| Bowen Quaid |
"I believe you had the right idea Rall. I will need someone who can move silently and hide as well. The rest should stay about twenty feet back, so if danger occurs the rest can charge to the battle."
Bowen begins moving forward and draws his bow.
Back at home, should be able to post normal again.
Survival:1d20+6=25
Move Silently: 1d20+6=15
| Rall Kirnast |
"I believe you had the right idea Rall. I will need someone who can move silently and hide as well. The rest should stay about twenty feet back, so if danger occurs the rest can charge to the battle."
Bowen begins moving forward and draws his bow.
Back at home, should be able to post normal again.
Survival:1d20+6=25
Move Silently: 1d20+6=15
Rall emphatically waves his hands as if to say 'Not me ... one of these others' but the point seems to be moot as the halfling and the gnome have already started off in the direction Bowen indicated.
Rall says "I'll guard the rear ... make sure nothing tries to sneak up on us from behind."
| Rall Kirnast |
"I will stay with the main group then. My speed means that i will be able to reach you quickly should you get in any trouble."
Rall, at the prospect of finding himself all alone in the woods, finds he is as scared of whatever may be lurking out here as seeing whatever happened to those kids and hurries to keep up with the others. Sneaking up on whatever it is that got them doesn't seem like an option now anyhow. 'Please, oh please,' he prays 'Let the children be alive.'
| The Chronicler |
The party, all in a long strung out row, reaches the eaves of the woods.
Under the trees, there is a light breeze blowing and the various brambles, shrubs and ivy plants gently shake. Above, the leaves whisper gently as they rub together. There is enough ambient light below the leaves to see, but it is much dimmer beneath the branches.
| The Chronicler |
Bowen moves up close to Fee and begins scanning the ground. The trail is fairly obvious. Five kids and any number of captors made a discernable trail that Bowen easily follows. The trail begins in a westerly direction but then swings to the north. As the party heads deeper into the vale, the light entering through the leaves slowly decreases until finally it becomes necessary to stop and admit that a light of some sort is needed to go any further and still follow the tracks.
The DM rolls some dice behind his screen.
| Rall Kirnast |
Bowen stops and rummages through his pack finally produces an unlit torch along with flint and steel.
Looking up to his new companions, "If we light this it will be near impossible to catch our prey unaware. Any other options?"
Rall remains quiet having nothing to offer here.
| Turnipin Acorncap |
"I might make mention that one benifit of being...a stunt...is that we can see fairly well when there is little light. Let one of us, or better yet, the dwarf who can see in the dark, help lead the way if stealth is deemed important." Turnipin says.
"Myself, I say light a fire and let us hurry! Whatever has the children may...we really should throw caution to the wind and hurry. Draw your weapons and make ready for battle!" he finishes with a bit too much drama.
| Dunham |
"Perhaps a cautious approach is advised at this point" warns Dunham. "If we keep a lit torch it might make us a tad bit exposed. I will move out of the light just a short distance and watch over the rest of you runts. Perhaps I can be of best help there."
Dunham moves into the shadows just to the side of the party and uses whatever cover he can as they progress to keep himself concealed.
| The Chronicler |
Each PC needs to make a listen check.
The light of the torch reflects off of the bottom of the leaves and branches overhead, making it seem almost as if the party is in some cavernous hall. For a moment, a wind blows in from the west, the flames flicker and the trees seem to whisper nervously. Then all seems still. By the light of the torch, Bowen can once more make out the tracks of their quarry.
| Rall Kirnast |
| Bowen Quaid |
Keeping an eye on the tracks Bowen pays only slight attention to his surroundings.
1d20+8=14
| Turnipin Acorncap |
| The Chronicler |
The Chronicler wrote:So which way are we going?I believe the trail we are following through the woods started off "in a westerly direction but then swings to the north"
Bowen has been presented with a choice however, as the trail has swung to the northeast but he said he wants the dwarf to scout north, a direction from which he hears a sound.
| Bowen Quaid |
I had been hoping the dwarf would pop up and check north real fast then we could make the choice then.
I really didn't want to have to go northeast if the trail doubles back north any way. That way we could 'secretly' try and come from the south onto what ever is making the noises.
Though I guess if you want I could go and try a spot check to see if I can see anything but I'm not sure the exact darkness.
| Dunham's Alter Ego |
Dunham's Alter Ego gumbles and moves to just outside the torch light. He puts his stubby little hands on either side of his eyes to block out the glare from behind. He squints and peers in the woods.
"Blah! I can not see anything. It's too bright. I say we just follow the tracks. It's the fastest way to the children and a big ale afterwards," the dwarf's alter ego grumps as he stamps back to the group.
| Turnipin Acorncap |
"I agree with the dwarf. We should continue following the footsteps if the ranger does not suspect a double cross. However, haste should not replace caution. Perhaps one of the more sturdy of our group should take the vanguard and keep a wary eye behind us?" Turnipin says in response to Dunham's odd behavior.
| Balnar Frostblade |
Chronicler
All attack rolls are assumed to be unmodified (no power attack, no charge etc). The only automatic condition I use, is to rage automatically the moment I drop below 1/2 health (+2 Attack, +3 Damage, +2hp, +2 Fort, +2Will, -2AC)
Confirmation roll on the threat: 1d20+3, 6d6+12=[12, 3], [1, 5, 2, 3, 3, 4, 12]
Miscellaneous Rolls:
Random rolls: (1d20=18, 1d20=14, 1d20=1, 1d20=14, 1d20=5, 1d20=16, 1d20=18, 1d20=10)
Catch you in a few days, (I get home wednesday night)...
| The Chronicler |
As Bowen seems outvoted about examing the noise he hears to the north, the party presses on towards the northeast, following the light of the torch and the bent form of the ranger.
Meanwhile, the dwarf, who had volunteered to shadow the rest of the party as guard off to the side, continues to remain unseen and unheard. He is obviously very good at his job.
| The Chronicler |
About four hours later and what feels like many, many miles of following twisted trail through moss covered tree tunks and over gnarled root, the party comes to a river bank. The sunlight seems suddenly and incredibly bright as it reflects off the water flowing towards the west.
The bank is about ten feet above the actual water and at the water's edge below, there is a small bank where one can stand next to the river. The water is not deep here but is filled with many rocks.
A survival check will need to be made here for there are many tracks and it appears that the group being followed spents some time here, with different individuals moving into the woods in different directions. Also the party has burned through four torches. How many are available?
| Bowen Quaid |
About four hours later...
That would have used all of Bowen's torches
Bowen leans down and examines the different tracks trying to see if he can make heads or tales out of any of the stories that they tell but alas they allude him."I apologize all but this will take a little longer. Enjoy the sunlight before we travel back into the sun-less area of the woods."
Survival:
1d20+6=11
And since it looks like I missed something I will take twenty. Four hours in a torchlit area it is nice to be in the sunlight again.
| Rall Kirnast |
Rall, having sat himself upon a stone, begins to mutter "This is madness. We've been traipsing all over the bloody forest on the word that of this man. How do we know he even knows where he's going? The only evidence we've got that the kids have been this way are a bunch of footprints in the sand!"
| The Chronicler |
Bowen
All
Light will be an issue when Bowen once more leads the party beneath the dense leaves of the forest. Everyone but Bowen can make a listen check as they wait for his report.
| Rall Kirnast |
| The Chronicler |
This game does seem to be moving slowly. :-(
Sorry for not posting yesterday, my computer didn't even get turned on, I'm afraid, as I was away from it all day.
Balnar
All
Bowen has determined the direction the tracks lead in. Rall has a lantern, will that be enough to last through the dark travels through the forest? Where is the dwarf? What has happened to the children? Questions fill the parties minds as they prepare themselves to move on.
| The Chronicler |
A frightened young human girl, dressed in ragged, dirty clothing, shoots out of the bushes in surprise. She runs back a few steps and then stops at a tree, breathing heavy. There are twigs in her hair and her barefoot feet are muddy.
"Don't hurt me," she stammers, looking the group over, her eyes wide. Her age is hard to determine. Certainly she is older than ten and likely she is younger than eighteen.
"Please don't hurt me. I've been following you, hoping to find some food. I'm all alone. Please don't hurt me."
| Turnipin Acorncap |
A frightened young human girl, dressed in ragged, dirty clothing, shoots out of the bushes in surprise. She runs back a few steps and then stops at a tree, breathing heavy. There are twigs in her hair and her barefoot feet are muddy.
"Don't hurt me," she stammers, looking the group over, her eyes wide. Her age is hard to determine. Certainly she is older than ten and likely she is younger than eighteen.
"Please don't hurt me. I've been following you, hoping to find some food. I'm all alone. Please don't hurt me."
"By the powers that be!" Turnipin stammers and quickly moves toward her. "Dear heart, are you hurt?"
Could we get a description of the girl? How is she dressed? Is she wounded? Just in case: Spot: (1d20=7)
DM: sorry I've been MIA a bit. Hey I run a PbP and they tend to do this. Hang in there! This is a great game and you're doing awesome!
| Rall Kirnast |
A frightened young human girl, dressed in ragged, dirty clothing, shoots out of the bushes in surprise. She runs back a few steps and then stops at a tree, breathing heavy. There are twigs in her hair and her barefoot feet are muddy.
"Don't hurt me," she stammers, looking the group over, her eyes wide. Her age is hard to determine. Certainly she is older than ten and likely she is younger than eighteen.
"Please don't hurt me. I've been following you, hoping to find some food. I'm all alone. Please don't hurt me."
Rall almost leaps out of his skin as the girl comes out of the bush. Then, trying to hide his reaction from the others walks past the girl towards the bush where she came out of saying "Are there any others? Are you alone?"
| The Chronicler |
The girl’s brown dress was obviously once a nice dress. But the sleeves have been torn off, the hem is tattered and torn, and it looks like the girl has not changed her dress for some time. It is very filthy. Her hair is light brown, almost blonde, and her eyes are bright green. She is barefoot and her feet and legs are dirty. She appears unhurt, but there is a hint of some sort of old wound on her shoulder, hidden by her dress. She is very thin but does not appear either sick nor malnourished.
“You’re not going to hurt me,” the girl says with a sigh of relief. “I didn’t know. I’ve been alone ever since the fire. So lonely. I’ve been following you since you entered the woods. I was too scared. I wanted to get your help but some men are bad. “
“There were some children at the… at the.. orphanage, but before I could join them, small lizard men took them. I followed them for a while but I knew where they were going. It’s a scary place. There’s a dwarf ghost there. So I came back. Do you have any food?”
| Balnar Frostblade |
"Don't fret now, you will be safe with us." Reaching into his pack, Balnar removes his winter cloak and settles it on the girl's shoulders. "Now if you stay close to Sherrif Rall here, I imagine he would be very good at keeping you safe, would you be able to guide us to where those childre have been taken? There is a very good chance they could be in serious trouble and need our help."
EDIT: I just now relised the irony of calling Rall 'sherrif', not because of his class but rather because it was just mentioned to me that Sherrif is apparently most commonly used in the Forgotten Realms to refer to a Halfling Paladin.
This does not however change my attempts at reassuring the girl.