Grau Soldado

Oalin Donkas's page

156 posts. Alias of mardaddy.


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Have a Player in our group fielding a Sylph Magus, taking Windy Escape multiple times for a day, then spending arcane pool points to recover the spell over and over as needed.

We're at the point now where they are facing opponents with multiple attacks - but still, each attack after the first (which is windy escaped) has a lower chance of actually hitting.

I can't just chronically engineer surprise or flat-footed encounter conditions... I'd like to see what options others may use to hit a magus in his/her arcane pool. What are you favorite scenarios to cause a Magus to spend pool points?


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

I AM PERFECTLY WILLING TO PICK THIS BACK UP.

Truth be told, I am as stumped as Finn with which direction we needed to go next. Everything we actively tried was not working out or revealing anything but more questions. The puzzle is challenging, but not unworkable...

I was hoping that the moment we camp alone and away something would be revealed, either an ambush by the tax-guilty party or the "creature" that is the source of the fire. My last post I nudged for us all to go to the abandoned farm and camp out hoping for something to happen.

I was still of the mind the scarecrow might be a guy dressed up and the fear, night and imaginations of people was running away from them. But the burned trail cannot be caused by that, so it's back to a "creature."

My opinion (yer a big boy, you can handle it) Too many mysteries, not enough clues or development to string along more active posting. It's like we were aching for an "aha!" moment or more obvious clues.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"I apologize on behalf of us all for causing such an unexpected stir.

If I am understanding correctly; you are not one of the local citizens who is vocal about protesting the tax, which is collected by the sheriff, not the tax collector."

I guess we head to the "abandoned" farm while taking stock of the information?


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Oalin points at the lad, "I can see why you'd post your son, there as a guard."

He then decides to go rogue and spill the beans, "We've actually got a charter to investigate the fires and disappearances of citizens in the area. We feel it may be related to the some recently imposed tax increases. Are you aware of, and what is your opinion of the protection taxes, if I might be bold enough to ask?"


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"Actually, we're here..." Oalin stops self-consciously, then nudges Fitz to talk, he is unsure of how much to tell.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"OK, now... You see us, and we know you're there. Let's all converse like civilized people. We may be strangers to you, but we mean no ill intent. We just wanted to see where the trail led."

Oalin is surprised at his own forwardness


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

I has something all typed out before I realized the "burned trail" was from windmill to forest, not the entire trail THROUGH the forest to the shed...I was freaking out wondering what would make such a long, scorched trail without the burn spreading...


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"I think you might have something there, Finn. The mill does more than make money, it turns grain to flour; it provides food.

Shutting it down makes no real sense; at worst, put new workers in it, but close it just makes it harder to live here.

I have no desire to check the interior of the mill -- it is boarded from the outside already -- I think the note and Finn's assessment says all we need to know. But if the rest of you want to, I am in it 100 percent."


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"This really is boring. I mean, our intentions were good, but we seem to be wasting a lot of time. Maybe try the trek all the way to the Windmill after all, eh?"


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"Freya? You're probably the best at tracking if I recall our training. I'll help looking around, but you'd know best -- Anything about the ground or setting stand out to you?"

Oalin will attempt Aid Another: needs a natural 10 or better on a d20 to give +2 to Freya's roll

Survival check aid for tracking: 1d20 ⇒ 7

Oalin gets completely off target after seeing some rabbit tracks, providing no help to Freya whatsoever. His stomache growls, rabbit stew sounds sooo good right now...


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Indeed, to the barn!


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"Yes, thank Master Shepton for us and politely excuse our exit in his absence; I am sure he will understand we have things to do for the good of the town."


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Arcane? Oh, I guess so... That's right, "Oalin the Sorcerer," been a bit since I thought of that.

"Thing and I will take the mid-watch"


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Oalin wanders off to a corner of the room and whispers to Thing, I am soooo glad we are bedding down and starting fresh in the morning. We don't know anything about this place and ripe for a trap or ambush in unfamiliar territory in the dark.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"Sooo... to the barn? The windmill? Try to find a place for the night and start fresh in the morning?"


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Oalin listens intently, then posits, "This complicates things even more, if the sheriff is complicit in some way as well. At the least, both he and we will be claiming authority on... umm, the matter at hand."

He continues, "Master Shepton, I assume you hold sway as a man of reputation, integrity and convictions hereabouts. If our investigation reveals wrongdoing, and the time comes that we make apprehensions to account for crimes, can we count on your good word if there is confusion or resistance from the good folk of town?"


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

I will be away until Sunday (5/6)


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Oalin follows in politely, as the lady leaves, he looks at the walls and mementos, recognizing the source of very few of them...


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Oalin is with Mor and Finn, seeing what the answer to the knock may bring.

...and Freya?


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Had no idea the windmill was so far away from the "town proper." If this is the case - I vote we contact the bard and gather more info in town, hitting the windmill in the morning fresh. Of course, that gives time for the Tax Collector and his men to come up with a plan if they know we are here.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Oalin takes everyone aside and tells Gweenth & Freja, "Finn, Mor and I got a lead on a missing, presumed dead, citizen. This Stumpy guy is the one who wrote the Baron about the Tax Collector, Randor. testimony so far is he's charging some steep extra taxes for protection and hired some thugs, but the town is evidently not in any danger from outside enemies, and he does not have permission from higher authority to do so.

The citizens formed a group and started talking about how to handle this Randor and then one of the leaders, Rocerd, suddenly went missing, he ran the windmill. We were going to check out the windmill to see if Rocerd might have actually left on his own or if there is evidence he met a foul end. And then all this happened. We should continue to the windmill, I think."


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Whispering to Mor as the Sheriff takes Daren into custody, "I think Daren is holding true to us keeping the investigation hidden. We should get the letter from him in case we need it at the right time."


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Disappointed and sorry -- especially at such a pivotal time in the story thus far.

It is a game however, and games are a distraction we do when times are good & predictable. Take care of you and yours and what is really important.

I run up and stab Daren while Thing bites his face off...

Joke, joke... or...??


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Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Oalin looks at all that is happening, perplexed for a moment then, "gets it."

"Mor, you have to stop them from shooting Daren."

Oalin bucks up and sounds off loudly to all, "That's Daren, he's no arsonist. He can't be the one setting fires, we just got here. Daren is a fierce warrior, I've seen him drenched in blood, suffering many wounds and still taking on foes... if he wanted you dead in there, he could have done it, so... well, that proves... well, he didn't, and he could have and then escaped, but he didn't."


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

As the only local representative of a higher office, and with him corrupt enough to extort coin for protection, it seems reasonable he would try to leverage that position into more and more authority even when he does not have leave from his superiors.

It is apparent the mercs are a cover for the collector to charge more unauthorized taxes.

I think the only authority they have is whatever they can get away with out of intimidation.

We should tread smart... if the merc's have been setting the fires as part of protection/intimidation to make the townsfolk comply, and now the opportunity arises to lay the fires on a stranger without the merc's being the ones pointing the finger...

This is gonna get mushy -- meaning I do not think we will be able to do this on the sly anymore; we'll have to reveal our cards to get Daren out of suspicion and then do the investigation in the open as duly appointed and known representatives. Need to make sure real quick the mercs and tax collector don't bail as soon as they find out.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Well, they are the authorities in the "town" and we have no indication Daren is the one inside, so with the information we currently have...

Oalin steps back from supporting Finn and readying the spell, observing, "Looks like they can handle this," and duly makes room for the armed men.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"Oh, wow. One of them? If he's in there, that simplifies things..."

Learning the lessons from the first goblin encounter and militia training, Oalin follows Finn towards to door, calling upon his inner powers in preparation to support Finn by possibly Daze the perceived aggressor inside...


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"Is Daren or Virid inside? This seems like a strange coincidence, happening the moment we all arrive."

Does the shop have any windows/openings besides the front and back doors? If so, Oalin is tempted to have Thing spy on the inside but is also afraid of the violent manner of the crowd and how they'd react to Thing.

To Finn, "Maybe these warriors they are waiting for are the mercenaries that were hired."


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"Aww, sheesh, what now?" Oalin hesitates for a moment, weighing the earlier decision to act as two separate party's, then makes a decision and moves to Freja, asking when close enough, "What's going on? Where's Virid? Where is Daren?"


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"I'm sorry, Thing, I really did not know you'd be back so quickly. Thanks for the report."

Seeing Mor already starting out that way, Oalin falls in line, just as curious about the local excitement.


Adjusted a section of Dervin's background to include the Background Skill (Perform)

Adjustment:
Almost penniless, with no friends, no desire to get back to Skeldt even if he wanted to or was welcome there anymore, Dervin plied the Korvosan Shingles and streets, it’s alleys and rooftops, earning, stealing, scraping together what he could by guise, hook or crook. Occasionally, his magnetism and easy gift for barbed words found him some meager earnings at various low-brow open-night playhouses, his satirical wit spearing the more disliked among Korvosan elites and their unpopular public policies..


AD&D2ed, Throne of Bloodstone module (lvl 18-100)

After six sessions, party of 5 (18+ lvl) reaches the front door of Orcus' keep in the Abyss.

The wizard casts Detect Magic (of course its magical.) There was no "Spellcraft" so it was an Intel check to try to discern the properties; succeeds = "Abjuration/enhancement."

So he knows it is protective magic and enhanced somehow.

Wizard: "I cast Lighting Bolt at the door."
DM: (rechecks module) "OK, roll damage"
Wizard: Rolls 18d6
DM: "Make a Saving Throw vs Spells as the bolt arcs out from your fingertips, strikes the door, it is absorbed, builds in power and strikes back along the same line to you at double the strength."
Wizard: (fails save, dies.)


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Oalin picks up on Mor's question, "Umm, yea. Is Shepton easy to find?"

"I think the last questions really, is where does Randor stay, and do the mercenaries stay with him or do they patrol?"

I think after this we've got enough to start out on, should we head out to the windmill?


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Dervin Oskander
Human Rogue / Counterfeit Mage

BACKGROUND:
Dervin was raised well-to-do, the only child of the owners of one of only two mills in the Nirmathan border city of Skeldt. Dervin never showed an abundance of good decision making growing up, but was quick on his feet to run when trouble came up, and always seemed to have the right words on his tongue to charm or cajole others into giving him what he wanted. Dervin never really wanted for anything, and was thus convinced his was a charmed life, that he was destined for greatness.

The needs of the Nirmathan war for independence from Molthune eventually reached as far as the folk of Skeldt, and Dervin’s father geared up and left for war, tussling his son’s curly blonde hair as he departed. Not long after, some wounded veterans came rolling in, trying to pick up the pieces of their lives now that they could no longer serve. Dervin hung on their every tale, longing for the day he came of age and could start his own famous life.

His mother, in the meantime, tried her best running the mill, and soon forced young Dervin to help out; managing the place and the workers was a task quite beyond her meager homemaker abilities. Dervin bucked and chaffed at his duties, felt it demeaning to have to work at something, and instead daydreamed of glory, and sought an escape whenever possible to hear the veterans talk.

The year before Dervin’s maturity by Nirmathan standards, bad news came to Skeldt. Dervin’s father had died in one of the last engagements of the war. His mother wailed in misery. But all Dervin could focus on was the fates robbing him of his chance to make his mark as a war hero. Embittered, Dervin soon treated those veterans he idolized before with barely concealed, rude jealousy.

The days marched on, and Dervin's distraction with not putting a full effort behind his work, his shortcuts and inattention to detail caused his overworked mother to have take on more and more responsibilities with the mill, which leds to her accidental death. Not recognizing his own measure of guilt in that, she was barely in the ground when Dervin sold the mill and used the resulting substantial amount to leave, bribing his way into the Korvosan Academae through a contact that visited Skeldt, Tamalius Arkona, son of Glorio Arkona, one of the best-connected families in the large city.

Dervin had determined that since he could not come to fame as a war hero, instead he would learn magic, and buying his way into the Korvosan Academae was just logical. It was the closest and most famous place to learn; his life was charmed and he had always been able to get by on his smooth tongue. The gold were all he needed to get his life rolling. Turns out it was all a scheme concocted by Tamalius to rob Dervin. Tamalius knew Dervin would NEVER make it.

Oh yes, Dervin was enrolled. And quickly kicked out on his ass HARD after less than a month. He was barely able to figure out one cantrip during that time. In his typical deluded overconfidence, Dervin mistakenly thought he could overcome with words the approach, attitude, discipline and dedication required to master the arcane arts in a formal setting.

Beaten, kicked out and humiliated, Dervin found his bought-and-paid-for sponsor suddenly wanted nothing to do with him. Dervin quickly discovered that in Korvosa, the respect & standing he thought his coin bought him was merely a temporary farce to part him of that same coin.

Almost penniless, with no friends, no desire to get back to Skeldt even if he wanted to, Dervin plied the Korvosan Shingles and streets, it’s alleys and rooftops, earning, stealing, scraping together what he could by guise, hook or crook. He found temporary respite in his woes with Esla Dollinger, a trollop that he felt was as convinced as he was that Dervin was destined for greatness. Familiar tragedy for Dervin, as she went missing for a week and was found dead. Dervin was taken to ID the body only to discover a gift he had given her, a memento she always wore was missing. Dervin was slow to recover, but with Esla's friend Gingi prodding, he located the (now twice) stolen ring in a barter shop. Some smooth talking with the keeper found its placement there was connected to Gaedren Lamm, a fairly notable underworld power. Dervin has two on his list now, Tamalius Arkona and this Gaedren Lamm.

In his typical rash and overconfident manner, Dervin starts seeking out this Mr. Lamm for revenge...

FIVE POINTS:

1 Convinced of his own greatness.
2 Blames others and the fates instead of his own actions.
3 Despite showing outward pride, secretly digs through mud for coppers.
4 Holds grudges.
5 Gave up on any family connection.

TWO GOALS:

1 Epiphany that one must work for what one wants.
2 Epiphany that happiness is a decision, not a condition to strive to achieve.

TWO SECRETS:

1 The ring he gave Esla Dollinger was actually stolen from an instructor at the Academae while Dervin was being beaten by that same instructor.
2 The reports of his father’s death are wrong, his father was wounded and is amnesiac, may eventually recover.

TIED TO THE PC:

1 Tephastus Killgore (Enemy. Academae Instructor who kicked Dervin out after beating him severely, who wonders where that ring went...)
2 Gingi Doorsa (Honor. Room mate and best friend of the late Esla, she is manipulative and guilt-tripping Dervin into finding Esla’s murderer.)
3 Klaathaan (Sorta Enemy. An imp Dervin bumped into on the rooftops in the Shingles, Klaathaan took an immediate dislike and cause Dervin to plummet, with only dumb luck saving his life in the fall. Dervin does not realize it, but the imp is treating finding Dervin like a hide and seek game, hoping to run into him on the roofs again for more fun.)
4 Tamalius Arkona (Revenge. Dervin blames Tamalius for his social and financial downfall since arriving at Korvosa. Tamalius probably would not recognize Dervin if he ever saw him again.)

FLAWS:

1 Prone to poor decisions.
2 Not willing to work hard/seeks shortcuts.
3 Practically ignored his mother’s needs after his father left for war.

FEARS:

Dervin really is an almost heartless coward that yearns to be famous and adored by the public, his biggest fear is to die without anyone knowing who he was, to shake his mortal coil anonymously, alone, in the dark, forgotten by all..


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Ahh, dag... sorry to hear that. On into the breach!!


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"That is quite a bit."

Oalin nods his head in agreement, and leans in to Finn, whispering, "We should go check out the windmill to see if it really has been moved out of, or if there is evidence of a struggle... and find out if the town had been under threat by creatures or bandits, if there was a legit reason for this extra defense charge."

Oalin absently wanders over next to Mor, looking out the doorway of the store, curious if the party's arrival has caused any stir.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Oalin thinks to himself... Hmmm, so this Randor is taxing extra money under the guise of it's for defense of the town, but he did not have leave from his superiors to impose a charge.

after he answers Finn

Sir, what is the amount of this extra charge and how long has it been... levied?

More pondering... If we can ascertain the exact amount, it could be used as leverage that the, "jig is up," and someone has known all along, maybe even forcing a confession and easing punishment if he makes restitution to representatives of the crown.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Oalin goes with Finn and Mor into the store, stopping a step behind and to the left of him so Finn so it appears Finn is the leader and primary for conversing with Stump.

Is Thing doing as requested?


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Oalin waits for the departing man to get around 30ft past him, and whispers instruction to Thing, "Follow the other man on the sly, see where he goes and if he meets with any others to report us being here. If you have the chance to listen in, do it and come back. If we ever lose track of one another in the town, we'll meet outside of this store in the rear. Stay hidden and safe, Thing."

Oalin goes with Finn.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Oalin is content letting Finn take the lead, staying with the Bard and glancing around the small village and taking in the old folks as he listens. About the size of Knob's Mine, but at least they have access to fishing...


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"Thanks, Thing." Oalin nods and smiles to himself at the support, and allows himself to drift back in the walk so the others cannot hear.

"I never liked Daren back at Knob's Mine, he was mean. And he really has not changed much, so probably never will -- he does seem a fierce opponent, someone you want out of your way or on your side."

Oalin shakes off the disturbing thoughts entering his mind before speaking more with his familiar, "Mor seems OK enough. Maybe there will come an opportunity to lead eventually, we'll have to see, eh?"


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Oalin whispers to Mor & Finn, "So... let the lad take us back and find out what this ole Stumpty thinks we are about? I mean, it could be he reported the collector and that's why all of this is happening."


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"I am sorry, Snaggs, the way you ran the words together, it sounded like you were saying your last name was Stumppet, I make mistakes like that sometimes... sorry again. So 'ole Stump' sent you out here?"

Oalin tries bonding a bit with the youth, "I have only one more question, what does ole Stump do, exactly? I mean, beside giving out well-deserved treats - Come to think of it... I could go for a sweet cake myself!" Oalin smiles in good humor and raises his eyebrows expectantly.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"Yes, who do you mean by 'he'? Does he have a name? What does he do in the town exactly? I am sorry for all the questions, we mean no harm by it, just want to be sure about things."


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

After the child answers...

"Who told you to wait for someone from the Baron out here? That seems like an odd request to make of a child..."


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Assuming the dialog between Oalin & Freya occurs earlier, en route before reaching the child, per the DM's encouragement to interact with one another more... We can get back to that later to prevent competing postings to prevent confusion and concentrate on the NPC encounter right now.

"I don't think we're the one's you are looking or waiting for. My name is Oalin, by the way, who might you be?


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

“Freya, you seem to be in touch with nature even moreso than myself, could I ask your help in locating and harvesting some of the natural elements and plants I need for creating some helpful concoctions?”


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"I dunno, we'll see, I guess. I don't see much value in learning that kind of stuff, not for someone of my birth. I guess I just want to do my duty for now, maybe travel a little more round and about Damara and see where that takes me." Oalin gets serious with Daren and some determination can be seen in his eyes, "I know one thing, though, even if I am not good at fighting with swords and stuff, I won't let you or the others down like I did against those goblins that first march..."

Oalin takes a breath, about to continue, thinks better of volunteering what he feels might be too much, and makes the resulting silence awkward.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Surprised slightly by Daren initiating a conversation with him, Oalin admits openly, "You know I can't fight as good as any of you, and I can't do the physical stuff well like those exercises we've been doing at camp... To be honest, this mission is the least likely one that would see me killed or cause me to embarrass myself."

He gets a little more strident, "I'm not like you, this militia stuff and fighting does not come easy to me as it does to you. I get that I have to do my part, but if they provide a choice, damn right I'm going to push for the one that has the best survival chance for myself."


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

I'm sure gameplay will present a method, even if you do not see any options right now.

This is a road, merchants use roads, and the camp needs to get supplies from somewhere, so there *might* be a way in that. Or maybe make some coin and hire a runner to deliver a message.

In fact, Gweenth is our Quartermaster, she may know if any supplies come from this town and that could be a contact.

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