WoldianGames Homepage WoldianGames Homepage
WoldianGames Homepage
  LOG ON

Uncharted Heroes Archives


Return To Index


A Time to Keep Silent, and A Time to Speak


DM Bob and Carla 
Monday August 18th, 2008 10:40:42 PM

The clerics triage the wounded. The dwarven cleric accompanying the rearguard is seen dispensing vials of medicines and bandages to Mama Belle and some of her girls in order that they can tend to those with minor wounds. He calls to Mikal and directs the young healer to supervise the women. Durak himself tends to those who are more severely wounded, laying his hands upon the unfortunate and calling on the healing powers of his god to mend their broken bodies.

Keela hands over the half-elf bandit, then goes looking for her family. She finds the Plainfields safe and sound. Her sister has a job keeping the excited kids under control, but the wizard can tell from the young mother's pale face that she had been frightened. Her brother-in-law has an ugly gash on his forehead. He ruefully admits to striking his head on the wagon as he was shushing his family underneath the box for their protection.

Alexi rounds up some farmers and sends them after any animals that strayed during the conflict. He tells them to keep a lookout for the bandit's horses, after informing them of the general vicinity where they might be found. The fighter then goes looking for Garth with questions. Alexi finds Jet volunteering to question the surviving bandits, and the wagon master accepting the offer. Nearby scavenging for arrows, Caelnin hears Garth tell the men that the bandits came on the wagon party from behind. On horseback, they quickly overtook the caravan, though their focus seemed to be the rear most wagons. "D'you have any idea what they were after?" the wagon master asks, adding, "I'd like to talk to some of the folks back there, afterwards you, " the burly caravan leader pokes the index of his one good hand at Jet "can question the prisoners. "

As the men make their way to the rearmost wagons, they can see that most of those they know and recognize from their group of wagons have come through relatively safely. The blacksmith, Cairn Cunnane, has some blood seeping from a bandage 'round his midsection, and Loleena is seen tenderly wrapping up one of Pliny's hands. Ned and his family are safe, as are the other farmers and their family's.

Jet, Alexi, and Garth come upon the herbalist's wagon just as Anrete bangs on the door demanding answers. Inside, Fatine makes gentle enquiry of her master.

With a sigh, Tarketh retrieves his box. "Come with me," he says to the witch, "and learn of the gift I bring with me to this untamed land." Opening the door of the little wooden house on wheels, he makes a brushing gesture with his hand, "step back and let me pass." With several of the security detail, his assistant, and the wagon master watching him, he opens the box. "Behold!" he announces, "the Orb of Kalista!"

OOC Caelnin and Beren find 40 arrows and a spare quiver each


Mikal AC18 HP 5/13 
Tuesday August 19th, 2008 12:59:06 AM

Mikal supervises the non magical healers, and helps them patch up those with minor wounds. The long days and exaustive healing are starting to take a toll on him.

The slash on his chest throbs with a reminding pain that he hasn't fully healed yet. Wiping the sweat from his brow he preseveares and continues helping the needy.

Beren (AC 18, HP 17/23 Red AC 13, HP 25/25) 
Tuesday August 19th, 2008 2:11:38 AM

Rising from his task of gathering arrows, Beren finds himself facing Alexi, who has a request. The elven ranger agrees to take a look at the tracks as soon as his wounds have been dealt with.

He seeks out one of the healers to help him with this task. Once his wounds are bound, he moves to the rear of the caravan where the attack is said to have begun. The torn and battered sod makes it clear that the bandits did indeed charge down upon the wagons from this direction. He needs no tracking skils to see that. He approaches the wagon master about following further, and will abide his decision. Although skilled at tracking and concealment, he is not such a fool as to take the risk without approval of his employer.

OOC- Character sheet updated online pending DM approval and any goods aquired from this battle.

Jet (AC: 18, HP: 13/19) Bantom (AC: 19, HP: 42/42)  d20+1=11 d20+1=6 d20+1=17 d20+1=18 d20+1=4 d20+1=14 d20+1=11 d20+1=21
Tuesday August 19th, 2008 10:19:40 AM

Jet resecures the bonds of the bandits behind their backs and blindfolds them, not at all gently.

Obviously, Tarketh has something to share with the others, so jet keeps the three prisoners close to him for now as the item in the druids possession is revealed and hopefully elaborated upon. He whispers into the ear of the captives, You best be praying that item brings back the innocents that died here today, or best yourselves be resigned for a final judgement.

If there is any chance of a poorly tied rope, he unties it and resecures it. He dares the murderers to attempt to escape, looking for a reason to slice through their flesh with his weapon.

He continues to listen to what is said by the holder of this orb.

Effecient rope use rolls. 17, 18, 21


Fatine [AC 16, HP 1/10] Dogs [AC 20, HP 13/13, 13/13] Mage Armor  d20+3=11 ; d20+3=19 ; d20+3=21 ; d20+3=22 ; d20+3=4 ;
Tuesday August 19th, 2008 11:33:11 AM

Knowledge checks:
Arcana: 11
Local: 19
Nature: 21
Religion: 22
Planes: 4

Fatine looks at the orb, and rummages through her mind for any tidbits of knowledge regarding it. Having a hard time of it herself, she leans over to Tarketh and whispers, "Darketh, I tink dese people not know what dat be. Dat big rebelation o' yours might need some explainin'."

Anrete Nanoc (AC19, HP2/21), Copper (AC17, HP12/22) 
Tuesday August 19th, 2008 11:35:54 AM

Staring intently at the content of the box before glaring back at the herblist, Anrete snorts, "So what is this Orb of Kalista? It be costing us plenty of blood already."

The bloodstained barbarian in his tattered armor crosses his arms as he awaits the reply.

Keela [hp 2/12] 
Tuesday August 19th, 2008 1:29:07 PM

Oblivious to events happening elsewhere in the caravan, Keela gives her family hugs all around.

"Alemi's love! I've never been so scared in my life!" she says. "Are you sure you're all alright? Daben, do you need to find somebody to see to that bump?"

Alexi (AC: 17, HP:22/25) Lobo (AC: 19, HP:37/37)  d20+6=14 ;
Tuesday August 19th, 2008 6:04:24 PM

With sweat stiniging the cut he received, Alexi thanks the gods that he faired as well as he did. Seeing all the wounded, including his friends, he is not sure which to thank, Domi or Wardd. "I'll thank both," he mutters.

He is content on leaving the questioning to Jet. He'll stand by Jet, scowling and twirling his flail, as they are questioned. The most important thing to know is did they come all the way from Floating City, or some bandit compound nearby.
Intimidate roll when time comes: d20+6 = 14 (or take 10, or 20, or however long it takes to break 'em)

For Alexi, the revelation of the orb did not shed any light on the reason for the attack. "Yes, what she said," he nodds his head in Fatine's direction. "Eggsplain dis orb's importance."

OOC: Character sheet updated. Changes: HPs (3), skills, new feat (endurance)

Caelnin AC:16 HP:11/16  d20+8=16 ;
Tuesday August 19th, 2008 7:23:52 PM

While scavenging for arrows, job he doesn't mind doing as it shows how bad some people are at actually using arrows, Caelnin breaths a sigh of relief while overhearing Garth's conversation. "So I couldn't really do anything about the situation. Much about it, unless I were part of the group itself. Good. Now to try and find Vilria"

Once the quiver that he found could be filled twice-fold, He find a place in Huetheria's saddle bags for the spare arrows and keeps an eye out for Vilria.

(Spot:16)

DM Bob & Carla  [Captives checks vs Intimidate] d20+4=8 ; d20+4=7 ; d20+4=5 ;
Tuesday August 19th, 2008 11:41:42 PM

Tarketh nods his head at Fatine and Anrete. "Yes, yes, I was getting to that." The herbalist descends the small wooden steps that spill from the back of his wagon in order that all who wish might see the orb. Inside the box, resting on a pad of felt, lies a round glass orb, the size of an orange, polished to perfection. The orb radiates a dull copper-green light as the gases or liquids within swirl about creating eddies of colour. The herbalist waits until all those interested have gathered near.

"This is the Orb of Kalista. It has been in the possession of the Alder Circle of druids for over 600 years and has been entrusted to me. It was originally found by the druidess Kalista during a sojourn into a barren wasteland. While journeying through empty lands she stumbled upon an isolated dale that was inexplicably lush and fertile. She searched for days for the source of water that surely must be the reason for the lush growth, but only found a dried up underground river. It was in this underground cavern she discovered the orb. Kalista brought the orb back to Floating City to research it, and discovered that it increased plant growth and farm yields for miles in all directions. I am bringing it to Bryn Baraz to ensure that our first crops succeed and that the fields produce enough food to maintain the settlement through the winter. Without the orb we would pass a very lean winter."

The herbalist allows any who would, to more closely examine the orb before putting it back in it's box and retreating back into his cabin. "Whoever sent these mercenaries wants the settlement at Bryn Baraz to fail" he calls back over his shoulder.

The prisoners remain seated on the ground, and do their best to avoid eye contact with the fiercer of their captors. "Don't know nothin' bout that" says one of the half orcs. "The lady there" he points to the dead sorceress, "she hired us...told us to stop the wagons and get the box...knew what wagon it was in, she did!" The other two seem to know even less, but in their cowed state are anxious to please. "Told us we could keep whatever else we wanted" one says while the last one continues to rub his eyes and agrees with whatever the other two divulge.

Keela is happily reunited with her family, and when the farmers return they bring with them a string of seven horses and single mule. The mule has the remnants of a daisy chain necklace wrapped about her neck.


Mikal AC18 HP 5/21 
Wednesday August 20th, 2008 2:30:55 AM

OOC: Character sheet updated, Pending DM approval (Changelog at the bottom of the sheet)

Mikal is also oblivious of things going on. He helps as many people as he can before taking a short break. Leaning up against a wagon, with his armor still on, he passes out before he can even realize it.

Somewhere in the back of his mind, he hears the story of the orb, and finds it comforting as the words work their way into his subconcious dreams.

OOC: And that's what wounds will do to you when you don't pay attention to yourself.



Fatine [AC 16, HP 1/10] Dogs [AC 20, HP 13/13, 13/13] Mage Armor 
Wednesday August 20th, 2008 9:26:15 AM

CS updated on Google Docs.

Fatine arches an eyebrow at Tarketh's explanation, impressed by the trinket. "I be more careful den ever to help protect dis wagon, boss," she says quietly.

After Tarketh puts the orb back, she goes and tends to her injured dog.

Keela [hp 2/12] 
Wednesday August 20th, 2008 12:38:25 PM

Now that the excitement has ebbed, and her worries have been assuaged, Keela realizes how tired she is--and how much her wounds pain her.

She looks down at herself. "Oh!" she exclaims. "Oh, no! My shirt is torn. Senna, I'm so sorry."

Without warning, she bursts into tears.

Beren (AC 18, HP 17/23 Red AC 13, HP 25/25) 
Wednesday August 20th, 2008 12:49:48 PM

Beren still waits for the decision of the wagon master before seeking to trail the bandits.

Jet (AC: 18, HP: 13/19) Bantom (AC: 19, HP: 42/42)  d20+5=9 ; 2d6+6=18 ; d20+3=12 ; d20+3=12 ; d20+3=21 ;
Wednesday August 20th, 2008 2:48:39 PM

Jet, cold hearted in all respects at this time takes an extra length of rope, ties one end of it around one of the bandits feet, and pulls him, away from the innocents with the other end of the rope tied to his military saddle, so that they can not see what is about to happen to the prisoners.

He keeps them bound but removes the blind fold.

"What is your name?"
"Where are you from?"
"When AND where did you meet the woman who hired you?"
"Who was the male leader we dispatched." (Jet will drag his corpse over so that there can be no mistake as to who is being spoke of.)
"How much were you paid?"
"Where is your main camp?"
"How many of you were there?"
"Where were you to take the orb once you stole it?"

He will ask the same questions of each and if they so much as blink or hesitate with the question, he believes them to be lying and kills them while bound. He makes sure, the next prisoner questioned gets a good look at the one before him, as Jet explains, "Lack of cooperation is not an option, as you can see."

Sense motive if needed: 12, 12, 21

First damage for Coup de Grace: 18

DM Sanity note: Helpless and Coup de Grace

A helpless opponent is someone who is bound, sleeping, paralyzed, unconscious, or otherwise at your mercy.

Regular Attack
A helpless character takes a -4 penalty to AC against melee attacks, but no penalty to AC against ranged attacks.

A helpless defender can't use any Dexterity bonus to AC. In fact, his Dexterity score is treated as if it were 0 and his Dexterity modifier to AC as if it were -5 (and a rogue can sneak attack him).

1. As a full-round action, you can use a melee weapon to deliver a coup de grace to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.
You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.

OOC: I rolled to hit before reading the Coup de Grace rules. To hit isn't really necessary since it's an automatic critical.

Alexi (AC: 17, HP:22/25) Lobo (AC: 19, HP:37/37) 
Wednesday August 20th, 2008 6:32:42 PM

Alexi is impressed with the orb and it's qualities. He asks Tarketh if he recognizes the sorcerer lady or the other bandit (R1) that seemed in charge of things.

"They've certainly come a long way for the orb, unless the bandit camp is nearby. Which, if it is, we need to know, since we plan to camp in this area and we don't want a night attack."

Alexi's deduction is that R1 was the leader of the band hired by the sorceress. But who the sorceress was working for is the more important issue.

"We can expect more attacks, of varying nature, by those entities that wish Bryn Baras to fail. It would be a big help in knowing who they are. Think of the most likely suspects," he tells both Tarketh and Garth.

Alexi assists Jet in his 'inquisition' (as posted in previous post).

DM Bob and Carla 
Wednesday August 20th, 2008 10:58:37 PM

The party gets a better idea of what exactly they prevented the bandits from stealing the importance it will play in the survival of the new settlement. Once sure that the druid has safely settled the magical orb into a safe place, Fatine commits herself to ensuring it's safety.

Mikal starts to feel the affects of his wounds, and wishes for the quiet of night and a period of rest, while Keela overcome with exhaustion breaks down in tears.

Beren volunteers to follow the trail made by the bandits, but is dissuaded from this task by Garth. "Our future lies ahead of us, not behind," he says. Studying the sky, the wagon master announces, "we camp here tonight. Tomorrow we make for the site you found a little way off. Then its on to Bryn Baraz. Orb or no orb, we've got to get there in time for the farmer's to get their crops in!"

Jet, with Alexi for support pays back the aggressors' with brutality. As each of the prisoners tell what they know, the men are able to put together some facts: wherever they were from, at the time of hire, the bandits were hanging around Floating City's Trash Level when they were recruited. The woman sorcerer was in charge, though there was a general impression she reported to a higher authority... someone back in the city. There was no other leader though the woman delegated some authority to two subordinates who were acting as lookouts for the bandits. One was killed, but one rode away.

About two dozen mercenaries had left the city and trailed the caravan until the wagon train had left the Crying Woods. They were promised 100 GP each, to be claimed at The Black Thorn Inn back in the city when they returned. Any loot they took from the settlers was theirs to keep. A bonus 100GP for the one who found the druid's box, and turned it over to the sorcerer. Afterwards, everyone was to go their own way.

At dusk, most of the settlers assemble for a service to mourn the dead, who are buried in a mass grave. All work together to build a mounded stone cairn over the shallow grave dug out of the hard, barren soil. Supper is dished out of a large cauldron and folks sit quietly in small groups sharing grief over the departed, or telling stories of the part they played in defending the caravan. A way off a fire lights the night sky, as a few hardened types burn the bodies of the dead bandits, while at the communal fire for the rearmost wagons, Ma Belle opens up a case of spirits.

Jet (AC: 18, HP: 13/19) Bantom (AC: 19, HP: 42/42) 
Thursday August 21st, 2008 1:09:14 AM

Jet looms over each, indeed as brutal as possible and still have the gods of good favor him, perhaps a little disappointed, but still favor the brash youth.

He tells the bandits with all honesty "The only reason you still live is, I believe you, but you will be held accountable for your actions and if Garth says, your not worth the food or time involved to haul you around, I may still be your exectioner. I will be as clean with my strikes as possible, unless you prefer to be hanged of course."

With the help of Alexi, Jet hauls them over to Garth for judgement and explains what was learned.

Then, he pulls his comrades together after they regain their composure and they walk a ways from any ears before he explains to them his beliefs.

"This caravan is still in danger. No one would put as much effort into the first atack without a back up plan.
I suggest we convince Garth, to allow us to get Tarketh and that orb toward Bryn Baraz on faster steeds then mules and draft horses. If we don't, more people that don't need to die, will."

Jet waits patiently as the others consider his words and add their opinion.

Anrete Nanoc (AC19, HP2/21), Copper (AC17, HP12/22) 
Thursday August 21st, 2008 9:27:10 AM

Leaning at his corner of the wagon, the wiry human with painted face laughs loudly but said nothing as he sharpens his axe.

Keela [hp 2/12] 
Thursday August 21st, 2008 2:38:16 PM

Keela sticks close to her family durring supper, but when Jet calls them all away, she goes.

"But if we leave," she asks, "who'll protect the folks? Don't they need us here?"

She thinks about it for a moment. "Maybe a decoy?" she says at last. "Mock up another box to look like that one, and carry it in the open?"

Beren (AC 18, HP 17/23 Red AC 13, HP 25/25)  d100=88 ;
Thursday August 21st, 2008 3:20:27 PM

OOC-ignore d100 roll :0)

Getting turned down on his request to follow the bandits, Beren concedes with a shrug. His job here is to follow orders.

He turns to checking his gear, straightening any arrows that need it from his collection, and helping where needed. He does not offer any opinions on what to do with the box, other than to say, "Whatever is done with it, it must be guarded. How will that be done without spies seeing the guards leave with the box? Perehaps wwe can sneak out under cover of darkness, but even that is not secure if the enemy can see in low light, or infrared."


Caelnin AC:16 HP:11/16 
Thursday August 21st, 2008 4:50:52 PM

Once Caelnin had some time with Vilria, and once he gets message of Jet's meeting, he goes straight away. "Must be important"

Once Jet, Keela suggests her idea, Calenin thinks and says

"Well, I would suspect the orb to be magical if a group of bandits were to try and try to take it from us. Thus wouldn't any mage be able to see it quite easily and it would stand out from all the mimics. And was the box of a high quality? It would be very had to make those on the run. Yes, they may get a vague description, yet if there is a shiny box somewhere else then they will most likely take it, or both for good measure anyway... But all I know is that it is very important, and needs to be protected by bunch of people, from what I have heard."

Alexi (AC: 17, HP:22/25) Lobo (AC: 19, HP:37/37)  d20+1=2 ;
Thursday August 21st, 2008 11:03:41 PM

Alexi is satisfied with the answers they got from the captives. As far as he's concerned, he's done. Jet and Garth can do whatever their gods direct them to do with the captives.

Returning from the 'inquisition', he finds Beren. "Don't worry about finding out where they came from, 'word' has it that they came from Floating City."

Next he comes across Keela. Seeing her distressed, he tries to comfort her, rather awkwardly, and finds out she is fine, sort of, and her tears are more in relief that her family is fine. "Keela, take heart. I'll get you a new dress. More importantly, you are fine. I'll have one of the priest come take a look at your wounds. It won't do for a pretty lady like you stay messed up. Here, let me see what I can do."

He takes his canteen and some cloth and gently starts to clean where he can, if she accepts.
Heal d20+1 = 2
He sees that he is too clumsy (err, nervous) at it and is doing more damage (Dang! N1 again!) and decides he can be more useful doing something else. "I'll... I'll have someone come over and take a look at hour wounds," he stammers as he leaves.

He immediately looks for a healer and directs him/her to Keela.

At Jet's meeting Alexi agrees that there will probably be another attempt but disagrees on splitting up. "Don't forget, these bandits came from Floating City. Other bandits, like orcs, hang out in these hills. Going ahead alone is not wise. We are better protected in a group. Besides, even if we get there ahead of the caravan safely, what good will that do? Nothing will be planted until everyone else gets there."

As far as the idea of a decoy goes, he says, "That's not a bad idea, have a similar box made, with runes carved on it to look genuine, and left in Tarketh's wagon, while the real one is hidden in a different one wagon. But will Tarketh agree to be separated from his orb?"

DM Bob & Carla 
Thursday August 21st, 2008 11:41:15 PM

The party members discuss options to deal with the Orb but no concensus is reached before darkness is at hand. Garth tells Jet to "get his team rested and healed for they will surely be needed in the morning". The wagon master waves Krol over, "bring two of yer best and keep watch over the back o' the train" he orders the half orc, "and don't be shy about callin' out if yer see somethin'!"

The morning brings a certain freshness with it as a light fog envelops the valley bottom and dulls the pungent odor of smoke from the burned wagons. As soon as the sun crests the hill, the fog thins and the settlers begin to stir. Small fires are fanned to prepare a morning meal and Garth and Krol tour the wagon train, assessing damage, checking in on the injured, and ensuring the prisoners are securely bound.

"If you're feeling up to it, I suggest you comb the battlefield for spoils. We can use everything we find, and you've earned a fair share of whatever's discovered" he advises Jet, Alexi and the rest. "Any still in need of medical attention should seek out the medical supplies wagon". He spots Mikal and suggests he lend a hand where it can be most used. "Everyone else, let's get busy and put things in order. I don't want to spend another night here."

[OOC players can recover HP as if they had rested for 8 hours as well as refreshing their spells.]



Beren (AC 18, HP 17/23 Red AC 13, HP 25/25)  d20+9=20 ; d20+9=21 ; d20+2=11 ;
Friday August 22nd, 2008 7:58:40 AM

Morning brings wise council, or so Beren had always been told. He seeks the healer's wagon as instructed. He is hesitant to have a healer look at him because of his disfigured face, but he keeps his veil in place, and submits to the healing process. If asked he will tell how he incurred the scars, but he does not volunteer any information.

Once finished, he moves on to help in the search of the battlefield. (spot 20, listen 21) Anything found, he returns to the main camp area for their group. He helps as best he can in repairing damaged carts and gear, (craft 11) though unused to these things, yet is more effective in just generally helping to clean up so that the train can get on its way.



Beren(AC 18, HP 17/23 Red AC 13, HP 25/25) 
Friday August 22nd, 2008 8:15:39 AM

OOC-- Trying to link up Beren to online profile.

Mikal AC18 HP 23/23  d20+15=18 ;
Friday August 22nd, 2008 10:17:35 AM

MIkal spends his morning feeling rested and energetic. He begins the day with a open prayer to Alemi, thanking him for those that were saved from their wounds.

He also thanks Alemi for another day awake and alive. With great joy he rededicates himself to healing those in need. He prays for guidance and hopes that Alemi will guide him in his choices.

After Mikal is done, he continues watching over those that need healing, giving aid where it is needed. He also offers his services to anyone who may need counseling to deal with the grief of lost loved ones, or those shaken by the attack.

OOC: 18 for a general healing check for those wounded.

Keela [hp 11/18] 
Friday August 22nd, 2008 1:05:09 PM

"Well," Keela replies to Caelinn, her mind racing. "Well. A standard magic detection spell doesn't have much of a range," she says. "No more than, say, from here to the Prewitt wagon." [OOC: 60 feet] "A mage would have to get pretty close to spot a fake. I think the same holds true for the box. The bandits'd have to get pretty close to see it wasn't the box they wanted. And by that time," she smiles, "Anrete and Jet and you all would have them."

"It's all right," she tells Alexi. "I can prepare a different spell tomrrow, and--" she stops herself, realizing that she has spent way to much time boring people with her magic talk. "That is, I can fix it," she concludes. "Thank you, though."

She is glad to get a good night's rest, and dutifully reports to the healers in the morning. She is feeling better, but is still not 100%.

Caelnin AC:16 HP:14/22  d20+7=10 ; d20+8=22 ; d20+7=20 ;
Friday August 22nd, 2008 5:16:14 PM

"Ok, I guess it's worth a try then, isn't it?" Calenin replies to the more knowledgeable Keela on the subject of magic. "I guess I could whip something up if I had the time, I would just need the materials, and maybe some tools. If I can make bows and other weaponry, why not being able to make a simple box? Unless you had somebody else in mind..."

After the talk had finished, Caelnin moves back to Vilria and has a rest before the new day arrives.

------

Still hurting from the day before Caelnin moves towards the healer's wagon to try to take the pain away from yesterday's battle with the bandits.

After the healers do their work, he goes to help find some of the spoils of battle, being aware of the scene of destruction that is around him. (Listen - 10, Spot - 22, Search - 20)

Jet (AC: 18, HP: 13/19) Bantom (AC: 19, HP: 42/42) 
Friday August 22nd, 2008 5:25:43 PM

Jet nods his head as those that speak their mind do so. "All possibilities, yes, but would Bryn Baraz still survive, if their train was destroyed and the orb safely at the settlement? I'm sorry to sound cold hearted, if I do, but if Tarketh believes that the settlement will not last the winter without that orb, there will be more dead then those that are just with the wagon train. lets tell garth what we all think and allow him to decide."

Jet approaches Garth with the suggestion of getting the orb to the settlement way ahead of the train. "They want the orb for certain, or for that amount of money he spent to get the bandits here, he could have bought the services of a high level mage or druid, to wipe out the entire convoy. This train is in more danger then just orcs would provide as long as the orb is here."

Jet will argue over it for awhile, but deep down in his heart, he believes it is hopeless to convince the others that his plan is the right course and is completely surprised if Garth and or Tarketh agree with him.

He saves his spells for that day until it is decided by the wagon master what is to be done, if anything.

ooc: Doing PC sheet this weekend, when I have time to check it for errors.

Fatine [AC 16, HP 8/14] Dogs [AC 20, HP 13/13, 13/13]  d8=1 ;
Friday August 22nd, 2008 5:38:57 PM

In the morning, Fatine wakes and helps Tarketh with anything needed at the wagon. After tending to her dogs, she does a bit of light magic on herself, further replenishing her spent strength. [cast CLW, heal 4 (forgot to add the +3 on the roll)]

Afterward, she makes a quick trip to the medical wagon. By mid-morning, she wanders into the men's conversation, finally hearing Jet's idea to move Tarketh along. "Oooh!" she coos. "Aventure! Ol' Fatine always be ready for a fun trip! I saw we get Darketh dere as fast as we can. No more waitin' wit' dee wimmen an children. Or . . . well, dee other wimmen," she winks at Keela.

Fatine [AC 16, HP 8/14] Dogs [AC 20, HP 13/13, 13/13] 
Friday August 22nd, 2008 5:45:46 PM

Before leaving, Fatine looks at the men and says, "If'n any o' you big men need some potions, you just call ol' Fatine now, hear?"

OOC: can now brew potions if anyone wants/needs, see witch class for list of spells, levels 0, 1, 2.

Alexi (AC: 17, HP:25/25) Lobo (AC: 19, HP:37/37)  d20+6=24 ; d20+7=23 ;
Friday August 22nd, 2008 9:36:43 PM

Alexi awakens quite refreshed and ready to move on. The smell of burned wagons brings back the reality that moving on will take more than one night's rest. Other wagons that suffered damage will need to be repaired also. Sigh.

At least Garth has given him something to do. Giving Lobo extra rest, he saddles up Lupin to test him out. Riding him around the battlefield looking for undamaged weapons and other equipment, he puts Lupin through some basic cavalry paces (Handle Animal d20+6 = 24) to see if he is battle trained or just a good riding horse.

OOC: Can the DMs give me an idea of how long it will take to train a horse for battle?

He isn't disappointed to find out Lupin is just a riding horse, for that gives Alexi a challenge to train him on his down-time. A thought occurs to him that perhaps Beren, Anrete, Caelnin, and Jet would like to join him in the training. Anrete has shown he is a good horseman and Copper battle trained. With Anrete's help, perhaps the others would be willing to learn the basics of mounted combat and train their horses for battle like Copper and Lobo. Bantom seems to have the knack but Jet could well benefit by staying in the saddle.

He approaches the group and proposes training sessions when possible, and since Keela and Fatine are there, invites them also. "If Daisy can learn to be less skittish, that would be good, right?" he encourages.

OOC: basically, what I had in mind was not that you would need to take the mounted combat feat next time you get a feat, but give you a 'reason' to add some Riding skill pts if you a mind too while role playing it, :) or to add the feat if you a mind to with a good logical progression to it. :)

Once the battle field is cleaned, Alexi helps with repairing wagons by volunteering his strength and what little woodworking skills he has (Craft Longspear is woodworking to some degree: d20 + 7 = 23).

Keela [hp 11/18] [second post] 
Saturday August 23rd, 2008 1:29:37 PM

[OOC: Keela's character sheet is updated.]

After leaving the healers, Keela's first order of business is repairing the shirt that was damaged yesterday. A Mending spell closes the rent, and a Prestidigitation clears the blood away. "Good as new," she murmurs, setting it aside.

When Alexi approaches her about training, she demurs. "I'm sure Daisy could use a little training," she says, "but perhaps not today. I'm--er--I'm not 100% recovered yet." She flushes a little.

Truth is, she thinks, I've never ridden as hard in my life as we did yesterday, and I am sore and chafing in some very personal areas. But there's no need for anyone to know that.

Today's spells:

0 - Detect Magic
0 - Light
0 - Mending - cast
0 - Prestidigitation - cast
1 - Color Spray
1 - Ray of Enfeeblement
1 - Sleep
2 - Scorching Ray
2 - Web

Alexi (AC: 17, HP:25/25) Lobo (AC: 19, HP:37/37) 
Saturday August 23rd, 2008 5:54:40 PM

"Oh, I don't mean today," he replies. "There's too much to do today, and tomorrow. If we do agree on joint riding training, it will be some days from now when things are back to normal, sort of."

Caelnin AC:16 HP:14/22 
Saturday August 23rd, 2008 6:08:30 PM

"I wouldn't mind some training for my horse. It would be a good experience. Huetheira does need the training..." Calenin says as he still looks around for things to bring back.

He has never liked his lessons with his father but now is the best time to learn, for his and Hurtheira's sake.

Anrete Nanoc (AC19, HP5/21), Copper (AC17, HP15/22) 
Monday August 25th, 2008 6:46:01 AM

Anrete spends the day cleaning, polishing and fixing his battleworn gears, and caring for his wounded mare. Still suffering from his wounds, the wiry human avoids human contact as he licks his wounds together with Copper.

OOC:
Did u recieve my email on queries on my charactersheet??

Fatine [AC 16, HP 8/14] Dogs [AC 20, HP 13/13, 13/13] 
Monday August 25th, 2008 8:13:16 AM

Fatine smiles at Alexi, "Me horse already be trained, but if you be needin' some help with dee trainin' I be pretty good wit' dee animals. I can tell you from experience, it gonna take at least a week to teach one o' dese beasts to do anyting useful."

Handle Animal

Beren(AC 18, HP 18/23 Red AC 13, HP 25/25)  d20+9=12 ; d20+9=17 ;
Monday August 25th, 2008 10:20:46 AM

Beren takes advantage of some of the down time that is available since the train is not moving on today. He quietly slips out of camp a short way to be alone in the trees and the forest. He does not stay tto long, but even the short foray has helped to restore a sense of balance to the elf, and reconfirm his dedication to the task ahead.

WHen he arrives back in camp, he continues his efforts in repair and help to those who need it.

spot 12 listen 17

Jet (AC: 18, HP: 13/19) Bantom (AC: 19, HP: 42/42)  d20+3=10 ; d3=3 ; d20+3=15 ;
Monday August 25th, 2008 6:22:21 PM

Jet sees most everyone attending to the wounded and disrepair of the wagons, so after gathering his spears he threw, he keeps a watch to make sure the thought of the money lost does not tempt them to return or perhaps rescue a friend that is in custody.

Listen: 10
Spot: 15

(ooc: Roll button moved on me, thus d3)

Anrete Nanoc (AC19, HP5/21), Copper (AC17, HP15/22) 
Monday August 25th, 2008 11:06:09 PM

After recovering some of his strength, Anrete strides off in search of Jet and Mikal. Upon finding each of them, the barbarian nods seriously and mumbles a very very brief thank, before returning to his corner, sharpening his axes.

DM Bob & Carla 
Monday August 25th, 2008 11:10:40 PM

Those involved in the security detail of the rearmost wagon, including that of the herbalist, mull over the idea of setting off for Bryn Baraz with Tarketh and his orb, ahead of the caravan. The idea of creating a decoy to fool anyone who might try coming for it again is also suggested.

In the morning, folks visit the clerics to have their wounds checked against infection, salves applied, and bandages renewed. Some tend to personal affairs while others help where they can. Though some of the wagons are ruined beyond repair, not all of the supplies are spoiled. What can be salvaged is transferred onto serviceable wagons. A final reconnaissance of the field of battle turns up some serviceable equipment that is distributed amongst the settlers who fought off the bandits.

Before heading out for a half day of travel and the suitable camp site located earlier by the scouting group, Garth calls a meeting. The surviving security detail is there, as well as Tarketh, and some other folks familiar to the group. They are generally the spokespeople for the farmers, the trades' people, the miners, and such. He communicates his plan to have the caravan move to the better site, rest another day, and then continue through to Bryn Baraz as planned. He expresses his concern over the dwindling security detail, ensuring the safety of the settlers, and asks if anyone has any ideas.

[OOC if Jet or Alexi or any of the others wish to present their alternative plan, now is the to make the argument -- please roll diplomacy check].


Beren(AC 18, HP 18/23 Red AC 13, HP 25/25)  d20-1=14 ; d20+9=28 ; d20+9=27 ;
Tuesday August 26th, 2008 5:23:10 AM

Beren listens as Garth sets forth the schedule for their continued journey. The wagonmaster is understandably concerned over the death of so many of those hired to protect the wagons.

"Scouting ahead has helped in locating favorable camping sites, but it has also stetched your security detail thin. I suggest either a samller scout group, or none. Simply move what distance we can in a day, and seek a decent camping spot earlier than normal to ensure that we can reach a place in time to make a decent camp. We may not cover quite the distance wanted in a single day, but it will keep more of he defenders close to the main body."

His piece spoken, the normally quiet elf fades back into refuge of anonimity providedd by those listening, and awaits the group's decision.

diplomacy 14 (pretty good for the disfigured elf) spot 28 listen 27

Fatine [AC 16, HP 8/14] Dogs [AC 20, HP 13/13, 13/13] 
Tuesday August 26th, 2008 7:13:02 AM

"'Ey, Dwarf," Fatine clears her throat. "Why you no send a few fast riders back to dee Big City to hire more men. Deys ride back to catch us." Looking around at the much smaller group of security, she adds, "It look like you gots a surplus now in dee security budget, no?"

Jet OOC 
Tuesday August 26th, 2008 10:11:31 AM

DM's, could I get some information before Jet stresses his case?

How many days will it take the wagon train to reach Bryn Baraz from here?

How many days would it take us on horse back to reach Bryn Baraz if we left the train?

Thank you

Keela [hp 11/18] 
Tuesday August 26th, 2008 4:30:42 PM

Keela is a little surprised to be invited to the meeting, but as she listens she realizes that she has become a de facto member of the security detail.

They must be really short-handed, she thinks, to want me tagging along.

It isn't her place to make suggestions, of course, so she stands quietly and waits to see what the others decide.

Caelnin AC:16 HP:14/22 
Tuesday August 26th, 2008 4:43:48 PM

Caelnin watches the event unfold. He has no qualms about following these people now, so he awaits the outcome, but gives his two copper in as well.

"I do agree with Beren though. There is no point in thinning the security anymore than we are. There are pro's and cons to both situations, but I think safety in numbers is the better bet, but still...."

Alexi (AC: 17, HP:25/25) Lobo (AC: 19, HP:37/37)  d20=15 ;
Tuesday August 26th, 2008 6:56:11 PM

Alexi listens to Garth and his friends suggestions. Pondering the dilema, he figures that if they are stretched thin now, how more so if they split a group off to go ahead?

"I agree with Beren also," he states. "Keep as many of us together as possible."But I think it a good idea to place the 'thing' in another box, a plain box, and hide it in another wagon. Don't know if Tarketh will go for that, but it's an idea."

He then steps up to Garth and whispers in his ear, DM Highlight to display spoiler: {Highlight to display spoiler: { But I think it a good idea to place the 'thing' in another box, a plain box, and hide it in another wagon. Don't know if Tarketh will go for that, but it's an idea. They most likely have planted a spy in the caravan. If we move the orb, we need to do it with the utmost secrecy. Do you know of anyone that can root out spies? }}

Dipl roll d20 = 15

DM Bob & Carla 
Tuesday August 26th, 2008 6:58:47 PM

Supplemental Post

At the wagon trains current pace there are several weeks of travel to Bryn Baraz. A determined group on horseback could reach Bryn in 5-6 days of determined riding, especially if they were willing to sacrifice a horse or two along the way. The road back to Floating City is even longer.

Jet  d20+1=8 ;
Tuesday August 26th, 2008 7:37:11 PM

Jet's not normally the diplomatic type, he would rather influence someone either through intimidation or a bluff, but he doesn't try that with Garth or Tarketh.

"We could travel there in the Seven or eight days, barely sparing the horses, see Tarketh safe, then ride back to the train to finish the escort or, we could have Tarketh change his form, fly there with the box, which is likely a lot faster as the crow flys." He looks toward fatines shoulder if her bird is there, "No pun intended." He continues, "While the rest of us continue on as we have or we could start setting up obsticles in this path to slow down any that may want to try to catch up again. I think the last least likely to work though. Once someone finds out their mission failed, we will likely get another visit by someone using magic to stop us."

Jet waits and is ready to do whatever the wagon master decides is best.

DM Bob & Carla 
Tuesday August 26th, 2008 10:07:52 PM

Garth listens attentively to the suggestions proposed.

The usually withdrawn Beren makes a good case for keeping security types close to the wagon train, sparing at most a couple of riders to scout ahead. Caelnin endorses the idea advanced by his friend.

Fatine suggests sending word back to the city that reinforcements are needed.

Concerned that there may be spies planted amongst the folk of the caravan, Alexi suggests Tarketh's artefact be transferred to another wagon, and a decoy planted in the herbalist's vehicle. The fighter whispers that only a few 'need to know' the secret of the orb and its 'new' location.

Jet worries that nothing will stop the individuals after the druid's orb, and suggests it be relocated by whatever means necessary to the settlement as fast as possible.

One of the men sent to represent the farmers' volunteers that some of the men and some of their older sons and daughters might be capable of moving into the security detail. "Those over there," he points to Beren and Alexi have been teachin' them things like how to use a bow and such."

Representing the small group of miners sent to reinforce the existing group already encamped at the settlement is a red haired dwarf. A metal reinforced leather helm sits atop a bushy mass of red hair. "There be 20 o' us, an' none with wimin nor brats to dependin' on us. No good at ridin' a beast nor scoutin', but wield an axe or club we can. 'Cept for those needed to drive the teams, we can offer some pr'tection. 'Specially at night," he adds, tapping a finger on his cheek below a bright blue eye.

Tarketh stands, his arms crossed over his chest, his hands hidden in the deep sleeves of his dark green robe. "I will not go and leave my wagon behind. What good would the orb be, if the plants and seeds for which I am also responsible do not reach the settlement? They are as important to me as the orb!" The druid's attitude changes and though his hands stay hidden in his robes, his arms drop from across his chest to rest lower on his body when Alexi makes his suggestion. "But who could be trusted with the orb?" he asks, his voice questioning, and no longer indifferent.

Garth seems relieved that there are so many good ideas, and encourages the group to continue the discussion.

Beren(AC 18, HP 18/23 Red AC 13, HP 25/25) 
Wednesday August 27th, 2008 10:27:08 AM

Beren has had his say, and has found that most people do not listen much to his opinion as it is. He is slightly surprised at the support his suggestion has raised, but is content to listen to the others for now. No matter what they decide, he will fulfill his contract.

OOC-Just re-read my last post. Sorry about all the typos. I usually proofread everything, but it was rather late when I posted, and I must have been a little bleary eyed.

Jet  d20+1=15 ;
Wednesday August 27th, 2008 12:32:40 PM

Jet too has had his say and adds, "How much seed to do you need druid? If we were to take some of each and place them in a back pack and pouches, would that change form with you without encumbrance?"

He is willing to continue the conversation. Sometimes it's a mingling of creative juices that gives birth to a brilliant idea.

Diplomacy: 15

Fatine [AC 16, HP 8/14] Dogs [AC 20, HP 13/13, 13/13] 
Wednesday August 27th, 2008 1:42:17 PM

Fatine sighs and shakes her head. "Sittin' here and squawking no' gonna solve dee problem, dwarf. Why we no' move along while you tink about dis? Dee only final answer is gettin' all dese wagons and all dese people to wherever it is we be goin,' no? Let's tink while we move."



Keela [hp 11/18] 
Wednesday August 27th, 2008 4:34:08 PM

Somewhat surprised by her own temerity, Keela hears herself speak. "I think Jet or Alexi could be trusted with the orb, sir," she replies to Tarketh. "Or Anrete, or Beren, or...well, any of them, really."

Caelnin AC:16 HP:14/22 
Wednesday August 27th, 2008 4:49:49 PM

After thinking of how say what he is going to say, he speaks his opinion.

"Hmmmm... What I personally think is that we need everyone here right now to protect the things that we all want. If we need these things to survive at Bryn Bryaz, then it would be a good thing to try and stay with the things that we need to survive. What if that if we were to separate and the orb gets lost somewhere? What will happen if we lose some more villagers or the seeds that will fuel the village? There is too much to waste, including time...."

Mikal AC18 HP 23/23 
Wednesday August 27th, 2008 8:35:19 PM

Mikal stands ready and waits for his orders, not usuually the type to interject in a strategy meeting.

He keeps an eye out for potential danger.

OOC: My internet went out Saturday, I've spent the time since then trying to get it back and just now did. My apologies for lack of posting, but I should be good now.

Anrete Nanoc (AC19, HP5/21), Copper (AC17, HP15/22)  d20=17 ;
Wednesday August 27th, 2008 9:42:27 PM

"Copper and I agree with the treehuggers. There is no need for a large scouting party if the scouts are sufficiently competent. And I think that splitting the convoy is a bad idea. There is no guarantee that the raiders will leave the settlers alone. They would just kill everyone and loot the place before chasing after the orb bearers."

-----------------------------------------------
Diplomacy 17

Alexi (AC: 17, HP:25/25) Lobo (AC: 19, HP:37/37) 
Wednesday August 27th, 2008 9:49:12 PM

"ME?" Alexi looks shocked. Then, after pondering some and listening to the discussion a few more minutes, he whispers, "Well, there is Ned and his family. They are carrying some of my stuff in their wagon. It's farming equipment and things to sell. But I suppose a plain box with the 'thing' can be hidden among the stuff. But would these powers that want to steal it be able to locate it by magic? If so, then it's best it just stay with Tarketh. And we just make sure it stays that way."

With his voice back to normal he states that his opinion is that Bryn Baraz is just too far away to send it on ahead. "But that does not preclude sending a messanger ahead to warn the miners of our difficulties and be ready to come to our assistance."

Alexi (AC: 17, HP:25/25) Lobo (AC: 19, HP:37/37) 
Wednesday August 27th, 2008 9:51:31 PM

Addendum: OOC: Alexi is refering to the Spell 'Locate Object', which could render any 'hiding' of it rather difficult.

DM Bob & Carla 
Wednesday August 27th, 2008 10:51:46 PM

Jet's idea is not without merit, however the druid is resistant. "It is not the quantity of seed, but the type," he elaborates. "The farmers have quantities of seed for food crops, however the seeds, and other plant specimens in my wagon are many, diverse, and rare. They are the basis for the clerics' physic garden for medicinal and culinary herbs, and specimen flowers, fruits, and vegetables to be tested in this new land. Many are one-of-a-kind." The druid is not wholly adverse to the persuasion of the group however, and appears willing to consider giving up the guardianship of the orb to others as Alexi suggests, at least on a temporary basis. "Perhaps you would carry it?" Tarketh asks Keela when she vouches for the trustworthiness of her new friends.

Having weighed the words of everyone, Garth makes an announcement: "We travel together for now. Scouting groups will be smaller, and will not travel so far afield. The ranks of the security detail will be augmented by new recruits of able bodied men and woman who volunteer to serve and who's other duties are not more important. There will be a rearguard to ensure we are not taken by surprise again. The rearmost wagons, including the druid's vehicle, will move to the front of the train."

Garth dismisses the modest assembly, but motions to Jet and Alexi, and tells them to assemble their party. When the others have departed, including Tarketh, he informs the group, including Fatine, Keela, Caelnin, Beren, Mikal and Anrete that their group of wagons will be the first to set out in the morning, so they must ensure that all the settlers in their group are ready bright and early. He stresses that it is of paramount importance that the orb is kept safe, but the wagon master leaves no doubt that the druid Tarketh is worth more to the caravan than the orb, the seeds, the plants, or his wagon ten times over. "Every man, woman, and child in this caravan is precious, and I don't want to see any more take the path to the Shadowlands, than what the Grey Eyed One takes in the natural course of things!"

The wagon master releases the group, then heads off to his own tent, his half orc assistant one step behind.

*(OOC: Garth is a human, not a dwarf!)


Mikal AC18 HP 23/23 
Thursday August 28th, 2008 11:15:12 AM

Mikal prepares his gear and sits down to polish his armor and sword. Taking the time to quietly reflect before he goes to sleep.

OOC: I'll take last watch and start rousting people early.

Jet 
Thursday August 28th, 2008 1:25:11 PM

Jet acknowledges the decision and starts getting the rear wagons moved up front, including Tarketh's.

Keela [hp 14/18] 
Thursday August 28th, 2008 2:06:25 PM

"Me?" Keela responds when Tarketh suggests her. "I--that is--I don't think that's a good idea, sir. I'm not strong enough to project the Orb. You want someone with a good sword-arm." Who doesn't faint the first time she's hit, she thinks, but keeps the addendum to herself.

When the meeting breaks up, she hurries to help get the wagons moving. She knows most of these settlers by now, and has a pretty shrewd idea which ones could use another pair of hands.

Beren(AC 18, HP 18/23 Red AC 13, HP 25/25)  d20+9=23 ; d3=1 ; d20+9=24 ;
Thursday August 28th, 2008 2:17:43 PM

Beren takes time after the meeting to meet again with those settlers who he had been instructing in archery. He wants to reaffirm the basic ideas.

"Archery is the original point and shoot. If you think to much about it, you will probably miss. Remember to just look down your arrow at your target, and relax the fingers of your draw hand for the release. Don't jerk. Take your time between arrows--speed is not everything. Hitting what you intend to hit is good, but sometimes just having arrows flying around your opponents head is almost as good. Just remember to relax, and you will do fine."

Once the settlers leave, he concentrates on his own practice. Contrary to what he just told his erstwhile students, his practice focuses on speed, and time after time he fires a series of double arrow shots at his practice target, with two arrows usually in the air at the same time.

After a while, he collects his arrows,makes sure they are all still in good condition, then stores them away. He takes his turn at watch during the dark of the night (2-4 or whatever), and rises quickly in the morning to start the fire, and help the settlers get packed so they can lead.

spot 23 listen 24 ignore the D3

Fatine [AC 16, HP 8/14] Dogs [AC 20, HP 13/13, 13/13] 
Thursday August 28th, 2008 2:29:03 PM

As Keela hurries off, Fatine heads after her and grabs her sleeve. "Don' be lettin' fear get in yer way, sister. Stand up an' let dose men see how tough you be. I tell you what. You take dat orb, and ol' Fatine help you wit' dee guardin. Dee Crones surely know, I been doin' dat for Darketh already. How dat sound?"

Pausing for a moment, she adds, "Jus' don't keep it near dat pretty family o' yours. Don' wan them gettin' hurt, eh?"

Caelnin AC:16 HP:14/22 
Thursday August 28th, 2008 4:38:52 PM

Caelnin takes his orders and helps some people to move possessions to the front of the train. Once done, Calenin stays with VIlria and says to her "The wagon dynamics are gonna change.... Changes are happening quickly."

After the sleep, Caelnin gets ready, sharpening his long sword and firing of a few practice shots before he helps get the rest of the train ready.

Alexi (AC: 17, HP:25/25) Lobo (AC: 19, HP:37/37)  d20+1=11 ; d20+1=10 ;
Thursday August 28th, 2008 10:11:29 PM

Alexi nods as Garth pronounces his decision to stay together for the time being. These decisions need a lot of thinking out and if Jet's plan is to be carried out, it will require a lot of planning, more than a night's worth anyway.

Alexi smiles as Keela is put into a near panic. After Fatine leaves her, he approaches the wizard and encourages her, "Don't fret, Keela. You see, it's the most improbable one the better choice. The enemy will look for a strong arm to be guarding it and overlook the seemingly 'helpless' one. And we'll all be watchful and ready to help."

Alexi checks with Ned to see if he needs any help, then assists the others as necessary. He makes sure Ned's wagon ends up next to Keela's family. Then prepares for the watch. He takes second, as usual.

Spot d20+1=11, Listen d20+1=10

DM Bob & Carla 
Thursday August 28th, 2008 11:07:01 PM

The night passes uneasily. Those on watch react quickly to the smallest sounds and rest does not come easily for those whose thoughts are weighed down with important choices. Keela worries about whether she is strong enough to be the keeper of the orb, and Tarketh worries about endangering others by giving it up. Alexi and Jet worry about the path that has been chosen and whether the caravan scouts can be secured in the face of another onslaught. Caelnin and Beren get in some more practice with their bows in anticipation of the next attack. Only Mikal and Fatine seem at ease with the situation.

The morning arrives none too soon, and the heroes from the previous day's battle find themselves at the front of the caravan prodding and encouraging their charges into readiness for a long day of travel. Garth rides forward and asks for two of them to scout the way forward. "Not too far ahead, mind!" he cautions them. "We'll keep an eye on our back trail"

Tarketh brings forward the box and offers it to Keela. "Last nights counsel was wise...it's best that the orb be concealed and you have shown your true heart. Will you take it and keep it safe?"

Anrete Nanoc (AC17, HP19/32), Copper (AC17, HP18/22) 
Friday August 29th, 2008 10:44:26 AM

"No worries! Copper and I will be fine.", the hardy barbarian rides up towards Garth on his armored mare. The duo seem to be recovering well despite tehir obvious injuries.

===================================
HP roll @ LnB: 9!! yeah
Recover 3 HP for the day rest.

Jet  d20+3=17 ; d20+3=22 ;
Friday August 29th, 2008 12:04:30 PM

The fighter priest stays firm but fair as he gets the wagons rolling. A gentle word at first, he will raise his voice to those that don't seem to be pulling their own weight.

He stays as alert as possible.

Listen: 17
Spot: 22

Fatine (Sub Buzz) 
Friday August 29th, 2008 12:10:50 PM

Fatine stays near Tarketh's wagon at all times, taking her watch seriously. There are moments, she can be seen whispering to her bird and laughing out loud. "That be a funny joke ol Fatine just told, don ya tink ya stupid bird?"

Beren(AC 18, HP 18/23 Red AC 13, HP 25/25)  d20+9=20 ; d20+9=15 ;
Friday August 29th, 2008 12:17:42 PM

Beren volunteers to take the scout position, and rides out with whoever wants to go with him. His eyes and ears are alert for any signs of trouble.

spot 20 listen 15

Keela [hp 14/18] 
Friday August 29th, 2008 12:25:26 PM

A hundred thoughts swirl through Keela's head--a hundred reasons why she's the wrong person for this job. But it's the job being asked of her.

So instead, she reaches out for the Orb. "I'll protect it with my life, sir," she says.

She considers a bit, thinking of the best place to keep the precious item, and finally tucks it into her spell component pouch.

"I hope it'll be all right in there," she says. "Domi give me strength."

Caelnin AC:16 HP:14/22  d20+7=17 ; d20+8=11 ;
Friday August 29th, 2008 4:54:56 PM

Once the wagon train starts to move again, he moves to the front with Beren to scout for anything that might be a problem, also that the groups should be traveling with at least another person just in case.

----------

Listen: 17, Spot: 11

Alexi (AC: 17, HP:25/25) Lobo (AC: 19, HP:37/37)  d20+1=19 ; d20+1=7 ; d20+4=22 ; d20+5=17 ;
Friday August 29th, 2008 11:50:41 PM

Alexi moves along, up and down the line, keeping an eye out for trouble. He keeps tabs on Keela at all times, though. Not a moment goes by that he doesn't know where she is. Is he paranoid, over protective, or is it something else?

Alexi Spot d20+1= 19, Listen d20+1= 7

Lobo Spot d20+4 = 22, Listen d20 +5 = 17

Mikal AC18 HP 23/23  d20+3=17 ; d20+3=19 ;
Sunday August 31st, 2008 4:11:48 PM

Mikal utters a short prayer of protection to Alemi and sticks close to Keela to keep an eye on the orb and protect it if necessary.

OOC: Spot:17 , Listen:19
My internet went down again because Verizon is lame. I am posting by proxy thru a friend, so posts might be slow. Service should be reconnected Tuesday.

Beren(AC 18, HP 20/23 Red AC 13, HP 25/25)  d20+9=21 ; d20+9=12 ;
Monday September 1st, 2008 2:44:08 PM

While scouting with Caelnin, Beren takes time to talk to the archer.

"How did you begin in gaining your skills with the bow? Mine came of necessity. It is hard to hunt Orcs alone with other weapons, especially when I was younger. The bow allowed me to strike from a distance. Hit and run."

spot 21 listen 12

Caelnin AC:16 HP:14/22  d20+7=21 ; d20+7=21 ; d20+7=15 ; d20+8=27 ;
Monday September 1st, 2008 4:57:48 PM

"Oh... How I learned? Father put me through a tough regiment for the majority of my life, trying to make me equally skilled with a bow and sword, although once my father found me making the bows he didn't want to teach me anymore so I ran away. Long story short, I gained the basics from my father and taught myself some of my own stuff, dropping all the sword stuff and focusing on my love for arrows. I now learn mainly by reading books and such, but I have been watching you for sometime shooting arrows at the same time. Let me try it..." Caelnin replies as he lets two arrows fly into a tree. (Hit ac 21 for both attacks?)

"Ok, better than I expected... That's what a lot of practice gets you. It's nice to learn some more about the group, I have always lead such a solitary lifestyle, devoting my life to making bows, not shooting them..."

------

Listen 15
Spot 27

DM Bob and Carla 
Monday September 1st, 2008 10:49:02 PM

Once again the caravan is on the move, only this time, the wagons that made up the rearmost quarter of the train are in the lead. Keela accepts the burden of responsibility, and takes the orb from Tarketh. Mikal keeps a watchful eye on the young woman, as does Alexi as he moves up and down the line looking for trouble. The cleric fighter patrols the line as well, with Jet offering encouragement or a rebuke as appropriate, to keep the settlers' focused on the task at hand. Fatine and her menagerie stay close to the druid, though Tarketh never chafes under the witch's surveillance. The half-elf uses the opportunity to educate his assistant in the identification of various medicinal and culinary herbs and their diverse usage.

Beren and Caelnen take on the role of scouts, and learn a little more about each other, while Anrete is assigned a bit of hunting after reporting to Garth. "Some of the provisions were spoiled when one of the wagons was upset. Fresh meat would extend out supplies," the wagon master volunteers by way of explanation.

It takes a few days for the routine to return to normal. Folks are hyper vigilant, wary of another attack, but as hours extend to days, and days to weeks, with no report of the caravan being followed, the tension felt by the settlers dissipates. Thanks to the skills and magics of the clerics, wounds mend, leaving red welts or silvery tracings of scars, but no residual disabilities. The only permanent wounds are those in the hearts and minds of folks who have lost loved ones.

Long days of travel are needed to achieve the wagon master's objective. These do not permit much opportunity for personal time, however some manage to practice their skills with weapons, and familiarise themselves further with their mounts.

New faces are seen at the regular meeting of the security detail. The group notices Cairn Cunane the blacksmith in regular attendance, and two farmers sons who had shown up at every practice offered by Beren and Alexi. There are some others whose faces aren't as familiar; farmers, trades people, and miners who have volunteered to fill the spots left by the fallen. With increasing frequency Garth rides with the front wagons, frequently looking at a map he keeps in a scroll case when not being consulted, and scanning the horizon for landmarks in the unfamiliar land. As the wagon train ventures into the uncharted lands the landscape becomes a twisting and interconnected set of steep-walled valleys.

About six weeks into the trip, just after noon on a clear spring day warmed by a yellow sun in a blue cloudless sky, the scouts report that two, possibly three individuals on horse back have been sited high on one of the mesas that over look the valley.

Those in the front wagons Spot DC vs 10 Highlight to display spoiler: { three riders high on the mesa above the valley. There is too much distance to make out their features clearly; however long dark hair flows from bare heads, and their clothing seems to blend in with the colours of the land. They watch the progress of the caravan for a while, then turn their mounts, and ride away in a north easterly direction.}.


Beren(AC 18, HP 23/23 Red AC 13, HP 25/25)  d20+9=18 ; d20+9=19 ;
Tuesday September 2nd, 2008 9:25:42 AM

Beren, on scout, spots the three watchers on the mesa above the train. He has never seen anyone like them before, but to him , they looked like scouts themselves. For who, he does not know. He makes his report a clear as possible, and tries to remain vigilant.

spot 18 listen 19

Fatine [AC 16, HP 14/14] Dogs [AC 20, HP 13/13, 13/13]  d20+4=11 ;
Tuesday September 2nd, 2008 12:55:17 PM

Fatine, riding among her dogs next to Tarketh's wagon, shields her eyes from the sun to get a better look at the strangers. Leaning over toward the wagon, she points at the three riders and says, "Look like tings be gettin' intrestin' again, master Darketh. Maybe dis be a fun day, 'stead o' all dis ridin' we been doin,' hmm?"

Jet  d20+3=19 ; d20+3=16 ;
Tuesday September 2nd, 2008 3:04:56 PM

Jet looks at it as though, they could have been to Bryn Baraz, seeing Tarketh safely with his relic and back again, in the amount of time the train has traveled. Still he does as he's told, content that when he meets Gargul, it will be on friendly terms.

He then looks up at the ridge and sees the three with the strange hair style and wonders, if that meeting won't be sooner than he had hoped.

He rides up to Garth, "I suggest we parley with them and perhaps see if there is some type of trade or negotiations available with their tribe. We need to consider them aggressive until we know for sure, but to be the first to act aggressive would be an insult to anyone."

After that, he sends word through the convoy, "Alright everyone, tighten the line and get your weapons in hand. Stay alert and yell out if you see anyone approching the train you don't recognize. Stay with your wagons and prepare to defend them and yourself."

He rides over to the three captured rogues and checks their binds. "If these things come loose and you see a chance to escape, you should ask yourself, was this done on purpose, to try and get you to escape, so there will be a reason to set the barbarian after us? I would suggest, if they come loose, you tighten them back up again knowing you might still live through this."

He then continues to seeing the train on it's way as quickly and safely as possible.

Listen: 19
Spot: 16

Keela  d20+2=7 ;
Tuesday September 2nd, 2008 3:40:41 PM

Keela spends the long days recovering, learning to spend more time in the saddle, and learning to balance her new responsibilities with spending time with her family. And worrying about the Orb--lots of that. She is glad that some of the "real" security people seem to have taken it upon themselves to stick close.

Keela does not notice the strange riders [Spot 7], but she hears the warning. She rides back to the Plainfield wagon to see if her family needs any help. If they do not, she continues riding up and down the line, helping where she can.

Caelnin  d20+8=27 ; d20+6=8 ;
Tuesday September 2nd, 2008 4:46:28 PM

"Huetheira, good job girl! You've been doing so great for me lately!" Caelnin says as pats her neck white looking up towards the horizon. "Oh, there are a few unknowns coming up soon, either that we are coming across a camp of others..."

He keeps on looking around, making sure that there is nothing out of the ordinary in his surroundings.

-------

Spot: 27, Listen: 8

Alexi (AC: 17, HP:25/25) Lobo (AC: 19, HP:37/37)  d20+1=3 ; d20=14 ;
Tuesday September 2nd, 2008 6:31:54 PM

Spot DC10 d20+1 = 3

Alexi was busy chatting it up with the prisoners as they slowly traveled. The long laps of time since the bandit raid had led the cavalryman to take to visiting occasionally as they traveled along. He inquired of their family, their aspirations, and their religion. Over the days he talked to them for a few minutes as he rode by, or spent some time in the evening. He hated what they had done, but they were a part of the caravan now, even if an unwanted part.

Since they had not been promptly executed, Alexi felt that they might be converted and eventually be a productive part of the settlement instead of a burden. He was puzzled why Mikal nor Jet had shown any interest, being representatives of the Higher Powers, and, although not being much of a religious man, took it upon himself to instill some words of wisdom of Good and Law upon them.

It was upon one of these occasions that Jet came by and made sure their bonds were tight. Looking at Jet with narrow eyes, thinking him being overly judging and suspicious again, he felt a bit embarrassed when Jet explained the situation.

After Jet leaves he encourages the three to stay put and prove that they can be good people.

Diplomacy d20 = 14

He then rides back up to the front, determined to be more attentive.

DM Bob and Carla  d100=81 ;
Tuesday September 2nd, 2008 11:36:50 PM

A murmur runs through the caravan as some unknown strangers are spotted watching the train weave through the valley below their vantage point. Beren wonders that they might be scouts themselves, and communicates what he has seen to the others. Fatine points out the watchers to Tarketh, while Jet rides down the line, getting folks to narrow the spaces between the wagons, and encouraging them to greater watchfulness. The fighter stops by the wagon carting the captive bandits, and after giving them a stern warning, brings Alexi up to speed regarding the strangers watching the progression of the wagon train. The fighter wonders that more effort hasn't gone into the conversion of the captives, and suggests the miscreants reform. Happy with the progress his new mount is making, Caelnen is not overly worried by the three watchful strangers, whereas Keela, occupied with her responsibilities to the druid and her family, learns of the watchers from the others.

The riders had disappeared in a north-westerly direction, whereas the valley through which the caravan leads the group takes them in a northerly direction.

There are no further sightings of the strangers by the time the sun turns orangey-gold in the sky, (Survival Check vs DC 15 Highlight to display spoiler: { a sure sign it will be fair, possibly even warmer than usual by 10 degrees for the season in the coming day. }.) Garth signals the group to stop and make camp for the night, and the settlers circle their wagons into four tight formations in close proximity to each other on an open flat spot in the valley. The rather barren ground provides a clear view up and down the valley, and the steep banks on either side make ascent (or descent) a hazardous thing. As folks take the evening meal, Garth's half-orc assistant, Krol, calls on Jet and asks him to assemble his security detail for a quick meeting with the wagon master. The group should reach Bryn Baraz within the week and the man responsible for the well being of the wagon train wants to discuss the successful navigation of the distance that separates the group from their objective.


Anrete Nanoc (AC17, HP32/32), Copper (AC17, HP22/22)  d20+3=6 ; d20+3=19 ; d20+4=8 ;
Wednesday September 3rd, 2008 12:21:12 AM

As nomads left before Anrete could get a good look at them, the fierce-looking warrior rides over to the elvish sharpshooter and queried more on the sightings. Noticing the change in the weather, Anrete remarked, "Things sure looks hot!", as he tries to recall any stories on the strange tribal strangers.

=================================================
Spot 6
Survival 19
Knowledge(Local) 8

Caelnin 
Wednesday September 3rd, 2008 9:16:52 AM

"There wasn't too much too see, other than 3 long haired thought-to-be-scouts have been sighted. It just proves we are not alone in these lands and still must have our guard up." Caelnin replies.

----------

At the meeting Caelnin suggests "What I think is that a group should at least scout ahead, to get rid of the dangers in front of us as we are nearing the goal. We all have come too far to lose it all now..."

Beren(AC 18, HP 23/23 Red AC 13, HP 25/25)  d20+5=9 ; d20+9=13 ; d20+9=27 ;
Wednesday September 3rd, 2008 9:34:43 AM

Beren works with the others to keep the wagons together. With all the dust of the circling wagons, he has trouble seeing much beyond the camp, so he moves to the perimeter where it is quieter, and sets a watch. He will rotate through his turn at guard before he turns in for the night, taking first watch this time.

spot 13 listen 27 survival 9 (didn't notice the weather :o))

Fatine [AC 16, HP 14/14] Dogs [AC 20, HP 13/13, 13/13] 
Wednesday September 3rd, 2008 1:10:35 PM

Fatine leave's Tarketh's side and goes to visit Keela, riding with her awhile to see how the mage is faring with her duties. When (or if) she is summoned to the meeting, she leaves her dogs behind and rides over to the men. She doesn't add much to the discussion, merely listening and whispering with Col all the while.

Once, the raven squawks and flaps its wings excitedly, and Fatine giggles and says, "Quiet down, silly bird. You get us bot' in hot water!"

Jet  d20+3=20 ; d20+3=9 ;
Wednesday September 3rd, 2008 2:35:14 PM

Jet notices Alexi being friendly with the murdering marauders. What is his intention? he asks himself. A series of suspicions spring to mind and are quickly buried with the memories of the fists nature, a caring individual, calming the warrior priest.

When they are called to the meeting, Jet will pull up beside Alexi and say, "Don't soften your heart to the captives to much my friend. They are guilty of crimes that will lead most killers to the gallows. By all means though, stay near them as much as you like, they are less likely to escape that way."

Listen: 20
Spot: 9

Keela 
Wednesday September 3rd, 2008 2:40:03 PM

Keela tries not to be too upset about the appearance of the strangers.

Likely they're just folk, she tells herself, and most folk don't want trouble.

In the evening, she helps Senna with the kids and the evening meal. As she is leaving for the meeting, she tells her nephews and niece: "I need to be away for an hour or so. And when I come back, I'll have a story to tell any good children who have washed their faces and said their prayers and gotten ready for bed."

With that, she goes to hear what Garth and Krol have to tell them.

Mikal AC18 HP 23/23  d20+3=16 ; d3=2 ; d20+3=10 ;
Wednesday September 3rd, 2008 7:16:32 PM

OOC: Internet back again. Let's hope it stays this time.

Mikal continues to keep an eye out for danger.

He volunteers for the last watch as usual.

OOC: Spot 16, Listen 10. that D3 was a mistake

Alexi (AC: 17, HP:28/28) Lobo (AC: 19, HP:37/37)  d20+1=15 ; d20+1=17 ; d20+1=7 ;
Wednesday September 3rd, 2008 7:21:26 PM

Surv DC15 d20+1= 15

Alexi is taken a little aback by Jet's comments but not too surprised. "Soften my heart? Oh, I see. Not to worry there. I'll not shed a tear if Garth orders them executed tonight. But they are still here, and a hard hard can be made softer with some guidance towards the right path. Does Garth plan to keep them imprisoned forever? It at least one proves he's changed and can be a positive member of Bryn Baraz, it is worth the effort, right?"

OOC: in the AD&D 2nd edition there was a process that a cleric could undergo to attempt a conversion. It reguired many weeks of constant contact, ie. preaching, for some time each day, then a roll at the end. It might be worth a try if the DMs want to come up with a system for this.
(It could mean some extra exps too. :) )

At the meeting Alexi listens to Garth. "So, how many miles is it?" He asks. "Could two fast riders reach Bryn Baraz in two days? It would be nice if they knew we were this close."

Due to the sighting of the unknown scouts, Alexi takes extra time to prepare for his watch. He takes his watch at the normal time but does not use a horse, he wants to save Lobo's strength and Lupin is not battle ready yet. Fully armed and armored, he patrols the perimeter with bow in hand and arrow ready, staying close to the wagons as not to reveal any silhouete. He also makes sure all those in the same watch as he knows the password and asks it, quietly, each time meets someone.

Listen d20+1=17, Spot d20+1=7

DM Bob and Carla 
Thursday September 4th, 2008 12:19:10 AM

Anrete tries to remember anything he might have heard about the uncharted lands and whether or not it was populated. Caelnen draws the conclusion that the settlers aren't the only ones on the land, while Keela figures the watchers are just folks, like any other.

Jet is curious and maybe a little concerned about Alexi's interest in the captive bandits. The fighter, on the other hand, is puzzled why no one has tried to convert the prisoners or at least get them to reform and perhaps attempt to serve the settlement in some way.

All is set aside, as Fatine, Beren, and Mikal, join Garth Turnbuckle, Krol, and some of the other security types in the wagon masters tent. The map, the wagon master has consulted with more and more frequency is laid out on a makeshift table. The lantern overhead casts shadows upon the parchment. "This is a fair copy of the map Dwain Stonehelm made showing the way to the Bryn Baraz," he sees. "See here, an' here?" he asks pointing to spots south of an X which marks the settlement, "the plains are cut with deep and convoluted canyons and ravines that twist and intertwine in an ever expanding network of paths. Would be easy to get lost if we didn't have some directions." Pointing to some drawings along the margin, repeated on the terrain of the map, Garth adds, "the dwarf marked some stone formations to be used as landmarks. Tomorrow look for a huge stone arch 300 ft. tall. We go under it, and look north. Our way lies towards the rock formations rising like fingers reaching for the sky."

Looking up from the map, Garth fixes the group. His eyes sparkle with contained excitement, yet his words are stern as he cautions, "we don't want any farmers getting ideas of goin' off by themselves now that we're so close. The dwarf never said much 'bout beasts or folks on the plains. His was all talk 'bout the mine, and the mithril. Said the land was scrubby and dry, but there was grass for the animals and farmers might scratch a livin' out of the soil." Passing a hand across a roughly sketched northern section Knowledge Georgraphy vs DC 10 Highlight to display spoiler: { which would appear to be some 30-40 miles north of Bryn Baraz}, "told the Advisory Council and the Free States League he'd seen some signs of folks, but figured 'em for savages and nomads.

Some voice an opinion on how to proceed, and Garth listens when the idea is suggested that a small group be sent ahead to notify the settlement of the caravan's pending arrival. "Who'd be best?" he asks.


Beren(AC 18, HP 23/23 Red AC 13, HP 25/25)  d20+9=24 ; d3=2 ; d20+9=27 ;
Thursday September 4th, 2008 9:32:14 AM

Beren listens quietly to what is said in council. He thought on the words spoken, he'd seen some signs of folks, but figured 'em for savages and nomads. Maybe these nomads and savages think of this as their land. It is something to think about.

Other than that, the ranger does not volunteer his group to move ahead and scout. That is not his call, but he will go if he is told to do so. He does pointedly look at their erstwhile leader to see if he will volunteer the group.

spot 24 listen 27

Jet  d20=5
Thursday September 4th, 2008 12:01:54 PM

Jet looks around him at the others and says, "With all do respect Garth, at this time, I think the most experienced security details should remian with the train, if that happens to be us", he points to his friends, "Then we will stay to protect the people and cargo. If there are others here more powerful then the seven or eight of us...." He stops and uses his fingers to count out his friends, "Yea, that's right, then we can be scouts while the stronger keep the train secure."

Jet waits for a response and orders from his superior.

Knowledge Geography unlearned: 5

Fatine [AC 16, HP 14/14] Dogs [AC 20, HP 13/13, 13/13] 
Thursday September 4th, 2008 1:18:26 PM

Fatine gives a loud harumph when Garth mentions savages and nomads. "Don' be so quick to judge, boss man. Her kind -" she points a thumb at Keela "-tinks my kind be 'savages,' but dat don' make it so. Dose folk what came an' killed my mistress, dey tought we be 'savages.' Dey learn a ting or two when I pay dem back for deir . . . ."

Pausing, she takes a few breaths, stopping before her words become too heated. More calmly, she continues, "Alls I sayin' is, give dose people a wide berth and plenny o' politeness 'till you know otherwise. Dat jus' be a friendly tip."

Caelnin 
Thursday September 4th, 2008 4:50:39 PM

COntent to be listening to the conversation, Caelnin sits back to watch what happens. He knows that the other scouts have a reason to look at our group travelling. Hopefully they aren't the natives to the land andit's like sacred ground to them....

There are too many options for Caelnin to mill about in his mind that he stays quiet.

Keela  d20+3=5 ;
Thursday September 4th, 2008 7:46:05 PM

Keela listens carefully to the briefing, and leans forward to peer at the map. She can make neither head nor tail of it [Knowledge Geography 5], but she trusts the caravan master to get them where they're going.

She's about to suggest that whoever scouts should also try to find some of these unknown people to talk to, but Fatine preempts her.

Keela turns to look at her, indignation rising. She wishes she could say something terribly icy and cutting, like some grand lady in a story, but all she can manage is:

"You don't know what I think, Miss Fatine, so don't go saying you do! There!"

She folds her arms across her chest and scowls, looking like a disgruntled hen.

Alexi (AC: 17, HP:28/28) Lobo (AC: 19, HP:37/37) 
Thursday September 4th, 2008 8:11:26 PM

Looking at the map Alexi whistles quietly. "One wouldn't last long if lost in them thar hills," he mutters.

After Garth's speech, Alexi has a hard time containing himself and finally burst out laughing. After a moment he manages, "Well, what a pickle. I bet none of them farmers knew how desolate this Bryn Baraz is, eh? Of course, keeping .... the 'thing' safe is much more important now! 'The land is scrubby and dry, folks, but you can scratch a living out of the soil', scratch indeed! Poor saps. And these 'signs of folks', hehe, bet ya it's not just some band of long-haired fairies." Looking at Anrete he asks, "Do orcs like their hair long?"

He subsides into a chuckle and nods at Jet's commnents. He wished he could retract his suggestion, now seeing the terrain, but perhaps the distance wasn't too far, maps can be deceiving.

"Yeah, like Jet said."

Mikal AC18 HP 23/23 
Thursday September 4th, 2008 8:31:40 PM

Mikal studies the map on the table and keeps a keen eye on the paths. He looks for anything that might be an ambush point, at least anything he thinks might be an ambush point.

Mikal speaks up. "We should be ready for another ambush. These paths are narrow, and like you said, are easy to get lost in."

He takes a breath, and continues. "That makes them the perfect spot for an ambush. We need to be even more prepaired than before for one."

He pauses to let those with thoughts get theirs in.

DM Bob and Carla 
Thursday September 4th, 2008 11:12:30 PM

"The dwarf didn't say nothin' about any problems with the folks to the north," Garth responds, "an' I've no intention of disrespecting those that lived out there before we come up." Eyeballing the witch from under bushy brows, he adds, "no need to get all hot an' bothered Miss Fatine.

Concerns over the people who might be inhabiting the north paramount in their thoughts, Beren and Caelnen keep their own counsel. Keela bristles at Fatine's barbed comment, but checks her own tongue while Mikal worries about an ambush.

Jet puts the interests of his friends, and the safety of the caravan before his personal ambitions, and suggests experienced security types stay to provide protection for the settlers.

Alexi laughs at the absurdity of the situation, but the importance the orb is to play in the success of the settlement is now apparent. The fighter has second thoughts about venturing beyond the line of the wagon train.

"Set regular watches," announces Garth, "no need to fear three savages far from home. Likely just curious an' come to check things out." Rolling up the map, he continues. "We stay together for now. Look for the stone arch tomorrow. If we send any riders ahead of the train, it won't be until after tomorrow."


Anrete Nanoc (AC17, HP32/32), Copper (AC17, HP22/22)  d20+7=8 ;
Friday September 5th, 2008 1:56:50 AM

Anrete shrugs, "Sure. I'm sure we can't possibly miss a 300 ft stone arch."

Gathering his gears, and rubbing down Copper, the feral pit fighter settles down to prepare dinner, and a little extra for his watch during the night.

People close by were able to notice the thick smoke and charring smell emerging from Anrete's cooking site.

"Dinner's ready!"

================================
Craft(Cooking) 8 (epic failure)



Caelnin  d20+8=26 ; d20+7=19 ;
Friday September 5th, 2008 3:01:44 AM

Getting so used to the monotony of Caravan life, Calenin moves over to get something to eat, with thoughts still heavy in his mind about being on somebody else's property.

Calenin mutters to himself "Hopefully they won't mind us being on their land and such if we treat it with respect... Uurrg... What's with this food..."[i]

Deep in thought, Caelnin bit into Anrete's usually nice food to find a piece of black something-or-other. "Ummm... I'm off to get ready for my watch now... and maybe something to drink..." and Caelnin moves off to do as he has said.

---------------------------------

[i]Spot: 26 Listen: 19


Beren(AC 18, HP 23/23 Red AC 13, HP 25/25)  d20+9=14 ; d20+9=11 ; d20+2=4 ;
Friday September 5th, 2008 9:30:24 AM

Beren takes one look at the charred remains of what was intended to be supper. He makes no comment, but just moves off to his bedroll and gear. He removes a small sack of nuts, and another of jerky, and taking sips from his water skin, makes his meal right there.

He takes his turn at watch during the dark of the night once more (2-4), and come morning he prepares for the days travel by fixing a pot of hot porridge. It is over cooked and lumpy, but he says nothing, and eats it.

spot 14 listen 11 cook 4 (even worse than Anrete!)

Jet  d20+7=16 ; d20+3=8 ; d20+3=4 ;
Friday September 5th, 2008 10:59:03 AM

Jet joins the others for dinner. He grumbles under his breath, "Chewy" but manages to choke it down after some small effort and a battle with his fortitude.

He looks up at the chef, smiles and says with sarcasim, "Delicious. That was so good, lets have that very rarely, alright? Perhaps once or twice a decade. We don't want a meal like that to become common place. People would believe we weren't roughing it enough."

With a large laugh, he slaps Anrete on the shoulder and goes off for first watch.

Fort save to keep dinner down: 16
Listen: 8
Spot: 4

Keela 
Friday September 5th, 2008 4:26:16 PM

As the aroma begins wafting from Anrete's fire, Keela is just as glad she already had supper with her family.

She'd promised the children a story, though, so she goes to keep her promise. She's still bristling a little at Fatine's remarks, so the story features a wicked witch who gets her comeuppance.

Keela takes first or last watch, whichever one needs her.

Alexi (AC: 17, HP:28/28) Lobo (AC: 19, HP:37/37)  d20+1=7 ; d20+1=19 ;
Friday September 5th, 2008 8:19:01 PM

Alexi doesn't look Garth in the eyes as he comments, "Nevertheless, they just might want to take a trophy back as proof of their bravery. So let's keep a sharp eye out at all times until we get there."

Following Anrete to his campfire, he smells the burnt dinner and comments, "Hmmm... meeting took longer than expected, eh?" Sitting down with Jet, he pulls his dagger out and carves the outer charred layer off and picks at the dry, tough, inner layer. Smacking as he tries to chew the jerky he asks Anrete, "So tell me, how do you know orcs so well? Perhaps you can teach me the language sometime?" (OOC: I still have a language slot open)

After Anrete's healing brew, the jerky wasn't so bad, and Alexi hums as he prepares for his watch (2nd shift). Like the night before, he sets up a password with his fellow watchers.

Spot d20+1 = 7, Listen d20+1 = 19.



Anrete Nanoc (AC17, HP32/32), Copper (AC17, HP22/22) 
Friday September 5th, 2008 9:50:26 PM

Chewing at his half-burnt jerky with great contentment, Anrete grunts in greeting as Alexi hunkers over.

"Was chained to an half-orc mate, during my times as a pit fighter. We escaped together and prowl this land. He was looking for his tribe, but gotten a spear in his gut before he managed to find his folks. So it is just Copper and me now."

Giving Alexi an appraising look. The feral youth bares his teeth and remarks, "Nay. Ya dun have look. Ya is a stiff-necker!"

DM Bob and Carla 
Friday September 5th, 2008 11:07:15 PM

Dinner proves to be a makeshift affair. Some eat of their own making while others indulge in Anrete's offerings. Children are put to bed, horses rubbed down, stories exchanged, and weapons and armor cared for. The night is clear and warm drying winds carry the sounds of a myriad of insects through the encampment.

The night watches pass uneventfully and in the morning the wagon train prepares to make way.

Alexi (AC: 17, HP:28/28) Lobo (AC: 19, HP:37/37)  d20+1=5 ; d20+1=10 ; d20+4=11 ; d20+5=19 ;
Saturday September 6th, 2008 7:00:47 PM

Alexi nods as Anrete tells his story. Feeling he was getting a little closer to the loner, he was taken aback at his respose to teaching him orcish. "You'd be surprised," was all he ventured to say. Beren is an elf, and by what he's gathered from his comments, he's not keen on orcs and knows orcish too. He'll have a go at it with Beren if Beren agrees.

With Lobo outfitted once more for another day of hard work, Alexi proceeds with patrolling his section of the caravan. This time though, he doesn't take the time to chat with the prisoners. He doesn't want to get too distracted. He does have Ned check on them once or twice to see if they need any water.

He wishes Lupin was ready for patrolling, but it will be weeks, months at this rate, before he's trained enough for battle.

Alexi Spot d20+1= 5 (I hate these first rolls), Listen d20+1 = 10

Lobo Spot d20+4 = 11, Listen d20+5 = 19

Keela 
Sunday September 7th, 2008 2:25:50 PM

Keela rises and spends some time preparing her spells for the day. She dresses again in her "patrol gear:" the divided riding skirt with a colorful shirt (the blue one today), her long "duster", and boots. She saddles Daisy and joins the rest of the security detail. She doesn't sout unless specifically asked to; she knows she's not nearly as keen-eyed as some of the others.

Today's Spells:
0 - Detect Magic
0 - Light
0 - Message
0 - Prestidigitation
1 - Color Spray
1 - Ray of Enfeeblement
1 - Sleep
2 - Scorching Ray
2 - Web

Jet 
Sunday September 7th, 2008 8:12:45 PM

Jet wakes up and first thing, grooms himself. He pulls out a stylish dark leather case, a grooming kit, and sets about on his hair and beard, pulling unidentifiable objects out in the process of using a horn comb and his boar bristle brush without a handle. He works on his long shaggy mane and face. Next, his shining scissors trim around where his helmet sits near his gorget, then he finishes his unusual routine cleaning the whiskers from his neck with a very sharp straight razor. Next, he takes a field bath, using water sparingly, he soaps himself down with a bar and wipes it off with a rag. For those that peek, they see rippling muscles bulge and veins with life blood work their way underneath his thin bronze skin. Before donning his armor, a fine essential oil is poured into his large thick hands, then rubbed over his face and beard, through his hair, then over his chest, arms and legs. After securing his armor on his body, he then sits down to his morning prayers and devotionals, taking a double shot of his normal amount of toasts to the gods that day. He attempts to put everyone in the train at ease with a friendly smile and helping hand where it is needed, to get it going.

Detect Magic, Detect Poison, Resistance

Shield of Faith, Protection from Evil, Magic Weapon

Mikal AC18 HP 23/23  d20+3=13 ; d20+3=22 ;
Sunday September 7th, 2008 10:23:49 PM

Mikal prepares his gear and says a prayer for protection over the caravan. He is ready for the day, and is constantly looking out for ambush.

OOC: spot 13, Listen 22

Beren(AC 18, HP 23/23 Red AC 13, HP 25/25) 
Monday September 8th, 2008 5:16:06 AM

OOC--Tried posting once already. It did not save the turn. 28 and 21 for spot and listen.

Beren watches Jet's preparations for the day with amusement. He has no beard to speak of--even if his face ws not so disfigured. He cannot resist the urge to speak.

"Orcs would have you tied and spitted during the time it took to do all that. They would also smell the oil on your body and know you were coming."

With a smile and a shake of his head, he gets ready for the day in swift, sure movements.

Caelnin 
Monday September 8th, 2008 9:29:24 AM

Caelnin wakes from his slumber and greets Vilria and Huetheria. "Good morning girls, another day, another set of travel to do. Let's get ready!"

As he wakes, he shoots a few arrows for some practice then gets ready to leave.

Jet Second Post 
Monday September 8th, 2008 11:14:57 AM

Jet continues his preperation and in a cold manner replies. "You take to much stock in orcs my friend. Perhaps you would like to come back to reality and understand, they are also the least of our concerns, because they are willing to take bribes to avoid death."

As he trims his nose hairs, he continues, "I prepare myself for the ladies in the Land of Rest, after Gargul hands me a horn of mead and shows my the way to the party."

He goes back to his grooming practice, and that is what it is, practice.

Fatine [AC 16, HP 14/14] Dogs [AC 20, HP 13/13, 13/13] 
Monday September 8th, 2008 9:36:48 PM

before
Fatine grunts and looks at Keela. "I no say you, I say your kind. Mages. Dey no like us, tink we be savages. Don' be so touchy, sister, I tink you be a bit diff'rent dan dose others."

currentFatine wakes, takes care of any chores that she can do to help Tarketh, then wakes her dogs and feeds them a small breakfast. Whistling for her bird, she mounts and waits for the others to ride out.

Return To Index      Next Scene (Outlanders)
Copyright © 1980-2024 WoldianGames. All rights reserved.
Privacy Policy - Terms of Service - Site Map - Contact Us - SRD
 
WoldianGames Homepage