Scarwall Guard

Ukarea GM's page

50 posts. Alias of The Bane.


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"You're welcome," Calist said.

He thought for a moment, "Stones? I don't know anything about the stones you speak of. If you think they might have some... meaning, perhaps we can check them out. I mean, do you have anything else in mind?"

Calist's final question was vague, but intended towards the prospect of joining them and their future plans.

Remember, he was not there at the stones with you.


Calist replied to Rayalai's expression of apprehension, "It is understandable. The strange feeling you possess, I possess, and for her as well. But I imagine she is to... in-tune, to tell the difference. The gods have given us this power... to sense others, like ourselves, though it does not last long once we have met."

Ignoring the question of the symbol, Calist moved over to Rayalai at the waters edge. He said, [b]"Allow me," as he cupped some water and pressed it Rayalai's wound. He closed his eyes and as Calist concentrated, Rayalai could feel the wound binding itself...

Cure Light Wounds:
1d8 + 2 ⇒ (7) + 2 = 9

Removing his hand, Calist remarked at his work, "That should help," he said with a grin. He knelt and washed the Rayalai's blood from his hand.

"I wish that I would have found you sooner. It appears you could have used my help."

He moved over to Navaris and helped her stand, "The edge will subside, but the gift will remain. Or at least it did for me." With that he helped her back up the shore and down to a sitting position.

Relaxed, he stood and stretched. "The wonders of this world are many. Perhaps we can explore them together?" he asked as he shook out his stretch.

Seems we have slowed a bit, both having busy days and all. I will attempt to be more prompt with my replies, but I am back on 12hr shifts again. Weeeee!


Navaris rose and crossed to the water's edge.

"Perhaps you're right," she said kneeling and washing her hands gently in the shallow water.

"It will fade in time," came a male voice behind Rayalai.

Turning, Rayalai saw another person standing behind him, some sixty feet away. Your Perception Check showed no result by the way.

He stood a bit over six feet tall, short cropped brown hair and blue eyes. He wore plate and carried a large strange hammer.
::IMAGE::

"I am Calist," he said as he approached, "is anyone in need of healing?"

His manor was not threatening, but struck of a 'matter-of-fact' attitude.


It was a... weird time. To say the least. No rush. Take your time.

TB


Back and ready when you are.

TB


The two traveled for approximately a quarter mile before they stopped at the shore of the small lake they had discovered will exploring the area.

"I don't get it... it feels strange, but different somehow," Navaris said unconsciously looking at her hands.

It wasn't his hands that made Rayalai feel... tingly, it was something more familiar... and not localized to his hands...

Navaris sat and proceeded to rub her hands on the ground like she was trying to wipe of some foreign substance, "This... land... is so strange."

OOC:
It would probably be around 2 pm, if I recall correctly, and the actions are yours. There is an obvious difference between what you and Navaris are experiencing, but what, you can't tell. Unless you as a player can figure it out ;)

By the way, I will be out of town starting tomorrow and won't be back till Monday.


OOC:
Sorry, I have been swamped...

Rayalai's fear drives his attack home with such force {Critical} that he turns the skeleton's head into a fine powder and sent the remaining bones scattering.

Navaris, apparently driven by Rayalai's words and subsequent departure, is driven mad with the need for flight. She handily cleared her escape by dropping the two skeletons, in turn, that accosted her.

The lone skeleton that was in range to give chase, did so, but only for a few feet before it stopped short, paused, and turned back to the pillars of rock.

The pair made good their escape, leaving only three skeletons, that they could see, behind.

"I still feel it..." Navaris sputtered as she tried to catch her breath as they ran.

Rayalai felt something too, but what he did not know. Was it simply the relief of getting away?

OOC:
Perception check if you would kind sir. I wasn't sure you would pull this off, but it is always a good encounter if you can live to fight another day!

405 XP for each of you!

I am SO biting my lip trying not to blurt out plot information at the moment!!


Rayalai dropped another skeleton with his makeshift crossbow club, while Navaris did not fair as well.

Even as Rayalai did however, two more skeletons closed in on him. Only one in reach though...

Rolls:
Attack on Rayalai:
1d20 + 2 ⇒ (20) + 2 = 22
1d4 + 2 ⇒ (1) + 2 = 3
Attacks on Navaris:
1d20 + 2 ⇒ (13) + 2 = 15
1d4 + 2 ⇒ (1) + 2 = 3
1d20 + 2 ⇒ (11) + 2 = 13
1d4 + 2 ⇒ (1) + 2 = 3

It was enough, the newly arrived skeleton tore into Rayalai's abdomen causing pain to flare up his torso. 3pts Damage, at 2hp now

Navaris stood her ground and fended off all attacks from the two skeletons about her.

::MAP OF TURN 5::

OOC:
Meow?! Might be time to beat feet... unless you can come up with a heroic response to the horde!


::Relink to Round 3 Map::

Rayalai quickly closed the distance to the two skeletons that can caught Navaris' flank. The momentum he carried added much needed force to his use of the crossbow as a club. The blow struck the skeleton's chest, shattering it's sternum and caused the ribcage to fracture into multiple pieces, then the rest crumpled into pieces.

Navaris' attack was not as fortunate, for whatever reason. Perhaps it had learned from the other skeleton's skull being crushed from a pommel strike, but whatever it was, it managed to move before she finished her strike.

One skeleton remained, but two additional ones closed in. Now two confronted Navaris and another assaulted Rayalai from the rear.

DM Rolls:
First Attack/Damage on Navaris:1d20 + 2 ⇒ (10) + 2 = 121d4 + 2 ⇒ (3) + 2 = 5
Second Attack/Damage on Navaris:1d20 + 2 ⇒ (16) + 2 = 181d4 + 2 ⇒ (4) + 2 = 6
Attack/Damage on Rayalai:1d20 + 2 ⇒ (19) + 2 = 211d4 + 2 ⇒ (1) + 2 = 3

The first skeleton's claws raked along Navaris' armor, but while she contended the onslaught, the second got it's claws in near her neck, clawing flesh as it did. 6 Damage! Blood spattered her face...

A skeleton grabbed Rayalai from the rear and spun him, gouging roughly the skin of his forearm as it did. 3 Damage.

::Stones Round 4 Map::

Turned, Rayalai could see two more skeletons that would be on them in short order, and two more shortly there after...

OOC:
Republished the Round 3 map and changed skeletons to a black color. Don't forget Navaris' Cleave and Power Attack Feats.


Rayalai fired off a second bolt at the skeletons approaching from the South, but his aim proved to be off once more.

With a scream, Navaris charged headlong into the first skeleton within range as others came at her flank. Her blade parried the undead's arms and she spun, smashing the pommel of her sword into the skeleton's skull. It shattered on impact, dropping the beast where it stood.

From her flank, Navaris found herself assaulted by two skeletons that came for her with their claws.

Skeleton Attack Rolls:
Skeleton 1: 1d20 + 2 ⇒ (6) + 2 = 81d4 + 2 ⇒ (1) + 2 = 3
Skeleton 2: 1d20 + 2 ⇒ (5) + 2 = 71d4 + 2 ⇒ (2) + 2 = 4

Navaris fended off their mindless assaults handily, but how long could she, and what if more were able to pile on...

::Map of Turn 3::

OOC:
Your up, start of Turn 4. This turn, the ones to the North can move, the one to the East will be exposed but flat footed. I may not have updated that part of the map where it says that though. One down, a horde to go. I gave Navaris full damage with the pommel of her sword, but in the future I might access a penalty for using it as such. Remember skeletons take little damage from edged/stabby weapons. I didn't see a skeleton at the grid you put, so I had her attack the nearest one to that grid. Also, they get alot more potent when they can use both their move and attack actions to attack... Actions?


OOC:
I just read the above and see where you might have gotten confused. Sorry, I will try and be more clear on when it is your turn.

End of Turn Two Recap
* Raylai shot and missed at skeletons to the West as they stood.
* Navaris moved down to secure the Southern flank.
* Skeletons to the South moved North

Start of Turn Three
Rayalai's bolt had dug into the ground at the feet of one of the skeletons, "Calm yourself and aim true," Navaris called, taking only a moment to look at Rayalai as she did, before looking back at the approaching skeletons to the South.
So no change to the map. It is what it is until you, Navaris and the skeleton's actions are declared.

Notes:
You can imagine that both the Southern and Western skeletons will move soon (Western skeletons being flatfooted until their turn in this round) but you have time to react. The ones to the North are fully exposed, but not moving (flatfooted until their turn in the 4th round). The one to the East is half exposed.

I hope this makes a bit more sense. I got ahead with the skeletons to the South, since I didn't see any chance of melee happening. Let me know if I can do anything to make it clearer.


OOC:
Just checking, but is that you and Navaris' whole round 2 action ~ before I do the skeletons?


Game Mechanic Note:
Rapid Reload allows you to reload your crossbow (heavy} as a move action. So technically, if you do it, you can't then move in the same round. The Feat basically lets you load and shoot a heavy crossbow in a single round, like a bow. But, since nothing other than movement is going to happen this round, I will allow it. Keep in mind too that they will be "Flat Footed" the round that they emerge from the ground.

[20] Rayalai moved into the center of the circle, as he did he felt the sensation return. It must have been because he was outside the ring, and Navaris was inside...

[16] Navaris pulled her weapon as Rayalai moved into the center with her, "You have something in mind here?" she asked turning to see how it was unfolding.

OOC:
Feel free to take her move or not. If you don't I will post something for her, though you may not like it. I will try to make realistic/common sense choices.

::Round 2 Map::

Three skeletons from the South began moving toward the two companions. The ones to the West had just broken free, but appeared to be standing, getting their bearings. The ones to the North were sitting up out of the ground now, and the one to the East was barely discernible.

Map Note:
Each hex is 5 feet and it costs you a flat 5 feet to move to an adjacent hex (no 5, 10, 5, 10 for going diagonal like with squares). With that in mind, if you move, please describe your route and the number to the hex you want to end up in for you or Navaris.


::Stones Encounter Round 1 Map::

Ray and Navaris heaved and the stone slided further into its original resting place. The balance point crested and the stone went up to almost its prior vertical position with much less strain. Rayalai realized that it would take much longer to plum than they had. He had to hope that erecting the stone would help, somehow...

Navaris looked around in a circle, "I am probably stating the obvious," she said drawing her sword, "but they are rising in the order that you touched the stones. The last to rise, being the ones of this stone." She motioned to the stone they had just erected and to the East.

All around the stones the ground shifted. The animated skeletons to the South were fully exposed now, to the West they were almost free, to the North you could just make out that they were humanoid skeletal forms, and lastly to the East, hands were appearing.

Admin Rolls:
South:1d4 ⇒ 3, West:1d4 ⇒ 3, North:1d4 ⇒ 2, East:1d4 ⇒ 1

"And Ray, why do I still feel like I am touching the stone when I am not?!" Navaris barked.

That was strange, you no longer felt it, but she seemed to, and she wasn't touching any of the stones... neither were you, but you no longer felt it!

OOC:
You covered all the bases with the rolling. I added a map and am going to rounds, so roll initiative for yourself.
Navaris Initiative:1d20 + 5 ⇒ (11) + 5 = 16
Southern Bones Initiative:1d20 + 6 ⇒ (4) + 6 = 10
This should be interesting to say the least. To answer your question on how long before they will get to you, see the map (each hex is 5 feet), you just don't know how fast they move!


OOC:
Two proverbs come to mind; "Curiosity killed the cat!" and "Always go with your first instinct!", so let's see how this pans out, shall we?

Navaris and Rayalai, heave on the large Eastern stone. Slowly, painfully slow actually, the stone begins to come up. Not so much from a brute force lift, but more from in sliding some into a furrow whence it stood.

As the stone got to almost waist level, Rayalai noticed animated humanoid shaped bones rising to the South, the ones to the West were just coming through to the point that they could be identified as more of the same. Still yet, more hands and arms broke through the crust of the earth to the North.

The stone that the two labored with cleared the halfway point, when Rayalai sensed the tingle that he was familiar with. But Navaris was not...

Navaris' Will Save!:
1d20 + 1 ⇒ (1) + 1 = 2

Navaris screamed in fear and dropped the stone, leaving Rayalai to hold it up, or...
OOC:
I was going to go further, but I want to leave this up to you. Thought it might be interesting, and to be honest, I am a bit brain fried.

If you want to try and maintain what you got, give me a Fort Save roll. I will allow a quick sentence exchange, with a successful Fort vs DC15, if you want to try to motivate Navaris back in; perhaps your Bluff or Diplomacy vs. her Sense Motive. Or, you could drop it and do something else. If you fail the Fort save...


Rayalai has an inkling of a thought as he studied the stones from a distance. Something, right there on the tip of his tongue. Somehow he knows that they won't hurt him, at least not in their current condition.

"I have absolutely no idea," Navaris said, watching as Rayalai stepped and touches the stones.

His fingers tingle lightly as he traversed around the circle touching the stone's engraved lines, all but the fourth at least. The fourth stone had tipped and provides no sensation in his finger tips as he touched it.

Along with the sensation, Rayalai got a vision when he touched the three vertical stones; the ocean when he touched the Southern stone, clouds when he touched the stone to the West, and flames when he touched the one to the North. He could assume that the fourth would provide an image of the earth, or something along those lines, if it was operational.

The stones seemed to be hundreds of years old, if not thousands. He did not recall more about them, but he could tell from the wear, that they were old and roughly honed stone work. Nothing of any technological ability made these marks. They appeared more like if someone might have rubbed them into the stone over a long period of time.

When he focused on the smaller stone in the middle, he noticed that the much smaller stone, perhaps only a foot and a half tall, had a deep hole bore into it. About the diameter of a spear shaft to fit into. Or, something similar.

Seeing this he checked the larger stone in the East that had tipped. On the top, or what would have been the top if it still stood, was a small recess, no more than a half inch deep and tapered. The outer edge diameter of the recess couldn't be larger than a large man's thumb.

Whatever it was, it was definitely old...

Just then, Navaris screamed, "Ray... look... there!" and she pointed to the South. Ray's gaze turn to the South and there he saw the ground of the mounds to the South moving. Moments later, through the earth, skeletal hands burst! First one then another. As Ray watched on, Navaris spoke up again, "... and there!" Turning to the West, where she pointed, Rayalai saw the ground begin to move in a couple places.

If reason held true, Navaris would elicit another warning to the North as well...

OOC:
Nice rolls, except for Navaris. I will try to post daily at the least. It relaxes me 8^) I will be doing 12+ hr days until the 21st. What have you gotten yourself into here by the way?! ;^)

Plans?


::Image of Stones that I wish I had time to do better!::

Rayalai and Navaris trudged back to the East, circling around the small hills to the Southwest of the small lake. They approached the stones from the field Northwest of the stones. It was three and a half miles give or take, but they made good time. The journey not taking more than an hour.

Within the fields Northeast of the lake the peered upon the stones some...

Distance:
4d6 ⇒ (6, 3, 5, 3) = 17 Feet

hundred and seventy feet to there front. The field rose up in small mounds around the four stones. Three stones still stood, but one had toppled over. Tuffs of grass, weeds, and small bushes grew up randomly about the place. Barely visible at this range, in the middle of the four larger stones - that stood a good nine feet tall - was a much smaller stone.

It was a peculiar sight, but the duo of adventures did not see or sense anything amiss...

OOC:
I really wanted to draw up something cool, but another twelve hour plus day at work has my head pounding. If you have questions ask. The proverbial ball is in your court, so to speak.


Heading home now, 12 hr day... wee... Will post once I get there but I want to draw up an image first if I can. Time to fire up the old Wicom Tablet!!!!

Best,


::NEW MAP - HEX 3930 at 1/2 MILE per HEX::

Rayalai and Navaris spent the next two days going over every inch, or just about, of the entire area. They discovered several things of note while they explored. Namely, the trail of a lone individual that came into the area from the Northwest and departed to the Northeast. Nice Perception Roll!

Of equal note, they found a large spider web to the North, a cave in the swamp to the South, and a peculiar rock formation to the East. All of which the duo gave a wide birth.

Navaris and Rayalai found themselves back at their camp at midday of the second day of exploration, and the sixth day after their arrival to Ukarea.

Navaris finished off the last of her smoked hog, "Well, back to standard rations. It was good while it lasted. We found their trail, but I haven't sensed anything for days. If they kept moving, they have at least a two day jump on us. What do you have in mind to do... Ray?"

This was the first time that she took to using his shortened name. Perhaps she has come to trust you in the past few day?

OOC:
It is now noon on the sixth day after arrival. I am am removing three days of rations, so your hog and berries are now gone. This should, based on rough calculations, leave you and Navaris both three day of standard trail rations each. Also, I have put Navaris full stats up on the Campaign Information tab. Consider her now a CNPC. So she is mostly yours for now, unless I need her to advance something along. Cool?

Also, again I appologize for it taking me this long to do this post. I wish I had time to do better but work will be hectic for the next couple weeks. I do want you to feel that this is as much your game as mine, so if there is anything I can do differently, or that you want to see, perhaps in the way of your character's experiences, please let me know. I intentionally left this up for very fluid changes if need be. That said, I hope you are enjoying it. I am! I have been thinking of the big strokes of Ukarea for probably two and a half years. It has only now begun to feel like an actual place for me. Thanks!


Drizzal always enjoys a good hog riding contest and cheers on Slugglethorn.

"You got 'em! Keep it up!" he screamed.

OOC:
Does he need three consecutive successful checks? One for each round?


Will get right on this when I get home today (don't have access to map at work). Sorry for the delay...

TB


Just want to clarify. You want to search the entire 12.5 mile hex you are in? It takes quite a long time. Or, are you just looking for signs of others here?

At your current movement rate it takes the following time to fully search (explore) a hex by type:

Grasslands - 1 day
Forest/Hills - 2 days
Mountains/Swamp - 3 days

Let me know. I did a full explosion of the 12.5 hex already to .5 mile hexes, so can run it either way.

Best,


Day Three

Rayalai found himself rested and recovered when Navaris and he broke camp on day three of their arrival to the new lands. He could hardly make out where he had been bitten the night before, and his ankle had mended as well.

The set out early, packing up camp and the food that they had procured the proceeding day, to the Northwest.

Day 3 Random Encounter:
1d20 ⇒ 3

They traveled almost half a day when they ran into a large river that ran from the West to the East and broke for lunch. As they ate, Navaris spoke of what she thought the river was, or would be, named. Something was eating at her, but whatever it was, she would not offer it up.

The pressed on, following the river for an hour, or two, into what became forest again. It was not long before they found a ford site, and crossed and turned North for the rest of that afternoon. Hex: 3831

Night Three

They setup camp, and shared another meal, in a small clearing with a rock cliff at their back just two hours North of the river. Once again they decided to sleep in shifts...

Night 3 Random Encounter:
1d20 ⇒ 18

Navaris woke you and before she could say a word, you felt it. The same tingling sensation that you had experienced before, when you met Navaris.

Now that you thought about it, you had almost forgotten, seeing how the sensation faded once you had met and spent some time together.

"It has been a couple hours, just faintly at first, then the feeling grew and has been subsiding for about the last half hour. I believe it emanates from the Northeast, further into the wood." she said casually, before laying down on her bedroll. "Wake me if it grows stronger."

As the night passed, the sensation did in deed diminished and Rayalai concurred, it was somewhere to the Northeast. Hex: 3831

Day Four

The two broke camp again on day four and instinctively began traveling Northeast. The median forest they found themselves in continued on as they traveled. Along the North-Northwestern edge, they notice that the larger trees got small and more shrub-like and to the South-Southeast they where thicker with denser underbrush.

Day 4 Random Encounter:
1d20 ⇒ 12

Stopping for the evening, they set up camp, and as they did Navaris broached the subject, "I have not sensed them again since yesterday when I went to bed. Do you think something happened to them, or perhaps they moved on? I wonder if we would sense them if... if they were dead," she said absently as she settled down with her back to a large tree. She enjoyed some of the hog and berries they had found while hunting before asking what was on her mind, "Do we stick to the plan and turn back Southeast, or take another course? We might be able to find a trail, though things like that typically elude me." She took another bite and waited for Rayalai's reply. Hex: 3930 Evening Day Four.

---------------------
**NEW MAP**
---------------------


Rayalai scoured the perimeter and found no further signs of bugs or anything else. As he stepped back close to Navaris, she had seemed to calm some on her own. She sat in deep thought that she popped out of when Rayalai came near.

When she saw him return, not frantic, she knew there were no more bugs, "I know it is late, get some rest Rayalai."

OOC:
Late for an early morning meeting. Feel free to post. I will see about advancing it along this evening wen I get back home, either way.


Navaris came out of her bedroll in a flash, sword gleaming as it reflected the moonlight.

"I hate bugs!" she screamed as she brought the blade down in a blindingly fast light.

Navaris Attack Roll:
1d20 + 3 ⇒ (19) + 3 = 22

The blade struck true...
Navaris Damage Roll:
1d6 + 2 ⇒ (6) + 2 = 8

... lopping of the Giant Centipede's head. It wriggled for more than a few heart beats before it came to rest in the dry creak bed.

She shivered violently, then looked at Rayalai, "What? I really hate bugs," she said shrugging. "Perhaps we should look around? Do you think there might be more?" She was obviously concerned that there might be.

OOC:
She is pretty wound up about the possibility of more bugs, perhaps a DC17 Diplomacy check to calm her down. Assuming there aren't any more bugs that is... Award: 100xp each!


Evening of Day Two

Rayalai and Navaris found a shallow dry creak bed that ran to the North to camp it. I was dry, a little rocky, but as long as the weather held out a good place to camp for the night.

"Very well, wake me when you need a spell," Navaris said as she turned the pork and settled into her bedroll...

Random Encounter (Night 2):
1d20 ⇒ 16

Random Encounter Rolls:
Creature's Stealth1d20 + 10 ⇒ (17) + 10 = 27
Rayalai's Perception1d20 + 5 ⇒ (2) + 5 = 7
Navaris's Perception1d20 - 1 ⇒ (20) - 1 = 19

As Rayalai was waking Navaris something scuttled out of the dark and caught Rayalai unaware.
Surprise Attack:
1d20 + 2 ⇒ (19) + 2 = 21

A chitinous worm like object shot out and bit into Rayalai's leg.
Surprise Attack Damage:
1d6 - 1 ⇒ (2) - 1 = 1

Looking down, he saw a Giant Centipede trying to get a better grasp on its prey, but it had already injected its weak poison.
Save:
DC13 Fortitude Save, or -1 to AC, Range Attacks, Reflex Saves, and DEX skills for 1 hour!)

Round One Initiative Rolls:

Giant Centipede1d20 + 2 ⇒ (9) + 2 = 11
Navaris1d20 + 5 ⇒ (9) + 5 = 14

OOC:
OMG! That sucks. But that's how the proverbial dice-roller dice fall I suppose. Rest was in reference to a rest plan, which you already covered in your post. I am removing the Staggered Condition since I will assume you rested your ankle as you 'stood' guard. Perhaps that is why you missed the approaching Centipede?

Give me a response and Initiative Roll please. If you beat the other two, go ahead and take your actions.

After the encounter I will plan on pushing on with the map opening travel.


As I sit here hitting [refresh], I am wondering if you wanted to play out the hunting part of survival. We could run it as an encounter, but I don't think I would award XP for killing food. I only wonder because I was looking through the PFSRD and think it would be HARD to sneak up on and take out a herd animal such as a Deer.

Or, is a survive roll when hunting/foraging sufficient?

Best,


Navaris looked up to where the sun lay in the sky, then back to Rayalai, "You have been asleep longer than you may have realized, perhaps we could move into the forested hills some, if that is what you mean. Back the way I came, about fours hours walk, to the Northwest? From there, I only know what lies to the Southwest, which is where the forest begins to thin again, and a days walk the wooded hills turn to an expanse of mountains with thin vegetation."

She thought to add, "The mountains are where... I arrived. But whatever you feel inclined to do, we only have about four hours of daylight to do it."

Map:
The Map, as far as you and Navaris exchanged information.

OOC:
Don't miss the linked map at the start of my post.

Okay, when you said, "... I would wish to explore the forest in detail," did you mean you want to clear the hex? It would take 2 days to completely explore a 12.5 mile forested hill hex. I was confused if that was your implied intention.

Either way, moving back to a center of a hex would make mapping and time recording much easier on me ;)

Based on how we have been moving about the map, I would suggest that we go with one of three movement rates that you would choose from and could change as you see fit;

Travel: day-to-day travel, one 12.5 hex per exchange or there about. (What we have been doing)
Exploration: or a thorough search of a 12.5 hex that will cause one to five days to pass depending on what terrain it is. Higher possibility of finding 'dungeon crawl' type adventures.
Weekly: where I would expose the surrounding six hexes and you could chose any of those to be your ending point. I would still roll random encounters which might interrupt the week. Think this would be good to open up the map quicker.

I think this would allow you to control the tempo of the game and give me idea what you are in the mood for.

Oh, and I forgot, I am awarding you 135xp for the combat.


Navaris relaxed some and took her hand off her sword hilt with the mention of Eluna and Asair.

"Then you stood as I and others had," she said as she went and placed a few pieces of wood on the main fire. "There should be many more I suppose, if they met a similar fate as ours. I am uncertain of the outcome of similar chance meeting however. Do you think all the... others... are as we? I mean... as genial?"

She turned back to Rayalai, and without waiting for an immediate response, looked him square in the eyes. "Trust, is a thing earned, not given. But, for now, under the circumstance, we should... as you say... watch each others backs."

Navaris pulled a morsel of food from her belt-pouch and took a bite, "What might your plans be then, if we are to travel together?" she asked.


The woman looked Rayalai up and down, "You can stand, but you won't fight well, should the need arise," she said bluntly.

She walked toward him, "I am Navaris, well met." She knelt and took a closer look at your ankle, then rose again, "As for the sensation... I think it is a form of link. I imagine that it binds us all, all of us..."

Her face went strange. An expression of thought crossed her face and she took a step back, "Where have you come?" she asked eying him suspiciously and turning sideways to him.

Stealth Check:
1d20 + 2 ⇒ (13) + 2 = 15: She is attempting to hide her hand going to her sword hilt. You can use Perception, with this as a target number to notice it if you want. If you succeed, you will see her action and can make note of her Dexterity (Rayalai will know how dexterous she is in game).

OOC:
I should have mentioned it in the discussion thread, but even though you did not take a rank in a skill doesn't mean you can't use it, it just means you use it untrained. Untrained in PFBB, as I understand it, is at just the Attribute bonus instead of Attribute + Ranks.


Rayalai wrote:
"Never heard of a Silid did you make it up or is it an actual creature. Either way I like it ;)"

No, I didn't make it up. It is an actual Pathfinder creature, but by a 3PP. They seem like they could be quite vicious in mass.


Heal Check:
1d20 + 1 ⇒ (10) + 1 = 11

Rayalai finds enough sticks to splint up his ankle. Though it supports it, Ray does not have much confidence that it will speed the recovery any.

He pulled himself over to the creature and began to rummage through its material possessions. Other than the jagged edged short sword he finds a few small items and trinkets. Perhaps these beasts us these for trade?

Treasure:
You find the Short Sword (+1 to trade), and some trinkets and bobbles (+1 to trade x10)

As he set up to rest, Rayalai gazed once more at the beast.

Knowledge Check:
1d20 + 2 ⇒ (15) + 2 = 17

Something meanders into his thoughts. A Silid he recalls from some dark recess of his mind. That is what they are. A form of bat-like-goblin, a small subterranean dwellers that enjoys ambushing and waylaying their opponents. They slay their victims, steal their possessions, and leave their bodies to what ever happens to wander along looking for a meal. Cruel, mean-spirited creatures, silids care nothing for themselves or anything else. They seem to take great pleasure in bringing misery to others, particularly adventurers. Silids rarely interact with other races. They are an untrustworthy lot, and most other races avoid contact with them.

Strange it glided down if upon wings, but yet it had none...

Rayalai's eyes grew heavy and sleep over took him somewhere in the early morning. He occasionally had fitful dreams of Silids.

OOC:
Make a 1d4+Con roll to see how much of the 4HP Stagger you can resolve for this down time.

Sometime around mid-afternoon, Rayalai woke with a start. The tingling that he had experienced before was back in full force. Sitting up he could sense a new presence. He immediately looked at where he had left the corpse. Squating over the dead creature, with her back to Rayalai, was a young woman with her arms resting on a blade sitting in the fold of her lap. She did not turn to even look at Ray as she spoke.

"About time you woke. You have been sleeping for some time." She finally rose and sheathed her blade and turned. She was tall, athletic, and quite pretty. Her green eyes almost sparkled as she continued, "I came as soon as I... sensed you. It appears," she said gesturing to the corpse, "that you did not need my help. You have been hurt, how do you feel? Can you move?"

OOC:
We can go with the 1d4+Con and see how it plays. I just don't want to make magical healing worthless. I think you can surmise now about the tingling sensation, it is an 'other'. I went with an un-ranked Knowledge (INT) check for what you knew about the creature.


Ray pivots on his knee and uses the weight of his body to power a vicious backhand that catches the beast behind the left ear. Its head snaps, breaking its neck, and it tumbles head first into the soil of the forest floor. Tearing a furrow in the ground where it skids to a stop.

Ray takes a quick look around, and seeing no other opponents, slumps to the ground on his rear. The throbbing of his Achilles tendon forces him to take his boot off before it swells to the point where he wouldn't be able to remove it later.

He had been hurt far worse than he had thought... it immediately began swelling. A torn tendon perhaps. It would take some time for it to heal properly.

OOC:
I decided you were probably right with the actual damage so I rolled it and came up with 4 HPs. But rather than have it as damage, I would use it to see how long it takes to recover from. I am thinking something along the lines of:

Quote:

Any attack can either cause HP damage or a Conditions. Normal damage is assumed unless specified before the attack that a Condition is sought.

A regular success (hit) means that either HPs are reduced normally (the default) or the stated Condition is applied for a number of rounds equal to the HPs that would have been done.

If a critical hit is scored, the damage multiplier is applied to HP damage as normal, but if a Condition was the intention, it is longer lasting. I am thinking a critically applied condition lasts until it is magically or normally healed.

So, and yes I use the word 'so' too much, since you got the condition rather than a 4hp wound, it will take you four days to loose the condition with the default healing rate. (heal rate = 1 hp : lvl : 8 hrs of rest), though I am considering going with a heal rate = 1d4+con hps : lvl : 8 hrs, which means it might take between 1-4 days to heal. If it wouldn't have been a critical, it would have been for four rounds.

Thoughts about the Conditions Option and alternative to the Healing Rules?

That out of the way, I can not find any reference to non-lethal damage in the PFBB set, so broken neck it was. Nice kill!


No response is heard from your hail, but motion continues just at the fringes of the outer fire's edge.

Seconds pass into minutes, minutes into an hour - the wee hours of the morning.

Fortitude Check:
1d20 ⇒ 20

Your eyes feel heavy, but you shake it off. The ever present stalking humanoid removes any thought of sleep from your mind.

The leaves begin to stir again, and from the darkness the small humanoid glides down from the height of some distant tree, to land in a single knee crouch, effortlessly, just inside the ring of your outer fires.

As it rises, it raises it head. Small beady eyes sparkle like polished onyx. It is dressed in drab garments which match its pale gray, leathery skin. An unkempt shock of short black hair frames its bat-like face and slightly pointed ears. Its long and slender arms end in four-fingered hands that are thrust down and back at a forty-five degree angle from its wiry frame. Its right hand clutching a ragged edged short bladed sword.

It releases a high pitched, barely audible, scream. You see its intention immediately in the reflective surface of its eyes...

Its Initiative:
1d20 + 2 ⇒ (17) + 2 = 19

Your Initiative:
1d20 + 7 ⇒ (16) + 7 = 23

You realize you have only scant moments to react before it does...

OOC:
You pass the Fortitude vs Fatigue check and gain initiative against the foe. The ball is in your court. Sorry for the short late evening post - twelve hour work day, so excuse any spell or context errors.


Stealth Check:
1d20 + 6 ⇒ (19) + 6 = 25

As you start to set up a hasty defensive position of several outlying fires, you catch glimpses of movement along the edge of the light. There only seems to be one, and though small (three and a half feet tall or so), it is quick. You figure you could keep pace with it, but it would be difficult to overtake if it didn't want to be caught.

Before too long you have a center fire and a ring of outer fires, but the little beast stays just out of the light, always moving as if waiting or probing for a weakness. You glance skyward, based on the moon, you guess it is around two in the morning. It's going to be a long night.

OOC:
Sorry for the short response but late for work as it is. Hmm, a tie on the Perception/Stealth roll. I probably shouldn't point this out, but it is moving at full speed so is at a negative to its stealth roll... what if it slows down? I think it would take a win on the Perception/Stealth check to be able to roll initiative and attack. For what it is worth, with a tie, I am thinking you know its there AND can assume that it knows that you know.


I hope that you don't mind me making some rolls for you, like in my last post. I think it just kind of speeds things along, especially if there isn't any associated action and I am using checks and such to determine what kind of descriptions I will be giving.

I am also glad you said you were "scared", and hope it is at least partially true. It is definitely the atmosphere I am trying to convey considering I keep reminding myself that you have basically been dropped off in completely unknown lands.

I will also want to mention a house rule, that when used, will open another house rule. I don't want to get too in depth with explaining it because it is somewhat of a setting surprise.

Basically, you get ONE, and only ONE, free +1 to an attack. Please, when you use it, let me know, and I will explain the ramifications of it.

Now to sit and wait for your response...

TB


Nighttime Encounter Roll:
1d20 ⇒ 1
Wicked grin! Be afraid, be very very afraid...

You decide to press on, though you feel the weariness in your legs as you rise. It is probably better, considering you probably would have gotten little rest with no sign that the strange prickling feeling would subside.

You pack up all your gear and head out Northwesterly. The moon is full and only casts light shadows in the small valleys of the lush hills.

Perception Check:
1d20 + 5 ⇒ (13) + 5 = 18

Something about the moon jogs your memory, and your thoughts, as you continue on. A bit further, you realize that the glow of the moon, has a vague resemblance to something, but you can't decide what, and realize now is not the time to deliberate on it.

You press on, and you begin to ache. First in your legs and then your back, followed by your shoulders. But something drives you.

Fortitude Check:
1d20 ⇒ 17
Can't find a 'Forced March' rule in the PFBB set so I am going to make a ruling here. I'm gonna say two Fort vs DC15 or you arrive Fatigued or Exhausted, depending on how many you miss - until I can due some further research on it.

You shift your pack, take a deep breath, and continue on as the night begins to settle in, the aching subsiding some as you do.

At the peak of the moon you see the forest's shadowy edge before you and advance in through the brush. The brush soon gives way to an open forest floor, devoid of brush for the most part, due to the thick canopy of the trees. You stop and light a torch...

You go no more than a half hour...

Perception Check:
1d20 + 5 ⇒ (17) + 5 = 22

...and you notice the leaves being gently blown about. They rise twirl and settle, again and again about you as you move forward. You sense something is following you and glance back. Nothing. But the leaves remain motionless as you do. It is not until a few yards farther, after resuming, do the leaves begin their fluttering dance anew. Something, someone is following you, just out of reach of your torch light. But there, again, a pull. A subtle nerve tingling sensation... what could that be?

OOC:
I am going to stop this here. It's probably just past midnight and you are about a half hour into the wood. What will you do? Press on? Flee? or something even more creative?

Please take note that I am taking a days rations from you from the five that you have and a torch from the 10 that you have. Torches last about an hour, and you have about three more hours of torch required night before it will be bright enough to go without.

You will also have another Fatigue Check should you continue on till morning, which will put you smack dab in the middle of this 12.5 wooded hill hex.


Rayalai wrote:
Also just thought about languages. Would Ray only know common or some such? Are there even any different languages to learn?

How about this; you, as well as the other "transplants", will know Ukarean. In addition, you will know "Common", which is more like advanced charades, and you may fail to get point across. You can also learn additional languages equal to your Intelligence bonus. This will be quasi-role-played and might take several successful Common exchanges to learn a new language. How does that sound?

The Bane


Daytime Encounter Roll:
1d20 ⇒ 7

You continue traveling Northwest along the ridge. The sun rises high in the sky and the clusters of thin trees come and go, replaced by others. You push on without incident into the early evening.

Perception Check:
1d20 + 5 ⇒ (14) + 5 = 19

You find a secure quiet place to rest for the night and take stock in your surroundings:

Surroundings:
North: The hills should taper off into plains
Northeast: Here too, the hills should taper off into plains
Southeast: Whence you came
South: The hills should taper off into plains
Southwest: The hills continue, but seem to become more barren (less trees)
Northwest: The ridge continues and the woods seem to get thicker

As you settle in for the evening a tingling passes gently through your body causing the hairs on your arms and neck to standup. You don't sense danger so much as a 'calling'. Something, off in the un-perceivable distance beckons you. You sense it draws you further along the ridge and into the woods beyond.

As you set camp, you feel the sense drawing stronger, slightly, as the hours pass and the sun begins to wain.

You do not sense any threat from the feeling, though it seems to grow stronger. What would you like to do?


Cool, fire off in game whenever your ready. I tried to give you as much detail as a I could about where you were starting to help decide with what you might want to do, but - well = it is a 12.5 mile green hills area that I didn't have, or roll, any encounters in =)

I will add +2 Charisma to the character sheet in the Campaign Info tab and on my copy of your Hero Lab sheet.

I will have to try that out with my character in the other game! Pretty snazzy.


After donning your gear you have a moment to assess your surroundings.

Perception Check:
1d20 + 5 ⇒ (13) + 5 = 18

The sun is just climbing over the rolling hills off to the East, somewhere in the neighborhood of nine or ten in the morning you would think. The wind blows lightly from the Northeast and you catch the sent of moisture, though it doesn't appear that it is going to rain today.

You gather that you are on a ridge of hills that runs Northwest to Southeast. Yes, you are certain, the hill you stand on and the ones that are Northwest and Southeast of you, are a bit higher that the ones to the North, Northeast, South, and Southwest of you.

There appears to be small thin clusters of trees to the Northwest along the ridge, about an hours walk away, that run off down what might be some type of draw to the Northeast of there, and can be seen continuing out onto the lower hills North of you.

Just wanted to give you a real quick overview of what you would see while I wait to find out what scale of time you want to start out with. I hope the description is understandable. All things described are within 2.5 miles, or 1 hour walking distance.


This may seem like an off the wall question; but would you prefer to move about on the map at the daily rate our the hourly to start off with? What I mean is, I was going to describe your movement at a daily rate initially, but this would be considered traveling. Granted, traveling, usually infers a destination and the rules as written say you only discover "Landmarks" when traveling. It takes exploration to find "Sites" and 'skill' to find "Hidden Sites".

I am kind of associating "Traveling" with daily descriptions and 12.5 mile hex reveals, and "Exploring" with hourly descriptions and 2.5 mile hex reveals.

Assumed that you might want to travel at first to get the lay of the land and clear off the fog of war a bit before exploration, but then I got to second guessing myself. So, what will it be? Do you want to travel around or kick over the rocks?

Oh, love the quick reference numbers in the alias header! Will have to see how to do it myself. Also, added your stat block to the Campaign Info thread.

Let me know what you prefer and I will get a map up asap,
TB


Cool, I'm pretty stoked about it as well. Been working on maps and such and want to get a couple random tables generated, but I should have the initial post up tonight, hopefully.

Character looks good! I did panic initially when I saw a 13 AC, but digging into it, I saw that you hadn't equipped the studded leather for a 16 AC.

Best,
TB


Yep, that's a bit better! A true world founder! I'll keep and eye out for the Hero Lab Character Sheet.

Best,
TB


Hmmmm, If you want you can reroll all stats, but totally up to you.

You can send Hero Lab files to: risusrules at gmail dot com with a subject of Ukarea Character.

If you want to do an EdOWar character class, any means you have available to display it is fine I suppose.

Let me know if you want to reroll or go with what you got. If you want to reroll perhaps I can use the one you have (Fighter in Hero Lab as an NPC).

Best,
TB


Sorry I missed this. I am not getting the "Discussion (1)" notifications, sorry it took so long to reply.

The only one that cost anything, as I recall, is the Book of River Nations, which as most things, is obtainable by other means. I bought it and really like it, but not required. I will walk you through that when we get to it.

You don't have to be a "Ruler" if you don't want to be. An NPC/CNPC can be the ruler if you want, where you could be the Kingdom Assassin even if you like, since roles are based, mechanically, on ability modifiers.

CNPC, Bingo! In a nutshell, if they are not openly hostile, they may join up with you. Their trust of you, or varying alignment/motivations, will determine how much I get involved and control them. Sometimes you would see me manipulate them, say if I needed to move combat or a scene along, sometimes I might check a skill and see if what they do is covert (not seen by you) - say in a political exchange.

Equipment should come from the Hero's Handbook, unless you have something particular in mind. In which case feel free to bring it up for discussion.

As for the Campaign Info Tab, I have slowed posting and will continue when relevant things pop up.

Best,
TB


TheHairyAvenger wrote:

I like the beginning quite a lot I am definitely up for this.

Are the classes available the ones that you have put in the info tab?

What Races are available?

I won't be free properly till monday but I am either thinking a beefcake or a rogue. Unsure at the minute.

You don't want a background? Which makes sense so I will just do a personality and description.

With the other characters that may be playing would you like me to help create them or would you just make them?

Sorry for the Barrage :)

================================

All classes of the Hero's Handbook and EdOWar's blog are acceptable.

Human is the only Race allowed, hope that is okay.

A personality and description are perfect. It doesn't have to be too long either, just a summation unless you feel so inclined to write more.

I had thought about the best way to do NPCs and CNPCs. I think, as the story unfolds, I will be introducing NPCs by description only and allow you to figure out who (motivations, goals, alignment, etc.) and what they are (class, abilities, etc.) through role-play and skill tests (diplomacy, sense motive). I will be expanding Sense Motive functionally to include the passive ability to determine the targets threat, to include (with a good enough roll) information like HPs, Level, etc. I had thought about using Perception but it doesn't really fit and already covers alot of ground. Besides Sense Motive needed some love.

Role-play and Diplomacy will be kinda high on the list, I would think, to get NPCs to trust in you, and mechanically becoming CNPCs. Gah, I hope that makes sense! Basically I introduce them, you figure out if they can help you, and after some RP and skill I will change them from regular NPCs to CNPCs. Damn, don't think that helped to clarify anything... So, no don't worry about making NPCs unless you want to. Do you want to?

I am also adding two more references that you might want to download if you haven't yet, in addition to EdOWar's great stuff.

So, keep an eye on the Campaign Info tab,
The Bane


Feel free to launch into a tyrant of questions and discussion here...


A warm light assails your sense of sight and begins to recede. As it recedes, shapes come into view. First the floor upon which you stand, a large expanse of polished marble. As the light continues to pull back, you breath. A breath of fresh cool refreshing air.

Even as more of your surroundings are revealed, you notice that the floor goes on for fifty plus feet to your left and right. There, large marble pillars reach skyward nearly another fifty feet, and from them, ornate buttresses cross above you, connecting them. Past the pillars is only an enveloping impregnable mist.

To your left, right, and rear, a throng of others stand, as you do, in a myriad of clothes and colors. By the hundreds, nay, thousands, they look about and at each other. Even as your vision clears, so does theirs.

A voice draws everyone's attention. To your front, some seventy feet ahead, rises a large marble dais, and upon it sits two thrones. Occupying these thrones are a man and a woman, who appear to be in their mid to late twenties, dressed in plush finery. They both cast a faint aura within the soft light of the amphitheater. His' appears brighter, more golden, while her's is more subdued, whiter, and almost even pale.

It is his voice that draws the attention of the crowd of hundreds, nay, thousands. All attention falls to him. He sits lazily, a leg cast casually over the arm of his large throne while he twirls a stout staff in his opposite hand between his thumb and fingers.

"Welcome," he says not looking at anything but his staff, "I am... well you can call me Asair, and this," he said nodding to the adjoining throne, "is Eluna. And we, are the purveyors of life."

"What my brother means," Eluna said as she leaned forward in her throne, looking at all present with a slow sweep of her gaze, "is, we gave you life. A life you must now live. To succeed or fail, that is yours to decide." She frowned slightly at the thought of failure, and leaned back for the support of her throne, but continued, "You see, a large beautiful, expansive, world has been laid out before you. In it you will find trials and tribulations, love, joy, sorrow, and pain. But, that can not be helped. With one comes another. All things must be as they are."

"ENOUGH!" boomed Asair, "The time is before us, and it is now!" With that, he stood, bringing up his large staff and arched it across the expanse. As he did, your view began to slowly recede. Collapsing in on itself. As it did, you hear hushed murmurs come from around you, that fade as quickly as the light.

You shiver as your sight completely fails you. You have the sensation of floating, gliding down an invisible river, and with a whoosh you feel it, substance. Beneath your knees and toes.

Once again your sight returns and before you, you see a very different vision. One of rolling hills, trees, skies, and much more. It all is as common to you as anything you have ever known. You don't really know how you know, but you know what it is, home. The purveyors saw to it that if you were to fail, it would not be from a lack of instilled knowledge.

Even as you looked about, you saw the items of your trade, cast about you. You knew them, and better still, how to use them.

Welcome to Ukarea. May the adventure be wild and the history your own! It is the first day of unrecorded time, a day that may, one-day, be referred to as Founder's Day


I will get the first post up as soon as possible here.


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