Uriel's KINGMAKER game


Play-by-Post

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Male Human Rogue 1st

OOC:

Spoiler:

Again I have to agree with Heaven's Agent on the narration style. Even though i didn't get my planned actions up in time it still feels like narration to me. Present the situation, let the players react. Pbp combat is slow and we all knew that when we voiced interest in the game. I'm okay with it going slow, I just want to participate-Thanks.


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]
Matius Drake wrote:

Stepping forth and striding in front of the others who gather around with threats, Matius offers the sniveling brigands a knowing smile as he crouches close in front of them and holds up a finger to the rest of the group." One moment friends." I'm assuming they're on their knees here, or something like that. With this he turns his full attention to the bandits." Hey there guys, looks like this payment didn't quite turn out the way you expected huh?" He begins, his ego wouldn't allow him to conduct the conversation without taunting the men." Yes well I understand how things are here. In fact I'm from this very area. I grew up earning a living in much the same way the two of you probably did. That being said, I'm sure I was alot nicer about it. No one should ever refer to a lady the way the two of you referred to good Oleg's wife."He pauses for a moment to shake his head" Now good sirs, as my companions mentioned-We are in need of information. The more you tell me the better your chances are that I don't unleash the hooded fellow or the savage little gnome with the sword nearly bigger then himself on you. If you're having a hard time thinking then some suggestions are things like How many bandits? Leader's name? What type of weapons? Spellcasters? Where is your hideout? Traps? Lookouts? Oh and of course who was the lady that came with you on the first visit?" Matius stands and looks back at Orin." Now speak fast because he can notch an arrow pretty quick." With that he leans forward with his hand behind his ear mockingly.

Intimidate1d20+7

With a roll like that, I'd tell you all I know


Orin Ro wrote:
With a roll like that, I'd tell you all I know

No kidding; he's made Orin look like the hooded visage of Death itself, and Muk a 3-foot-tall balor.


The bandits stare at each other, then begin babbling information as fast as they can, interrupting each other and talking over themselves in an effort to give up as much information as possible. Like all bullies, these men know what they would be doing in your position, and are desperate you don't.

Once you sort things out, you get the following:

- Their camp is "about one day away, through the forest, past the radishes, along the Thorn River."

- This band all answers to someone called "The Stag Lord." In fact, on closer inspection you find a small silver pin in the shape of a stag on the body of Happ. These bandits have never actually met him, though, as he rules from a fort far to the south, along the banks of a lake called the "Tuskwater".

- The number of people in the camp changes often, as they are mostly in small bands that roam about the Greenbelt. They estimate the number in the hundreds, but you're skeptical.

- Their immediate boss is a sadistic woman named "Kressle." She matches the description of the woman Svetlana saw.

- The camp is large, and well defended by numerous hidden platforms placed in the trees. The bandits all have bows, and "are dead shots, like elves. They'll kill you before you even know they're there."

Other than that, it's mostly just a mix of bravado, begging for their lives, pleas for mercy, and sob stories about their horrible childhoods, and each one says how he, personally, has never done anything really bad, just followed along with the rest.


Male Dwarf Fighter/2

Thumparr listens intently to the bandits' confession and then looks over at Fenna and says, "Alright, little lady. You heard it. Now, what does your god say? Do they live...or die?"


HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

"Now we have interrogated them, and they have confessed to their crimes," Fenna replies evenly, "the law, and our writs, rule that they be hanged... it is time for them to face their final judgement."


I didn't hear any confessions to actual banditry on their part, only that they've thrown in with the wrong crowd. The gnome glares at the two captives. A crowd, I might add, that would be likely to slit their throats in an instant should they ever try to return. Especially after it's been learned that they were so generous with the information they provided.

What say you two? Willing to try an honest living? And don't lie to us now; we'll cut you down without a second glance if you do.

OOC:
Muk's Sense Motive isn't that great, but I trust someone will end them quick if they prove dishonest.

Sense Motive

  • 1d20 + 2 ⇒ (4) + 2 = 6

  • Male Half elf Spell-less Ranger 7
    Character Information:
    [HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

    Orin ponders Mukrilgrundts words and says "I'm ill prepared to let these people go with only "a sin no more" and a swift kick in the Butt". Pulling his hand axe out of his belt as he glares at the remaining bandits. "I have a riddle for you" he says "how does a sheriff shake the hand of a thief?" then, pausing for effect, he continues "on a string!"
    "If you're willing to let yourselves be shortened by a hand then you can go free, if not I'm all for stripping you of all of your weapons and other gear and leaving you to the tender ministrations of Oleg and Svetlana"
    He pauses with a wicked smile on his face and says "I hope you can learn to tie your breeches with only one hand."


    Turning from the two bandits, Muk begins casually conversing with Orin. His speaks clearly so that the two condemned men might hear. Oh, I never intended to let them free without some form of reminder of their word. I was thinking, though, of stripping them of their possessions and letting Oleg put them to work. He nods at the man before continuing. The amount of repair here seems more than one man can handle. And if they act up, he seems more than capable of putting a few arrow shafts in their hides himself. Provided he cares for the idea, of course. They'd need both hands to be of any real help, though.

    That being said, I'd much prefer if they decided against our offer. It'd prove more enjoyable. I'm sure there are plenty of wild animals in the forests nearby, maybe even some owlbears. I bet we could find some honey, too.

    The gnome turns to Den. Hey druid, do owlbears like honey?


    Male Dwarf Fighter/2

    Thumparr sucks his teeth and says, "I agree with Fenna. Hang 'em and let the crows pick over 'em after they tender a bit. Besides, these men have threatened Oleg and his family for months. I ain't for letting them go free...but I'll defer to what Oleg wants to do. It's his fort and all."


    At that, Oleg steps forward. "If'n you're asking me, I'd as soon be having them from the palisade wall, and leave their bodies for the crows as a warning to the other bandits. Then again, I'm not as soft-hearted as some folks, so whatever you do to them is fine by me, so long as they'll never darken my land again. Whatever you decide to do, though, be quick. I don't know how long I can keep the missus from running out here and gutting them like fish. She's still sore about the ring they too."

    Oleg then shrugs, and returns to the main house, a violently swearing Svetlana can be heard in the background.


    Human Druid1 | Init +3| Hits 11/11 | AC 18/20, tch 14, fft 14/16 | F +3, R +3, W +4 | Perception +6

    The druid trots up on his horse and hops down patting its neck as he moves to the edge of the entangled grasses. With a wave of his hand the spell ends and he approaches.

    "So what news from our cowering friends here?" When the others relay the salient points and details of the interrogation so far, Den listens carefully.

    Den smiles for once at the little gnome's joke, "honey tarred bandits on the run from owlbears, that should get us a fearful reputation in the region."

    He asks the pair to repeat a bit about themselves. Again he listens as they spin their yarns of a hard life and the bitter twists of fate that have brought them to this point. Den shakes his head occasionally and pulls at a few threads of their stories until he is satisfied of them. Den makes no promises one way or the other.

    Are they both liars and charlatans fit only for a rope or is either likely candidates to turn back from this life of crime? Sense Motive 1d20 + 2 ⇒ (4) + 2 = 6 Thanks dice roller.

    "For myself I am no expert at reading people, much better with animals. Can anyone tell me if they are both fit to die by the law, or is there a life we can save here? One who will aid us in some way. The taking of such life is not something I usually condone, but if the Stolen Lands are to have a future then firstly we must root out the bad apples."


    HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

    Fenna looks between the bandits and those discussing their fate, a thoughtful expression on her face, "While mercy is an important part of justice, and the principle behind allowing them to work towards atonement is a good one, it appears they would not be welcomed here... I know of no other place nearby where their labour could be put to use, even if their repentance is anything more than a desperate attempt to stay alive."

    Fenna then looks down at her feet and begins to whisper to herself, "trouble regarding labour... look to the Midwife... her judgement awaits all... the Mute Hag shall receive the merciless judgement of the Uprising... the downtrodden suffer under the Betrayal of their provider..."


    Male Dwarf Fighter/2

    "I say we hang 'em up in the first tree we find. By law, they are to be put to death for their crimes. We're wasting time talking about it. If we let 'em go, they'll run right back to their hideout and afore we know it, the whole damn bandit army will be down on this place! By killing them now, we might have a chance to take the bandits by surprise. You can bet your ass they didn't expect to have their raiding party hijacked by us."

    Without waiting for a reply, Thumparr nods a Fenna and walks over to the bandit lying on the ground...and cuts his throat (unless someone stops him). Assuming they don't...Thumparr turns toward the other two and says, "Now, what are we doing with these two turds? Ye know my vote."


    I'm not fond of executions, but as Oleg wants nothing to do with them, I'll handle it. The gnome turns to the bandits. Tough luck for you, then. Seems you should have been more faithful to your god.

    He retrieves his pack and leads both the bandits out of the trading post at sword point. Den, you're with me; I'll need you to find the honey. Anyone who wants can come, too.

    OOC:
    Muk was serious about not liking executions; he was also serious about using them as owlbear bait if it was decided the bandits would be shown gnomercy.

    He'll have them strip down to their breeches and march deep into the forest. If they attempt to flee, he cuts them down immediately. He then ties their wrists together and loops the rope over a strong tree branch, so that their toes and the pads of their feet barely touch the soil; it's a good thing Muk can climb.

    He then smears the two with honey, and plants a javelin in the ground ten feet from the bandits' tree; if Gorum wills it, they will be able to free themselves and use the weapon to fend off whatever beasts are drawn in by the honey's scent. If not, well, justice is done.

    Muk gives the two a parting warning, that if they do manage free themselves they should never return to the Greenbelt. If they're ever seen in the region again, he'll make it a priority to use their skulls in the construction of a pair of flails, one for Oleg and one for his wife. He then heads back to the trading post.


    Male Human Rogue 1st

    Matius intervenes in the dwarf's cutting of the bandit's throat." Easy Thumparr, I like the Gnome's method. Let the will of the Gods decide their fate." He'll journey with Muk as well, although solemnly. He was opposed to taking life, even if it was a cruel one. His own life was not too different from these two men before he had a chance to turn around. As Muk finishes the arrangement he says a prayer and looks at the bandits with a warm smile."Good luck brothers."


    Well, looks like you guys need to decide what, exactly, you are going to do with the prisoners, and then make a plan for how to proceed with exploration according to your charter, and whether and/or when to try and find the bandit camp.


    OOC:
    Unless someone stops him, Muk's not going to wait to put his plan into action. He's simply not one for a lot of unnecessary talk.

    He'll return to the trading post as soon as he's finished in the forest, happily lapping up the honey that wasn't used.


    Male Dwarf Fighter/2
    Kingmaker DM wrote:
    Well, looks like you guys need to decide what, exactly, you are going to do with the prisoners, and then make a plan for how to proceed with exploration according to your charter, and whether and/or when to try and find the bandit camp.

    We did decide and Muk, Matius, and Den carried it out. They are swinging in the breeze, slathered with honey. Let's move on.

    "Oleg, we're gonna hunt down these bandits and take the fight to them! No more will they be pillaging and raiding in these parts. When are the rest of ye ready to move out? Their hideout is about a day away. The sooner we leave, the sooner we...get 'er done."


    HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

    "We should leave immediately," the bleached gnome states, "we should at the very least get a look at the camp before our unwelcome guests are missed by their leaders."

    While awaiting the comments of her companions, she moves over to looks through Happs' belongings for notes, maps, or other items of interest.

    Perception 1d20 + 5 ⇒ (16) + 5 = 21


    Sounds good to me; let's be off!

    Liberty's Edge

    Male Human

    Sorry to be a huge inconvenience, but opportunities have presented themselves that I've chosen to take at the expense of this game. I'm going to have to drop out. Have fun with your game guys.


    Yes, but off to where, exactly?

    It takes you between 11 - 16 hours to travel roughly 12 miles (8 - 12 hours if you mount the little people on horses). That's just to travel, though. To full explore each 150 sq mile "hex", and just properly survey the area, takes 2 - 5 days.

    The bandit's described a vague location for their camp, but, unfortunately, you don't exactly have a guide, meaning you can't just go in a straight line (unless you want to back-track the bandits - if so, someone make a roll).

    When asked, Svetlana tells you there is a large patch of "moon radishes" to the south, which might be what the bandit is talking about. A local delicacy (Matius, you foundly remember the taste from childhood), Svetlana offers to buy any you might bring back, at a good price per bushel.

    If you want to set off, you need to decide as a group what exactly your plan is.

    @Fenna: You don't find anything else with intelligence value other than the silver stag broach previously mentioned. The items of value are:

    6 medium horses (4 with riding saddles, 2 with pack saddles)
    Happ had two earthenware pots, tightly sealed, as well as a nice composite longbow (+2 Str draw). Other than that, you find 65 gp in coin, three longbows, 80 arrows, 3 shortswords, 1 dagger, and eight days worth of rations for one medium-sized creature.


    Muk gathers his things and, after hearing Svetlana's mention of the radishes, takes off in the direction the bandits arrived from on foot. His already-short frame is stooped even lower as he puts his senses to work to follow the trail.

    OOC:
    Muk doesn't care too much about waiting for the group to decide; life's too short to stand around talking, and then you end up a bleachling. He'll follow the trail until he loses it, if he does, at which point he heads in the general direction indicated by Svetlana as the location of the radish patch. The gnome would then be more interested in tasting this delicacy than to attempt to regain the trail. However, he keeps his eyes open for signs of the bandits' passage, in the event they encounter the trail again.

    Survival Check

  • 1d20 + 6 ⇒ (16) + 6 = 22
    Bluff Check
    In the event that Muk loses the trail.
  • 1d20 ⇒ 18

    Feel free to make the rest of Muk's survival checks as needed. If he does lose the trail, he exhibits no outward appearance that his course has changed; if someone else watching the tracks notes his deviation and comments, or notes that the gnome seems to be behaving unusually, he happily admits that he lost the trail "some time ago" and decided to make the best of their outing despite the situation. He'll then follow the lead of anyone still on track, or continue toward the radishes if no one is.

    As an aside, Muk travels at the same rate as a medium-sized character, due to his fast movement class ability; no need to stick him on a pony just so he can keep up.


  • Human Druid1 | Init +3| Hits 11/11 | AC 18/20, tch 14, fft 14/16 | F +3, R +3, W +4 | Perception +6

    Den takes up a position at the end of the party, making sure that he keeps an eye all about, but especially towards the rear.

    "When we reach the Thorn River perhaps it would be a good idea for our scouts to try to find the camp and some ways in. I can walk with my horse but this size of group is a dead giveaway. Our biggest weapon is surprise."

    "This is where keeping one of the bandits would have been a good idea. But in the long run, they may have called out or caused havoc in an attack, instead of being an owlbear's snack. Also if we intend to bring justice and a strong community then the banditry has to stop. Mukril your actions should be applauded for that."

    DM - is Matius with us? Now that Memento Mori has dropped out.


    HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

    Fenna moves up beside the younger gnome, leading her pony by the reins as she leans down to help Mukrilgrundt follow the tracks of the bandit's horses.
    "Yes," she says over her shoulder to the druid, "our element of surprise should be preserved... we should attempt to arrange it so we arrive at night, when they will be less alert."

    Roll to assist Muk's survival 1d20 + 3 ⇒ (17) + 3 = 20
    Fenna will continue to assist until dusk, when her bonus will increase to +7 if the stars are out.
    Is anyone taking things from the dead bandits? If no-one objects, I'll take a riding saddle (I forgot to buy one with my starting cash...)

    Silver Crusade

    Male Human (with strong Dwarven sympathies) Husband 10, Sailor 8, Father 5

    Rather than potentially split the party at this point, I'm going to take a short break here.

    I originally intended to start this after Easter, before I got some unexpected spare time, and I don't want to push too far forward before then in case some people have problems with the timing.

    Thus, I'm going to hold off until April 7th. I'll still be on the boards, but I'm not going to advance the plot until then. And give anyone who has joined in yet a chance to catch up on the postings. At that point, we'll continue.

    As for the equipment, you are free to take anything you want. Anything left over Oleg is keeping as a partial repayment from the bandits.


    uriel222 wrote:
    As for the equipment, you are free to take anything you want. Anything left over Oleg is keeping as a partial repayment from the bandits.

    OOC:
    As Muk didn't actually do anything to help defeat the bandits, he doesn't feel entitled to any of the spoils. It's a point of pride in his mind.

    Human Druid1 | Init +3| Hits 11/11 | AC 18/20, tch 14, fft 14/16 | F +3, R +3, W +4 | Perception +6

    Can everyone take a horse? It would speed up our exploring? Or could two small characters share and Mukril could keep stopping and getting off to track if needs be.

    We probably need some kind of marching order as well. I have placed Den at the rear, and Mukril is at the front, what about the rest of the party?

    Den keeps an eye out for those moon radishes and the Thorn river.


    Female Half-Elf Inquisitor of Calistria 1

    Syndessa returns from scouting the area outside the Trading Post to discover that the Bandits have been defeated.
    Pouting that she missed out on the fun, she informs the others of no other threats in the immediate vicinity.
    "I am ready to go if that is what you all wish," she informs them and when they move out, she sticks to the rear with Den.

    She'll take one of the Riding Horses if we're gonna be riding this out. Maybe we should take one of the Pack Horses as well for all our Phat Lootz we're gonna get! ;)
    Otherwise she is only interested in the Arrows (the +2STR Composite Longbow is nice, but her STR is only 10, so...).


    Human Druid1 | Init +3| Hits 11/11 | AC 18/20, tch 14, fft 14/16 | F +3, R +3, W +4 | Perception +6

    Orin Ro should take the bow. He is our ranger after all and he has 15 strength.


    Male Half elf Spell-less Ranger 7
    Character Information:
    [HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

    I was thinking about it, but my current weapon is masterwork and has some sentimental value attached with it having belonged to his dead father.
    Although once a magic bow becomes available, well...sorry dad.


    Human Druid1 | Init +3| Hits 11/11 | AC 18/20, tch 14, fft 14/16 | F +3, R +3, W +4 | Perception +6

    Sorry Orin, didn't realise. Uriel, I'd hate to give up such a useful bow but the only other medium person with the strength is Den. Is it possible that like Clerics of Erastil's favoured weapon, a druid can have longbow as a proficiency? Maybe give up something else instead such as nature sense?

    Before Leaving Oleg's

    Den offers the bow to Orin and he shakes his head.

    "I understand Orin, your father's bow looks well made."


    So, quick survey of the team:

    * Are you all headed toward the bandit camp, following the directions you "extracted"? And, if so, do you intend to head at best speed, or to explore the area along the path?

    * Are there any other supplies you want to pick up before you head out?

    * And, what are your travel arrangements going to be? Who's riding, who's walking, who's scouting ahead and who's driving the pack horse(s).

    Also, a note on exploration. You will note the blank hex grid in the back of the Player's Guide. Your objective is to scout all the hexes in your assigned area, and I'll fill them in as you go. Scouting a hex is more than just riding through it, though. You also need to spend a few days in each hex exploring off the beaten paths, and hopefully surveying and unusual features or resources, as well as making up a proper map for later.


    Muk's wanting to make it to the bandit camp as quickly as possible. Those sent to the trading post are likely to be expected back shortly; now's not the time to be looking at the things around you. Though he's up to stop for radishes as described previously.

    Muk will grudgingly ride if the others do; not having any experience with mounts, he would rather stay on foot. Especially if he's the one doing the tracking. He'd pick up a javelin to replace the one he left in the forest, as well as replenish his length of rope used to suspend the owlbear bait.


    HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8
    Mukrilgrundt Sizzeltonin wrote:
    Muk's wanting to make it to the bandit camp as quickly as possible. Those sent to the trading post are likely to be expected back shortly; now's not the time to be looking at the things around you.

    Fenna is in agreement about this, she'll be on foot while assisting with the tracking, though she'll be bringing along her pony (Unless it is suggested she take a horse instead for the extra speed).

    It occurs to me though that it might be quicker if someone with a 30' base movement did the tracking.


    Fenna Thistleswade wrote:
    It occurs to me though that it might be quicker if someone with a 30' base movement did the tracking.

    Muk essentially has a base speed of 30 feet; it's one of the perks of being a barbarian.


    HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

    In that case, Fenna would just slow you down, so she'll stay mounted.


    Male Half elf Spell-less Ranger 7
    Character Information:
    [HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

    I believe the intent is to press on to the bandit camp while we still have the element of surprise. We can explore the area between on the way back to Oleg's.

    Chuckling to himself as he watches the Gnome march out the gates Orin mounts Windswift and grabs the reins of one of the dead bandits horse and trots out after the determined Gnome.
    "Despite your determined gait I believe we would all move faster if we were all mounted"
    With that Orin spurs his horse into a canter and begins to scan the road ahead for signs of life.


    HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

    "True," Fenna says, climbing onto her mount, "we can likely pick up the bandit's trail once we find the radishes."


    Human Druid1 | Init +3| Hits 11/11 | AC 18/20, tch 14, fft 14/16 | F +3, R +3, W +4 | Perception +6

    Den nods again to Orin. "We should deal with Kressle and her banditys first before exploring much. Otherwise Oleg and Svetlana could face some dangerous repercussions."

    And when a quiet moment presents itself..

    Orin Ro/DM Only

    Spoiler:
    "Orin, as long as we bring enough horses then we can always get Muk on one when needed."

    I agree that we go for the bandit camp asap.


    Female Half-Elf Inquisitor of Calistria 1

    Syndessa climbs up on the horse she took from the dead bandit preferably taking a black one if possible and follows the others out the gate, glancing back as Oleg shuts the gate behind them, before concentrating on the path ahead of them, her eyes darting from side to side constantly alert for any sign of danger.

    Perception Check: 1d20 + 6 ⇒ (1) + 6 = 7

    Should we split the arrows between those of us with Bows? Is that 2 or 3 of us?
    Also, Syndesa will take any of the rations that are not claimed by the others.


    Human Druid1 | Init +3| Hits 11/11 | AC 18/20, tch 14, fft 14/16 | F +3, R +3, W +4 | Perception +6
    Kingmaker DM wrote:

    So, quick survey of the team:

    * Are you all headed toward the bandit camp, following the directions you "extracted"? And, if so, do you intend to head at best speed, or to explore the a...........

    ....sources, as well as making up a proper map for later.

    Muk and Fenna take the lead, with Orin and Syndessa behind and Den bringing up the rear. The druid pulls a pack horse too which has several days rations for five, water and a couple of large bags of grain for the animals.

    DM - Den will give Oleg the mighty bow, it should be worth enough to help pay for these stores. Muk is the only one walking. What is so special about moon radishes, are they just a cooking ingredient or do they mean something? Knowledge (nature) 1d20 + 8 ⇒ (19) + 8 = 27

    "It is a shame that Matius and Thumparr left us at Oleg's. They seemed to be very keen. Maybe that look in their eyes showed more about how they felt for each other than the adventure. I hope the other two feel better soon as well, we could do with their aid."

    Den is just putting some closure on the non-posters. Syndessa and Orin can share the arrows and put some spare bundles on the pack horse too, if they wish.

    "Muk, how do we approach this guarded camp? I am thinking that the careful ones should sneak up and maybe grab a guard to get ideas of numbers and a way in. What do you think? Should we set an ambush for a patrol? How do the rest of you feel about this? I mean some might say we are biting off more than we can chew."


    Den...:
    Moon radishes are a cooking ingredient. Particularly tasty, but exceedingly difficult to grow in a garden, they are highly valued by chefs across the Inner Sea, like truffles.

    The bandits' trail is not too difficult to follow. They had several horses, and weren't making any effort to hide the trail... almost as if they wanted you to follow it. Your tracking proceeds without incident for about twelve hours. At that point, darkness is beginning to set in, making tracking more difficult. (Yes, even for the demi-humans...)

    Do you want to push ahead, and get to the camp as quickly as possible, or make camp for the night and pick it up in the morning? You can still track, but even the horses are getting tired at this point.


    HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

    "As important as it is to reach the camp before they realise their men are missing," Fenna says to the others, "if we carry on at this rate we are likely to make unnecessary mistakes, perhaps we should set up camp and continue in the morning?"


    Fair enough. Mukrilgrundt stretches to loosen his muscles. Let's find a decent spot to set up and call it a day; tomorrow we find us some bandits.

    The gnome turns to address Den. We scout their camp first, of course. We can decide how to make our grand entrance after we scout the lay of the land.

    OOC:
    Muk turns his attention to locating a campsite, somewhat sheltered from the elements and hidden well enough to limit the possibility of encountering predators, while at the same time being comfortable enough to afford the group a good night of rest.

    If we decide to keep watch, Muk will take first shift.

    Survival Skill Check
    Locate Suitable Campsite

  • 1d20 + 6 ⇒ (17) + 6 = 23

  • Female Half-Elf Inquisitor of Calistria 1

    Syndessa nods at Fenna's assessment and dismounts her horse once Mukrilgrundt finds a asuitable campsite. She ties it to the nearest tree (with the other horses if they are being tied too).
    "I do not mind scouting their camp and taking down a guard shouln't be too much of a problem," she says with confidence to Den.

    She'll help set up the camp and discuss tactic, then settle down to sleep. She'll take the middle of the night watch.

    Silver Crusade

    Male Human (with strong Dwarven sympathies) Husband 10, Sailor 8, Father 5

    Muk, you find a nice spot in an open glen. On closer inspection, you realize the field is covered in low-growing plants. Digging one up, you discover they are small, pale, radishes. You can all gather some, if you wish. Let me know if you do, or if you eat any.

    Muk's watch goes by without incident, and you turn-over to Syndessa around midnight.

    Syndessa...:
    You have been passing the time on guard duty for about a hour when a rustling and soft barking from the other side of the field catches your attention. Looking over, you spot five small humanoids digging in the radish patch. By their silhouettes, they stand about Muk's height and seem reptilian. They are "talking" to each other and are intent on digging for radishes, and don't seem to have noticed you or the party.


    Muk will pops one of the radishes into his mouth, to see how they taste. If they have a good flavor, and he doesn't feel they're harmful, he'll use them to supplement his rations for the night. He'll also spend a good hour harvesting what he can, putting them in his pack for later.

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