, he eyed the woman, struggling to pull the goat back into the pen. Let's get that one put away first. He ran to help... GM: I will attempt to Aid Another to assist the woman
1d20 ⇒ 11 ![]()
Half-elf Ranger (Guide) 1 HP 12/12 AC 18.14.14 F+4.R+6.W+2 - Init. +4 - Perc. +11
![]() As his companions rushed to heed the command of the woman, Hurom reined up cautiously. Fire is a weapon of the gnolls, he thought. Could this be a distraction? An attack? He scanned the horizon for a moment, keen eyes flitting about. For GM:
Perception roll 1d20 + 11 ⇒ (18) + 11 = 29 I am going to assume nothing suspicious is afoot. Please feel free to overwrite my immediate response if that is not the case... Seeing nothing out of the ordinary, not hearing the sharp yips and barks of the gnollish tongue over the camp's uproar, Hurom slides off of his camel and runs to aid the man and woman struggling with the camp's animals. He knew from long experience that nothing can turn a camp's disorder into catastrophe faster than panicked beasts of burden... ![]()
Half-elf Ranger (Guide) 1 HP 12/12 AC 18.14.14 F+4.R+6.W+2 - Init. +4 - Perc. +11
![]() Howdy all, I'll be playing Hurom Ullah, embittered half-elf ranger and desert guide. He sees this expedition as a chance to use his skills in service of a goal he can be proud of. I'm in Virginia, a full-time professional. Nevertheless, I have a lot of periodic downtime at work and can manage as aggressive a posting schedule as the group and our GM wishes to maintain. This is my first PbP experience, and I am fairly new to Pathfinder and 3.5 as well, so I hope you'll bear with me as I make an inevitable mistake here and there - and please correct me, that's how we learn! Looking forward to playing with everyone, and thanks for putting this together GM Wulfson. ![]()
![]() Good sir, I humbly submit Half-elf Ranger (Guide) Hurom Ullah for your consideration: Stats and expanded character sheet at profile... Background:
Hurom Ullah is a child of the desert. Born to half-elf merchants newly arrived in Katapesh, his family soon moved to Selkelhas on the edge to the Katapeshi deserts. From a young age, he showed an aptitude in navigating the oppressive heat and shifting sands of the desert, and he often would disappear for weeks at a time on solitary sojourns into the wastes. As a young man, he gained employment guiding the merchant caravans common to the region on their circular routes to and from great Katapesh itself. His talents for pathfinding soon caught the eye of a factor of one of the merchant guilds of Katapesh. He was recommended to the Zephyr Guard and soon found himself scouting for Guard parties and merchant guild mercenaries policing the lucrative pesh trade. The Zephyr Guard and their Packmasters patrons had a keen interest in monitoring the goings-on in the desert lands where pesh was grown, intercepting illegitimate cargoes and torching unauthorized farms. Not violent by nature, the relentless pace of raids, the tracking of guild fugitives, and the bloody work of rooting out desert troublemakers soon began to wear on Hurom. Sullen and withdrawn by nature, the grind did no favors to his already pessimistic view of human nature. After a particularly violent mercenary raid in which the commander ordered three entire families put to the sword, he resigned his brevet commission with the Guard, forswore future mercenary work, and cursed the Packmasters who seemed at best oblivious and at worst approving of the dark side of the pesh trade. He withdrew to a family holding at Tiven's Reed to walk the badlands and contemplate his future. Soon bored with the monotony and with no interest in joining his family's business dealings, he returned to Katapesh to seek new work as a desert guide. He found the reception chilly; he had apparently been blacklisted by the merchant guilds that run the city for "breach of contract" and was unable to find work. At the end of his wits, one day he overhears talk of a village named Kelmarane.... Personality:
At turns solemn and taciturn, Huram's recent work on behalf of Katapesh's merchant guilds and as a sometimes agent of the Pactmasters has left him feeling even more disconnected from human society than normal. Although he always rebuffed his parents' effort to get him to connect, to the human society in which he lived, or with the elven legacy of his past, deep within Hurom does feel the need for acceptance, to be part of a group and working towards a common end. Lonely but not lonesome, this desire is what drove him to start helping caravans navigate the sands of the Katapeshi deserts, and often looks back fondly at those days, when as a lad he was among the most valued of the caravans' traveling companions. In his socially halting way, he is looking for another such shared experience. He has never had a close friends, and no companions he would call lovers. But, when entrenched as part of a group, be it hapless caravaneers or cold-blooded Katapesh mercenaries, he will struggle to his body's limits to achieve their shared goals. Regardless, he lives by his own code, and has done some things he is not proud of. Only with much prompting will he speak of his past work as a agent of the Katapesh authorities. His love of the desert extends beyond his skills as a guide. He enjoys the ebb and flow of the dessert tribes' music, the taste of their cooking, and rhythms of a night's camp under the stars. Some might call him a gentle soul, but he has always show the ability to lock down such emotions in favor of a brutal pragmatism toward his work. Appearance: Hurom stands tall and thick, and the desert sun has beaten a ruddy complexion into his naturally fair features. Long in the face, with light brown hair pulled straight back and cut short, his slate-gray eyes center a face rarely given to smiles or grins. The faint mark of a tribal-tattoo, one of his mother's bright ideas to help encourage him to him "reconnect" with his elven heritage, runs down the left side of his face and is now mostly a faded black. |