Six Monks Bar


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Here is the map. You are on the winding white line. Cam originally suggested that you defeat the gnolls by driving off the stolen cattle herds, their food supply. Of course, that was Cam's plan and he was a bit nuts.


Male Gnome Monk/3
Tallis Kotellos wrote:
"River. We're probably going to get noticed at some point no matter which way we go."

"I like rivers...they're very calming. But we could go back across and be safe. Aside from skilled archer beastmen, which I've never even heard of, any one of us could make them pay for attempting to cross wher we crossed. Or we can press on and try to hide and stuff...I'm comfortable hiding from these dumb beastmen, but you" he eyes Flash suspiciously "I'm not so sure>"


Male Human Monk 3

Lord sneers and takes a menacing step towards the annoying little Gnome, before realizing that it would be a fruitless pursuit to even attempt to shut him up, no matter how much fun it would be in the trying.


Is the consensus then on heading down? I'll need some climb checks. Remember, all of you probably have climber's kits (+2 on climb) by now ... claimed from various gnolls' corpses.

A perception check would also be useful.


Male Gnome Monk/3

Bandle gathers his fallen shuriken (at least those he can find) his gaze darting from the north to the south, wary of the impending gnoll assault.

Perception 1d20+9=19

I don't know if it was a consensus...I was just saying the river crossing was more easily defended against many enemies (except suceptible to archers) of course that doesn't help ease the pressure on the fort. thoughts? check that...it was a consensus


Male Human Monk 3

Climb Check. (1d20+4+2=11) Looks like Flash will be taking a bit of a tumble... :(
Perception Check. (1d20+9=11) You have seriously got to be sh!tting me...

Lord's trek down to the riverside is fraught with loose footing and too much concentration on keeping it to pay much attention to his surroundings.


Male Human Monk 3

Tallis climbs down the hill with little trouble at all.

Climb, Perception: 1d20+9=23, 1d20+8=23


Male Human Monk 3

Tallis climbs down the hill with little trouble at all.

Climb, Perception: 1d20+9=23, 1d20+8=23


Male Gnome Monk/3

Bandle scrabbles down after the big folk.

"Those beastmen won't find us down here, unless of course they have a Qadiran whistle tracking miniature salamander"

climb:1d20+8=16

I should get at least as many shuriken that I had hits no? if so how many was that...at least 3 maybe more. My rolls were 16, 24, 21, 15, 23, 18


Bandle K'nana wrote:

Bandle scrabbles down after the big folk.

"Those beastmen won't find us down here, unless of course they have a Qadiran whistle tracking miniature salamander"

climb:1d20+8=16

I should get at least as many shuriken that I had hits no? if so how many was that...at least 3 maybe more. My rolls were 16, 24, 21, 15, 23, 18

Those were all hits.


For Lord Flash, the trip down the bumpy slope is fast and furious. He scrapes his arse and twists his ankle but suffers little permanent damage.

1 point of damage. If LJ fails a climb check of DC 15, he'll take a point of damage too.

Although you are not at the best angle to see the trail, you can detect the movement of two parties of gnolls. One, a party of three, comes from the direction of Hope's Crossing, where you just were. They stop at the sight of your most recent massacre yelp and yap but hurry up into the hills--the direction you had been heading--when the horn blasts another time.

The other party of gnolls is slightly larger and has several hyenas with them. They gather together and are pointing to something up the cliff-face on the side of the trail.

Tallis is able to see:

Spoiler:
There is something big, white, and wriggly hanging on the cliff. One of the gnolls is being prodded to climb up to it. He doesn't seem very happy about it.

Now that you are down at river level, you see that walking along the river on this side will be risky and at many places you will have to climb sideways or swim.

You can wait around to see what has got the gnoll's all excited--apparently it was not you--or you can take advantage of their distraction to make your moves.


Male Halfling Monk 3

Climb Check: (1d20+6=24)
Perception: (1d20+9=16)

I easily move down the rocky hill, only at the bottom do I remember that the climbing kit would have made it even easier.

As Lord Flash makes the climb look painful, I wince. I open my mouth to remind him to be carefuly , but thinking better of it, I close my mouth without saying anything.

As the Gnolls move around above us, I say, "Maybe we gave them the slip. Should we move downriver... or maybe just take a nice little nap here."


Male Human Monk 3

Lord amssages his ankle as they reach the bottom, then looks back up towards where they came from.
"I wouldn't mind seeing what it is those Gnolls are so concerned about. Can anyone see up there?"
He looks downriver. "Or should we just head off towards the Gnoll camp?"


Male Human Monk 3

Tallis slowly removes his hat as he looks up at the cliff slack-jawed. "Some thing is up there, yes...", says Tallis as he points at a wriggling white thing on the cliff. (Assuming you can see it from where we are right now.)


One of the gnolls climbs, falls, and, only when threatened by the gnoll holding the leash of the hyenas, climbs again. He reaches the wriggling white thing and begins to cut into it. A battleaxe falls with a clatter from the wriggly white, 6' tall mass. The gnoll cuts some more, revealing the arm and chest of a gnoll that has somehow been hung from the cliff in this white mass. He cuts some more but then the mass begins to ooze and drip darkness. From here it is difficult to see what is happening, but the dark mass surrounds the gnoll hanging from the cliff causing him to fall. The other gnolls on the ledge howl, whimper, shout, and growl as the dark mass descends, crawling on the cliff wall.

If you remain any longer, you will need to make stealth checks.


Male Halfling Monk 3

"What is that," I say, squinting to see better, "Spiders?"

"Let's get going before they see us. Especially since some of us are too big and noisy to hide well." I point downriver and begin moving that way.


Male Human Monk 3

"Yes... it seems that maybe we should continue on and leave them behind."
Lord moves off after Jackie, oblivious to the fact that he was just insulted yet again...


Male Gnome Monk/3

Bandle will likewise head downriver.

He gazes out over the boisterous froth of the river with a stern expression.

"I saw the Beastmen had dogs, I find that odd. Maybe they saved them from a burning barn and they aren't biting the hand that saves from a burning barn....good dogs, I hope they can't track whistles either. They may have been crafty and employed whistle tracking Undines....everybody knows that elementals make the best whistle trackers."

He frowns at the water again.


This side of the river lacks a suitable trail. In some places, you can make your way through muddy banks; in other places you'll have to climb sideways along the stones.

If you take this course, I'll need three climb checks to avoid any of you ending up in the swim. The first two of these will be DC 15. The third is going to be something different.


Male Human Monk 3

"Bandle, be quieAHH", says Tallis as he falls down into the water.

1d20+7=10, 1d20+7=19, 1d20+7=15 Now a swim check: 1d20+3=18


Male Gnome Monk/3

Bandle clamps off his mouth with a quick "SORRY!" alm0ost as if he's to blame for Tallis's fall. He scrabbles quickly forward calling

"rope! throw him a rope!"

Climb ck (+2 from climbers kit added in) (1d20+8=25, 1d20+8=22, 1d20+8=24)

I'm not sure if rope is part of a gnoll climbers kit, if so, I'll try and toss Tallis a rope. At least there's not goblin batriders


Male Halfling Monk 3

Climb checks with kit: (1d20+8=19, 1d20+8=9, 1d20+8=10)

I guess I make the first one and flub the next two.

I help with pulling Tallis to safety with the rope. Be more careful, I admonish him, onyl to be emberassed a moment later when I fall in myself.

Swim check: (1d20+4=23)

Fortunately, I manage to keep my head and put forth a good show when it comes to swimming.


Male Human Monk 3

I just remembered my Strength penalty from the poison, so I only got 13 or 14 on the third check. EDIT: Wait, +2 from the climber's kit, I passed it if it's also about DC 15.


As the monks make their way down the river, the steep rise of the hills forces them to climb in a couple of places. The monks take turns ending up in the water but manage to pull themselves back out easily enough. By the time they encounter the third place in which they are likely to end up in the water, it is too dark to continue safely. They are nearing the gnoll encampment but they can barely see the cliff they would need to climb along.

Do you wish to continue in the dark or are you going to take a rest on the narrow shore?


Male Human Monk 3

Climb Checks. (1d20+4+2=9, 1d20+4+2=13, 1d20+4+2=13) *sigh* was that outcome ever in doubt for a second...

Lord begins to laughat Tallis and Jackie's misfortune, only to himself succumb to the slippery shoreline and plunge into the water. He tries to climb back out, only to fall back in.
Swim Check. (1d20=9)
He can barely even manage to keep his head above the water as he bobs his way along the waterline.

Thoroughly soaked, as are most of the others, Lord is in no mood to continue their journey tonight. The soggy clothes he are wearing are more than likely to slow down any combat reaction he may need and that is not something he is willing to tolerate.

Gotta keep my post count up... don't want Solnes to get in any more trouble ;)


Male Halfling Monk 3

As it gets dark, I'm all for making a camp, getting some rest, hoping that the poison works its way out of my system.


Lord Flash wrote:

Climb Checks. (1d20+4+2=9, 1d20+4+2=13, 1d20+4+2=13) *sigh* was that outcome ever in doubt for a second...

Lord begins to laughat Tallis and Jackie's misfortune, only to himself succumb to the slippery shoreline and plunge into the water. He tries to climb back out, only to fall back in.
Swim Check. (1d20=9)
He can barely even manage to keep his head above the water as he bobs his way along the waterline.

Thoroughly soaked, as are most of the others, Lord is in no mood to continue their journey tonight. The soggy clothes he are wearing are more than likely to slow down any combat reaction he may need and that is not something he is willing to tolerate.

Gotta keep my post count up... don't want Solnes to get in any more trouble ;)

Lord Flash, I'm going to need two successful DC 15 swim checks as the river is fast moving. Every check you fail makes it more likely you'll be separated from the others.


Male Human Monk 3
Tarren the Dungeon Master wrote:
Lord Flash, I'm going to need two successful DC 15 swim checks as the river is fast moving. Every check you fail makes it more likely you'll be separated from the others.

Swim Checks. (1d20=20, 1d20=3, 1d20=15, 1d20=12, 1d20=8, 1d20=12, 1d20=5, 1d20=11, 1d20=16, 1d20=4) Lucky I made it on the third roll, otherwise 8 failed Checks later I would have been at the Gnoll Camp without them...


The monks find a place to shelter themselves from the cool night winds on a small rise. They can hear the braying of cattle almost above them. The cliff immediately above them no doubt leads to the herd of stolen cows.

The sounds of drums and barking tells you the gnoll encampment is frighteningly close as well.

Ability damage heals at 1 point per day unless you have completed bed rest for the entire day.


Male Halfling Monk 3

By morning I am at full hitpoints and -1 strength.


Male Human Monk 3

Down to either -2 or -1 Strength (I really should of written down how much damage I took), for a -1 penalty to any strength-related checks either way.


As the sun rises, you get a better look at your position. The ledge you've slept on is seven or eight feet above water level. A climb of 20' straight up takes you in the direction of the cattle. A slightly easier climb along the rock sideways takes you in the direction of the gnoll encampment.


Male Halfling Monk 3

As I wake up to the sounds and smell of the nearby cattle, I try and consider our options. As the other sleepyheads finally rouse, I say, "Maybe we should scout out the gnolls before stampeding the cattle over the cliffs into the river."


Male Gnome Monk/3

"I thought the confused fellow at the fort suggested we drive the cattle away, so the beastmen will follow? I don't think beastmen would follow the cows over the cliff, but if they did I'm sure it would require some sort of whistle. Maybe we can drive the cows over the beastmen, and when they're not paying attention, grab their leader."


Male Human Monk 3
Tarren the Dungeon Master wrote:
A slightly easier climb along the rock sideways takes you in the direction of the gnoll encampment.

Probably not easier by Lord's standards if IC has anything to say about it... :(

Lord awakens and stretches lazily. Sleeping outdoors does not agree with him. A pallet bed may not be the most comfortable thing in the world, but at least it was a bed and indoors.
He takes stock of their position and waits fro Tallis to awaken before commencing a discussion about how to proceed. He considers telling the annoying Gnome where to insert his whistle, but thinks that the ensuing answer from the Gnome is not worth it and so he sits down to centre himself.


Male Human Monk 3

"I say you two *Jakie and Bandle* go scout the gnoll camp, then come back and all of us go up and scare the cattle."


Male Halfling Monk 3

"Right... and where are we going to scare the cattle to? It won't do any good to kill them all in the river?"

Nonetheless I look up at the cliff, put on the climbing gear and start moving stealthily towards the gnoll encampment.

Climb: (1d20+6+2=18) (-1 str = 17 total)
Stealth: (1d20+13=22)


Lil' Jakie wrote:

"Right... and where are we going to scare the cattle to? It won't do any good to kill them all in the river?"

Nonetheless I look up at the cliff, put on the climbing gear and start moving stealthily towards the gnoll encampment.

Climb: (1d20+6+2=18) (-1 str = 17 total)
Stealth: (1d20+13=22)

Bandle can roll later to see if he manages to follow behind Jakie.

The gnolls have made camp on a large flat area just a little above river level. Over a dozen tents are spread in loose clusters of three or four. This sits to the west of your sleeping spot.

At the east of the gnoll's camp, a road climbs toward some roofless old houses and barns. The cattle must be being kept up there.

On the North side of where the abandoned village meets the gnoll encampment, a tower is built into the side of the cliff.


Male Halfling Monk 3

I head back down and report on what I saw.

"I'm wondering if we shouldn't sneak over to that tower and see who is inside."


Lil' Jakie wrote:

I head back down and report on what I saw.

"I'm wondering if we shouldn't sneak over to that tower and see who is inside."

Getting to the tower will involve some sneaking. It is on the northeast side of the gnoll encampment. You are on the southeast side. You could sneak between the abandoned village and the gnoll encampment but you would need to be very sneaky. You could try to cut through the abandoned village ... you haven't seen any gnolls there.


Male Human Monk 3
Tarren the Dungeon Master wrote:
Getting to the tower will involve some sneaking. It is on the northeast side of the gnoll encampment. You are on the southeast side. You could sneak between the abandoned village and the gnoll encampment but you would need to be very sneaky. You could try to cut through the abandoned village ... you haven't seen any gnolls there.

hmmm... sneaky... Actually let's do it now while IC is down and my dice at home are rolling in the low to mid teens for me so I at least have a mild chance of not waking up every Gnoll within a 10 km radius...

Lord looks up from his seated position once Jackie returns with the assessment of the area.
"This tower does bear some investigation, I will agree with you there. I would like to take the route that leads us within earshot of as little Gnolls as possible though."


Male Gnome Monk/3

if some of us want to make for the tower, I'd gladly try and stampede the cows for a diversion

"I'll scare the cows with this here whistle....though it works better on donkeys" start's Bandle with enthusiasm "Then I can meet you at the tower, and the beastmen will be busy"


So, do we have a plan?


Male Halfling Monk 3

"I agree with Flash. We should try being circumspect. We don't want them on their guard. You can kill all the cattle later." I direct the last comment to the gnome.


Male Gnome Monk/3
Lil' Jakie wrote:
"I agree with Flash. We should try being circumspect. We don't want them on their guard. You can kill all the cattle later." I direct the last comment to the gnome.

"Hey! I didn't....I mean" Bandle starts somewhat protestant of his innocence in the cattle killing scheme.

"er...ok, I was just hoping to stay away from loud large people trying to be stealthy. Call it self preservation instinct, my uncle once did a huge study on it back in Gleamburg."


If you are going to cross between the abandoned village and the gnoll encampment, I'll need one stealth and one perception check.


Male Human Monk 3

Here goes nothing...
Stealth Check. (1d20+3=4) *sigh*
Perception Check. (1d20+9=14) I am really starting to think that IC is actually a <10 Random Number Generator rather than an Infinate Random Number Generator...


Male Human Monk 3

Stealth, Perception: 1d20+2=12, 1d20+8=27 Well, at least I'm going to see them too.


Male Gnome Monk/3

Perception, Stealth

1d20+9=17, 1d20+13=25


Male Halfling Monk 3

Stealth: (1d20+13=21)
Perception: (1d20+9=11)

"Are you just trying to get caught," I whisper at Flash....

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