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Quinn Tallfeather's page

58 posts. Alias of Jeff Przybylo.


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Male Human Druid 1

Guys, am really sorry for the delay. Apparently someone spliced into the cable feed at the pole near my house. AT&T in their wisdom, cut the whole thing off. Somehow this is my fault, despite the fact that I have a signed agreement with them, and the other house does not. Hopefully this will be fixed very soon. I am going down to their office today to meet with them.


Male Human Druid 1

Internet down, posting from BlackBerry, functionality equals zero.

Recalling his thoughts from the night before, Quinn begins his methodical re-creation of the bandit's directions. (Rolling d20+9 Insight check the old fashioned way...on the dining room table...17)


Male Human Druid 1

Quinn spends the evening hours going over what the bandit told them.

"Er, well, you sort of head down the valley, go into the woods, cross the river using the old log, go through the fairy clearing, over the ridge, round the flat rock, under the tree and you're there. More or less."

He figures that from aloft, he can track progress through the valley, even in heavy woods. The differences in the elevation of the trees will be seen between the valley floor and the sides of the valley.

Using that as a general direction, the river should be obvious, especially the log crossing. Once set on the crossing the general direction of the path should point a way toward the fairy clearing, again most likely visible from the air.

The ridge should be reachable, as it obviously crosses more or less directly in front of their line of march. Otherwise, why "over" the ridge?

From there it will be more difficult, but this close to a camp, the trails entering it should be more worn.

"...and more guarded, Quinn thinks to himself.

Quinn rolls over, confident he can set them on the right path in the morning, and falls asleep.


Male Human Druid 1

"Let us return to our starting point. It will be the best way to find the bandit camp." Quinn says. "Take one of them with us...yes. He can show us how 'repentant' he is then, or die like the rest."


Male Human Druid 1

Quinn stops to take a look around. Long moments pass as he looks out at the plain, back to the forest, and back out towards the plain again.

Insight 1d20 + 9 ⇒ (6) + 9 = 15 Nature 1d20 + 9 ⇒ (16) + 9 = 25

"We are strangers here. The land will tell us where to go." He says softly.

I hope...talk about embarassing...some druid...


Male Human Druid 1

Sorry guys, having a frustrating time of it. Takes me 3 or 4 tries to post anything. I get "Page cannot be displayed" messages, but I have no connection issues. Been trying to fix it with no luck, so I guess I'll suffer through it. :(

Quinn quickly realizing that he has lost track of the group in the heavy woods, flys down to a point in front of the struggling party.

"I'm here." he says quietly, stepping out onto the trail in his human form.

After a moment, he bends down to take a handful of loose soil and run it through his fingers. With a sniff, he casts it into the air, and stands a moment observing its fall. He walks around a large tree, one hand running along its bark, looking at the tree from top to bottom. Every few moments, he looks back along the path they've come, then forward along the direction of travel.

Forgot this
Nature roll 1d20 + 9 ⇒ (4) + 9 = 13


Male Human Druid 1

DOT


Male Human Druid 1

Quinn will ensure that his search-circles will always include a flyover of the group, to maintain conact.


Male Human Druid 1
Aleph wrote:
critical. how many turnips is that?

None, it's radishes. Know Your Roots, Grand Daikon.


Male Human Druid 1

I agree with Marc. I voted south because I thought all of that was in the same direction. I have to remember the "sandbox" of this AP isnt a linear adventure. Lets deal with the remainder of Happ's group first.

Quinn nods once in response to Marc's suggestion. In a moment, the large owl takes wing from Oleg's and begins flying in ever-widening circles in the direction the bandits are believed to have come from.

Aub, beginning a search pattern for a trail or some such in that general direction. Will be at it for an hour or two, then return to the group.


Male Human Druid 1
Heimoth wrote:
Aleph wrote:

"Heading south, for radishes and maybe bandits is my vote."

dreams of a cadre of knights with radishes embossed on their shields serving his whimsy

"Who are you?" "We are the Cataphracts of the Golden Radish, servants of the Grand Daikon Aleph, Exalted Taproot of the Western Marches." Yeah, that'll work.

"Sounds good to me."

Exerpt from the Lost Book of Golarion: ...the movement that was to become the groundswell of power for the Grand Daikon began in the underground, the root of which lies in obscurity...

South, check


Male Human Druid 1
Aleph wrote:
DUNGEON MASTER'S DRUNK!!! CAN I HAVE A VORPAL SWORD???

steps slowly away from aleph searching the sky for thunderbolts


Male Human Druid 1

Radish roll - Nature 1d20 + 9 ⇒ (13) + 9 = 22

"The moon radish...kobolds like them."

Aubrey

Spoiler:
Hopefully I'm not taking too many liberties with info on these Nature rolls. They are pretty good rolls, and this would be stuff Quinn is good at, after all. Druid and all that.


Male Human Druid 1

I'm back

Quinn looks curiously at the wanted posters, especially at the one depicting the tatzlwyrm.

Nature roll 1d20 + 9 ⇒ (15) + 9 = 24

"The sketch on that poster is wrong. The tatzlwyrm only has two limbs." he says quietly.


Male Human Druid 1

Guys, family issue that needs dealing with, will be gone from 6/25 to 6/29. Then vacation from 7/1 to 7/6.


Male Human Druid 1
Aubrey the Demented/Malformed wrote:
I have to confess that I'm surprised how much fuss these bandits have proved. It's all cool, but I reckon we'll be here in three years time still deciding what to do with them.

I think the setting of the Adventure Path has a alittle to do with this as well as the group. Any other crawl-type setting and we put 'em to the sword, no question. But in the back of our minds, we will be building something here, and the first steps can set a tone for the rest of the kingdom as it were.


Male Human Druid 1

Insight 1d20 + 9 ⇒ (20) + 9 = 29


Male Human Druid 1

Tallyho then! Hasren's idea=plan, although bringing up the "dirty" factor would only prolong the discussion, Aub. ;)

Perception 1d20 + 9 ⇒ (1) + 9 = 10


Male Human Druid 1
Thomdril wrote:

So the plan is seems to be to finish out the evening, asking any more questions that we can think of to the bandits. Then, first thing in the morning, bring out all three (and possibly Oleg and maybe this other "village leader" - depending on what you guys think of that) and have a listing of Happ's crimes and sentencing, then execute him for said crimes. Again, Thom is wiling to be the executioner... what with his huge sword and all. Then the other two are read off their crimes, but gracefully given a reprieve from execution, with a warning that further illegal activities will result in execution. Then we head out? Leaving the two remaining bandits to be held for the rest of the day and released that evening?

Or are we asking or trouble leaving the remaining two bandits in the hands of the angry villagers?

What'd I forget?

Sounds like the plan.


Male Human Druid 1

If the villagers take matters into their own hands while we are gone, so be it. They've "earned the right" so to speak. It will also give some valuable insight into these people for the future. In the end, if the men go free, I seriously doubt they will turn to a constructive way of life. They became bandits for a reason. Or...new thought - maybe we give them a job? Guardsmen? Scouts? Give 'em a better standard of living maybe they can be useful. Thoughts for the future.


Male Human Druid 1
Aubrey the Demented/Malformed wrote:
Quinn Tallfeather wrote:

Quinn shakes his head sadly at all of the goings on. Both for the party's self-inflicted dilemma, and for the confrontation with the townsfolk.

They don't understand, he thinks to himself. Oleg's little trading hamlet is a long way from anywhere, and if anything is the frontier, this is. Only the strong survive. And one does not buck the Freedoms...ever.

Quinn sighs. They will learn, he says to himself, they will learn.

I still need a skill check.

Insight: 1d20 + 9 ⇒ (11) + 9 = 20


Male Human Druid 1

Quinn shakes his head sadly at all of the goings on. Both for the party's self-inflicted dilemma, and for the confrontation with the townsfolk.

They don't understand, he thinks to himself. Oleg's little trading hamlet is a long way from anywhere, and if anything is the frontier, this is. Only the strong survive. And one does not buck the Freedoms...ever.

Quinn sighs. They will learn, he says to himself, they will learn.


Male Human Druid 1
Hasren Gunnarrsson wrote:
"I have some ability to navigate the wilderness, so I guess I'll take the lead on the ground if we should lose sight of Quinn.

"I will stay in sight of you."


Male Human Druid 1

"I will scout from above." Quinn says quietly.


Male Human Druid 1

Quinn listens intently to Hasren's words, and nods curtly when he is done.


Male Human Druid 1

Quinn looks at Hasren in disbelief.

"Banditry is a way of life in the River Kingdoms. My family suffered greatly from men such as these when we emigrated from Galt. Since then I have learned much. We have two, no three, very real considerations here:

One: The charter makes us the law here. Two (and three): the Six River Freedoms, a charter of sorts for how people live in the the Kingdoms. For us, the first four don't matter. But the Freedoms scale from least to greatest, and the last two are "slavery is an abomination", and "you have what you hold".

Thralldom is right out here in the River Kingdoms. To reach this area is to be free. The fifth River Freedom makes sure of that. As for banditry, it is acceptable, sometimes even laudable, to take something by force. The key is that the victim be able to face his robber and do something about it. Oleg here obviously couldn't hold what was his. Unfortunately for these thugs, we could. Now they face the consequences."

Quinn shuffles his feet and looks around nervously, not used to giving such a long speech.


Male Human Druid 1

I could change into an owl and eat the eyes out of one of the dead ones in front the ones we are questioning. Too grim? Not creative enough? Guess that would make me "bad adventurer".


Male Human Druid 1

Quinn looks on with interest at Aleph's questioning techniques. Contrary to what he has been told, it apparently is not necessary to take a breath while talking...


Male Human Druid 1

Quinn watches the trussing and questioning of the bandits quietly. Here there be dead men, they just don't know it yet.

Also to keep in mind, I can allow a reroll of initiative for an ally each encounter.


Male Human Druid 1

Quinn moves back into the fort, taking a good look around to ensure all of the bandits are accounted for.

Move to K13


Male Human Druid 1
Wagyu wrote:
Quinn Tallfeather wrote:
I took Call of the Beast as an at-will power, but I'll be damned if I can see now what value I saw in it back then during creation. Any suggestions?

Don't know if this makes it seem worthwhile, but the Compendium shows a change from the version you have on your character sheet. Target is now all enemies in the burst vs all creatures in the burst.

If you like, I can post Druid At-Wills not found in PHB2 to see if there's something you'd prefer.

Wags, I'd like it if you can explain how it works. I thought I had it, then when I read it to use it in this fight, it didn't make any sense all of a sudden. And yes, please post those if Aubrey would let me switch.


Male Human Druid 1
Heimoth wrote:
The system seems straightforward enough - my problems lie more with the fact that everything is so new and different. So many powers...

Amen brotha, my head is swimming trying to follow all of this. I think I'll just pay attention to my own stuff for now, and cheer or jeer as it seems appropo for everyone else...at least until I figure this out.


Male Human Druid 1
Aubrey the Demented/Malformed wrote:
Not sure either - you might wish to put whether your various powers are minor ot standard actions in Quinn's write-up. But I suspect D13 is a double move anyway.

will do, either way, done here. leader goes


Male Human Druid 1

Quinn's brow furrows for a moment, and suddenly the great owl appears. On silent wings he glides to a position above and behind the bandit leader.

Wild shape and fly to d13, 10' off the ground. Still not entirely sure if I have any more actions.


Male Human Druid 1

I took Call of the Beast as an at-will power, but I'll be damned if I can see now what value I saw in it back then during creation. Any suggestions?


Male Human Druid 1
Aleph wrote:

oh; if surf'n'turf doesn't save, 5 h.p. of damage on his turn.

SITREP:
Aleph's at p8 on the roof.

Heimoth's at o21.

marc is at p18; he's getting worked.

THom is at L15.

Has is at h10; hasn't moved yet.

Quinn's at g24, heading for the ladder at q25. He tried that encounter power; now n-p 16-19 are difficult terrain until Quinn's next turn (oops).

The bandit leader is at f13, laughing at us and shooting arrows.

The bowman's at l16; fighting Thom; hurt.

The axeman's at o17, pretty bloodied.

Two sword'n'boards at p17 (I just immolated; don't know how bad if at all) and at o18, menacing Marc pretty horrorshow.

And, one more sword'n'board, n22, Heimoth just chopped one good; bloodied at least.

It's Heimoth's move. Aubrey's in Engerland, so he's asleep.

Thx, will update from this.


Male Human Druid 1

Ok, back. Thanks all. Can someone post the very latest map? Tried to follow on the one I made, but I got a little lost.


Male Human Druid 1

Stealth 1d20 + 1 ⇒ (10) + 1 = 11


Male Human Druid 1
Heimoth wrote:
"Excellent! How many?

'Six. The woman is not there.'

Heimoth wrote:
I... uh, did you just turn into an owl?"

Quinn stares at Heimoth for a moment, as if he just asked if the sun came up.

'Yes.'


Male Human Druid 1

Sorry, still battling internet issues.

Aubrey

Spoiler:
Taking careful note of numbers, weapons, and who the leaders may be, Quinn observes the group for a few minutes. Silently, he flies off to warn the others.

The large owl arrives, as silently as he left. He alights in the courtyard, swiftly changing back into the tall Galtan youth.

'They are coming.' He says, striding over to his assigned spot.


Male Human Druid 1

Aubrey

Spoiler:
Hmmm...I didn't read it that way - the singular shape - I saw it as able to change into whatever shape I chose. However, I also am not going to be picking combat-orienyed shapes for the most part, just practical scouting types. Having said that, I will choose the owl shape if I am restricted to one. Please though give me a chance to research it some more, but I want to get it rolling too.

Quinn steps out into the chill morning air and walks through the gate. His face passive, he turns to the North, and bows to the cold North Wind. Turning to the East, he salutes the rising Sun. With an about face, he waves farewell to the night retreating into the West. Finally, he looks long into the South, wondering for a moment what his father is doing right now.

After a moment, he shakes his head clear and concentrates for a moment. In a blink, Quinn is gone and in his place stands a Great Horned Owl, one of the largest of the birds of prey of the River Kingdoms. Silent as the dawn, he takes wing, looking for his quarry.


Male Human Druid 1

An hour before the the time of their expected arrival, Quinn changes into a large owl and takes flight, circling the trading post and keeping an eye out for the bandit group.


Male Human Druid 1

They may have Entangle, but I do not. The wagon may be the way to go, and I can restrict movement to some extent.


Male Human Druid 1

Aubrey

Spoiler:
I am thinking about using beast form to scout for the bandits arrival. I believe I can change to an owl (medium-sized?!) to do so. Hoping for the flight and night-vision advantages to see them coming. Then fly back and warn the others.


Male Human Druid 1

Quinn nods his head at Marc's suggestion.

'I will be the lookout when the time comes.' he says firmly.


Male Human Druid 1

Sorry, not pontificating. 'prolly would've been better IC, but Quinn isn't a talky type...and his background involves bandits beggaring his family so he isn't really concerned about their well-being.


Male Human Druid 1
Thomdril wrote:
i'm all for getting into a balls to the wall fight here... the key word being 'unrepentant', tho Thom'll happily break some heads, too :)

Stealing to survive=one thing, stealing a woman's only treasure, and threatening her with gang assault=banditry on the worse scale. The way I see it, repeated trips doesn't seem very repentant. Repentant when they are about to get their ass kicked isn't repentant either.


Male Human Druid 1
thomril wrote:

"Should we at least offer 'em the chance at surrenderin'? Way i see it, they only done some stealin' and bullyin'."

'No.' Says Quinn. Pulling out his charter, he unfolds it on the table. His finger stabs down with vehemence on a line written there.

"The punishment for unrepentant banditry remains, as always, execution by sword or rope."


Male Human Druid 1

Try again

Quinn eats in silence, his head nodding at the various questions posed by his companions, and at Svetlana's answers. A dark frown crosses his face - briefly - upon hearing of the loss of the woman's ring.

He isn't surprised at the turn of events. Ever since he came into these "river kingdoms", bandits have been an ever-present danger. He pauses to look around at his new-found friends. Mayhap there will be nasty surprise for the bandits when they return.

Nodding again, this time to himself, he returns to his stew.


Male Human Druid 1

Quinn eats in silence for a while, nodding his head at the various questions posted by his companions.

He isn't surprised by the turn of events. Ever since he came into this land, the bandits have been an ever-present danger. Looking around at the group he has come to know in the last day or so, he reckons there may be a nasty surprise for them when they return.

Nodding again, this time to himself, he returns to his stew.