Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 7/28 Thursday April 21st, 2011 11:07:02 AM
Checking in. Out of town so posts maybe infrequent for the next few days.
Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya Thursday April 21st, 2011 11:11:10 AM OOC: Checking in. Thanks Boomy, I'd forgotten to include those ones
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 Thursday April 21st, 2011 11:17:29 AM
Check
DM Addison Thursday April 21st, 2011 12:23:19 PM
(Post will come soon. Had a presentation yesterday with some potential customers of the university. Really busy)
DM Addison Thursday April 21st, 2011 6:24:44 PM Devlin gives the boy a stern talking to about survival and stealing, then he takes the group of 3 teenage dwarves and one teenage gnome to go scouting and scavenging. The boys are happy to accompany you, and all but the ring leader take well to sneaking about. The largest and oldest of the boys simply has no knack for it, his movements are clunky and his broad shoulders crush through bushes too easily. Eventually he finds a large club-like stick and says, "I think I'll be our body guard eh?"
(OOC: Naldin is out it seems. =( Should we try to extend a hand of friendship?)
Kreyton takes a minute to lay it on the line. All dwarves stick together.... and gnomes are welcome too. (man this would be a good spot to introduce a new player eh?). He feels north to the forest is a good place to find a location to rest.
Tahni and Braugh comfort the elderly Dwarven woman, who stands and says that she will tend to the youngest children. She thanks Boomy for the large warhorse, but says that she has no skill to ride such a thing. Perhaps a donkey or a cart would help her?
En large, the group decides that North to the Forest is the way to go. Nobody knows if any civilized people reside there, but it seems to be the least dangerous place at the time.
Devlin, and Boomy take the adventurous teenagers scouting and scavenging. The large clumsy boy, whos name is Durahan says, "Hey, my uncle owns a barn that is well stocked with donkeys, carts, and oats. I'm sure that could help us stay safe on the road."
He leads you there and sure enough, there are 4 mules and 2 medium-sized covered wagons (two mules to pull one wagon). There are also two large grain silos, one filled with harvested oats, and another with wheat. There is also pleanty of cookwar, repair tools, and a couple of tents. Durahan shows you to his Uncle's safe, which is easily opened to reveal a half-dozen small white pearls... apparently the family's entire fortune saved up.
As the group opens a door in the barn, a figure starts walking slowly from the dark. It smells of rotting flesh. Durahan screams and drops his club, "Uncle Tomberry?" is all he says. Half the man's face is eaten and his eyes are glowing red as the form lumbers towards you, outstretched arms.
Meanwhile, Kreyton, Tahni, and Braugh move north with the refugees, you walk through the rubble of the city. A few undead stand up from feasting on corpses or arise from the rubble as you pass, which scares the hell out of everyone. But it largely seems that the ruckus the pirates caused distracted and dismembered enough to make passage safe.
Eventually the cobblestone roads and houses of the city turn to the dark brown of semi-volcanic soil. You walk for several hours and eventually find that the forest is dense enough to get lost in, and thus dissuade any search parties. Sure enough, a small stream runs through the center of the forest, seemingly supporting a large amount of vegetation for its size. It probably hasn't rained here in some time.
Ms. Cloverdale finally wakes up as the group enters the forest. She speaks, "What, what in the world happened? Where am I?!"
Dende runs to her and embraces her in a strong tearful hug, which makes her wince in pain and look at her stomach in horror. Dende is apologetic, but Ms. Cloverdale is far too shocked at her appearance to care.
(OOC: Yeah, you guys can keep the potions from the people who dropped. Please use the normal methods for identifying items.)
Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya d20+4=5 ; d20+9=29 ; d20+8=27 ; d20+8=16 ; d20+8=12 ; d20+8=28 ; d20+8=11 ; d20+8=20 ; d20+8=26 ; d20+8=21 ; d20+8=28 ; d20+8=28 ; d20+8=28 ; d20+8=9 ; d20+8=10 ; d20+8=22 ; d20+8=21 ; Friday April 22nd, 2011 3:06:02 AM
Tahni spends the trip speaking with the refugees, offering comforting words where able, and treating any exposed wounds. She uses the time to get to know the refugees, their professions, their relationships, but is distracted by the danger all around (Diplomacy to gather information: 5. Nat 1)
Going through her things, she finds the Scroll of Treeshape she recovered earlier, and offers it to Kreyton "I think it would be of more use in your hands" she says.
"This is not going to be pleasant" Tahni thinks to herself as Ms Cloverdale regains consciousness. "Why don't you go collect some water from the stream, Dende. I'll stay by Ms Cloverdale's side" she says to the boy.
Once he is out of earshot, Tahni places a hand on Ms Cloverdale's shoulder "Rest now. You are with friends." (Use Calming touch to remove any shaken/sickened status from Ms Cloverdale. Also, use Resistant Touch to transfer Tahni's +1 to Resistances over to Ms Cloverdale for 1min - just in case)
"Riddleport was attacked, and you have been very badly injured. There is no easy way for me to say this, but ..." she pauses to take a breath "... your unborn child has been stolen from you." (Heal check to continue treating Ms Cloverdale and stop her from getting worse: 29. Nat 20!)
Tahni looks to see if the dwarven woman who seemed to know about healing in the pavillion is about to provide assistance.
OOC: Question to DM: I'm assuming by the timeline that it's just passed noon? Just wondering if perhaps we setup camp here for the night, or if there is still plenty of travelling time left in the day.
When time allows, Tahni will attempt to identify each of the items that the party has uncovered. Per the desc: Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object. So roughly 20secs per item? I've updated the spreadsheet with each roll in order assigned to each object in alphabetical order: https://spreadsheets.google.com/ccc?key=0AinaNa7nFgVmdDJLNnAzSnhSMEJJV25qTFFMMGdlUkE&hl=en&authkey=CKXp7JEC#gid=0 Spellcraft DC to determine = 15 + Item Caster Level
======================== Spells Currently in effect: Energy Channels: 3-3=0 Calming Touch: 7-2=5 Resistant Touch: 7-1=6 Telekinetic Fist: 7
Cleric Spells Currently Prepared: Lvl 0 Stabilize, Detect Magic, Create Water Lvl 1 Bless
Wizard Spells Currently Prepared: Lvl 0 Ghost Sound, Prestidigation, Mage Hand Lvl 1 Mage Armor, Shield, Expedious Retreat
Boomy HP 14/20 AC 17/17/16 d20+4=17 ; d20+4=10 ; d4=4 ; d20+4=7 ; d20+4=13 ; d20+4=12 ; d20+4=19 ; d20+4=17 ; d20+4=14 ; d20+4=10 ; d20=9 ; d6+3=6 ; d6+3=6 ; d6+3=8 ; d6+3=6 ; d6+3=8 ; d20+7=15 ; d20+7=9 ; d20+7=17 ; Friday April 22nd, 2011 8:31:44 AM
Boomy tells Devlin to get the children to safety, along with the supplies, and he will take care of "Uncle Tomberry. Devlin, get the kids to safety. I'll do my best to hold this guy off. Perhaps I can lure him into another room and lock the door to give us enough time to escape. He hopes the rogue is able to understand that he wants the children to go because he doesn't want the boy to have to witness his Uncle's head getting chopped off. He then does his best to draw the Uncle's attention and dodge any attacks until the children are gone, after that he sets to work dispatching the zombie. Only if the child refuses to leave will Boomy try to lock it in the room / barn.
Actions: -------------- Acrobatics to dodge attacks - 15, 9 17
Hit AC 17 for 6 Hit AC 10 - miss Hit AC 7 - miss Hit AC 13 for 6 Hit AC 12 miss Hit AC 19 for 8 Hit AC 17 for 6 Hit AC 14 for 8
Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 7/28 d20=7 ; d20=8 ; Friday April 22nd, 2011 11:25:43 AM
Bruagh goes around to each of the refugees, checking on them, praying with those want it, and offering words of encouragement to those who don't. He tries to get a feeling of morale knowing it is probably low.
Diplomacy: 7 + 8 = 15 Sense Motive: 8 + 5 = 13
Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 7/28 d20=7 ; d20=8 ; Friday April 22nd, 2011 11:25:59 AM
Bruagh goes around to each of the refugees, checking on them, praying with those want it, and offering words of encouragement to those who don't. He tries to get a feeling of morale knowing it is probably low.
Diplomacy: 7 + 8 = 15 Sense Motive: 8 + 5 = 13
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 d20+1=5 ; d20+1=3 ; Friday April 22nd, 2011 1:09:17 PM
All for avoiding a fight but not quite sure as to Boomy's meaning Devlin asks the boys to help him hitch up the mules to the carts. Lets leave the old men to talk for a bit He says. Once everything is settled he will head back toward the main group.
Sense motive on boomy = 5 diplomacy to bring boys away = 3
DM Addison d20+4=14 ; d20+4=23 ; d6+3=9 ; d6+3=6 ; Saturday April 23rd, 2011 6:47:07 PM Braugh and Tahni walk around the camp, praying and talking as needed. Yes, morale is low... very low. Many people seem to be sick, some still with injuries. The children are scared stiff, the women hold the young ones and rock back and forth humming tunes to keep them calm. The Gnomish man approaches Braugh and says, "I'd hate to say it, but our chances of survival are slim to none. Without you, we are surely dead. But without us to slow you down, your group would surely make it. I admire you for staying... I will collect herbs to make into tea and medicines, since it seems our supply is low."
Tahni tells Dende to run off, which he does without question and then she informs Ms. Cloverdale of what happened to her. She looks like she would faint from the shock, if it were not for your healing expertise. She replies, "I remember. I was reading the orphans a book about great dwarven heroes when we heard the explosion. Shortly after a white-faced man and a dark figure broke into the house. I swear I did all I could to save them! Oh if only Guy were here!" Her words are barely audible through her sobs, "He will never marry me now. His child. OUR child!"
She holds her stomach (You remember that you were also informed that it would take a Remove Curse spell or something of equal power to undo what has been done to her)
You know that in early Dwarven society it is generally frowned upon for a woman to be pregnant before being married, so it is likely that the couple was keeping it a secret. Though this is a very old tradition and the youngest generations of Dwarves feel that the race's low reproduction rate combined with the tendency to go to war justifies Dwarven births under almost any honorable circumstances.
---- Meanwhile a few miles away---- Devlin attempts to shuffle the boys out of the house so that Boomy can destroy the undead Uncle Tomberry. The strong, clumsy lad Durahan says, "No. I want to see this."
He refuses to leave, but does not object to Boomy attacking his former uncle. As a matter of fact, the boy draws his club and approaches Uncle Tomberry at Boomy's side! "Lets do this together." the boy says with tears in his eyes and a shaking hand.
Boomy first acts as a distraction, that gets the creature's attention. Then the boy walks behind his uncle and smashes him upside the head! (hit AC 14 and 23 for 9 and 6 damage). When the Zombie Uncle turns to attack the boy, he shrieks, but then Boomy's guirisame comes from behind, behedding the zombie.
The disembodied head is still biting as the body falls with a thud. Durahan smashes the zombie's brains to mush with his club. Then he drops the gruesome weapon and walks outside with the others, wiping tears from his eyes.
By the time Boomy, Devlin and the boys to retrieve all the supplies and return to the camp (which visibly raises morale) It is dusk.
Baenor and his wife immediately begin examining what the group has acquired: Oats, grains, 4 mules and two covered wagons! What a haul! (did you take the pearls?)
As it seems the group decides to make camp the refugees start a fire and begin cooking dinner- oatmeal.
Tahni takes her time to identify some of the items. It is obvious that the Silver and Cold Iron daggers are not magical, and that the pink potions are clearly the same, so I will adjust your rolls a bit to avoid overlapping.
Items found in RiddlePort successfully identified: Potion #1 (necromancer's) = Undetectable Alignment (CL3). Potion #2 (necromancer's) = Levitate (CL 3) Potion #3 and #4 (pink)= Cure Moderate Wounds Potion #5 (blue) = Remove Paralysis (CL 3, can only be used on one person) Potion #6 (green) = Pass Without Trace (CL1) Golden Bolts = Bolts of Undead Bane +1 x 20 Necromancer's Wand - Wand of Blindness/Deafness (10charges remain) Ring of the Ram (20 charges remain) Short Sword of Acid+1 (green runes that Devlin pocketed) Bracelet of Friends
Not yet identified: Luna Ring and Dark Elf's broken short sword.
The large group sets up camp and a watch is set. Perception DC 15 Highlight to display spoiler: {"There are a number of yellow eyes watching the refugees from the trees and bushes.} Perception DC 20 Highlight to display spoiler: {"They are animals... probably hungry."}
Oh. And lastly: Everyone gets 500exp for surviving capture by pirates and saving refugees. Please record this on your character sheet noted with date and explanation of reward.
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 Saturday April 23rd, 2011 8:08:28 PM
Ooc; Devlin grabbed the pearls yeah. How many bolts for the golden ones? I will set tahni, braugh, boomy, and kreyton, to the bracelet of friendship. Was the necklace that devlin lifted identified?
I'm thinking about taking weapon finesse at third level. It will allow me to fight in melee effectively. Any thoughts?
Addison: I forgot about the necklace. Where was it taken from again? Also, I thought you were trying to approve some ranged sneak attack feats in the Black Genie center. Like feinting with a ranged weapon or flanking from a distance or something? If you can 5-foot hop back, feint as move action, and then attack with a ranged weapon, then why would you need melee? That is... unless you are surrounded.
Devlin, I never heard anything about the feat I submitted. I brought something up about it a while back and I think zach said something too. I never heard anything from the genie. lifted the necklace from a pirate while we were captured.
RobC: I'll find out from the Black Genie how things are going there
Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya d20=20 ; d20+7=9 ; Sunday April 24th, 2011 4:09:53 AM
Tahni takes a seat next to Ms Cloverdale. "Tina. I have something for you. On the way to Riddleport we encountered a tavern under attack from orcs. A dwarven patrol was nearby. We fought side by side, and eventually won the day. A man was injured by the orcs though. Guy Baltar. He bade me to give this necklace to you". With that, Tahni reaches into her pack and retrieves the necklace, handing it over to Ms Cloverdale. "His arm was severed in battle, but he was as stubborn as a mule and refused to go down" she says with a smile "Before heading here, he asked me to convey his desire to marry you. He was worried that in an injured state, your love for him would fade. Though he wants nothing more than to spend an eternity by your side, he said he would bear you no ill will if you chose to leave him. Rest now. It has been a stressful day, and you have much to think about."
Being so focused on Ms Cloverdale, Tahni is oblivious to much else (Perception 9).
As dusk approaches, Tahni lights a small fire. Morale is understandably very low. The smart thing to do would probably be to lay low and quiet, but dwarves always honour the fallen. She calls the caravan together in order to fulfill her promise from earlier in the day to the elderly dwarven woman. "Friends, let us take a moment to remember those who have left us." Tahni then uses Ghost sound for some background music, and Pretigidation to change the shapes of the smoke raised by the fire. The shapes will be an ever-changing group of dwarves and gnomes of different ages and sexes going about various professions.
"Many loved ones have found eternal rest. Tonight, they are by Garguls side with our ancestors. But what of us, the living? It would be easy for us to simply give up hope. But that is not the dwarven way. It would be easy for us to just run and hide away in a corner. But that is not the dwarven way!" her voice grows in volume as she speaks. She pauses to let her words sink in before continuing.
"I see before me strong and proud people. Tonight, let us honour those that are no longer with us. We must celebrate their lives. Let their deaths give us the will to go on. Draw strength from their memory. No matter what, they will never be forgotten. So now, call out their names to the night! Scream them to the darkness. Make our enemies tremble as they realise that dwarves still roam the Scab, and whilst we draw breath, this land, our home, IS OURS!"
Perform(Oratory) = 20. Nat 20! Tahni - healer, childcare worker, and now public speaker :)
======================== Spells Currently in effect: Energy Channels: 3-3=0 Calming Touch: 7-2=5 Resistant Touch: 7-1=6 Telekinetic Fist: 7
Cleric Spells Currently Prepared: Lvl 0 Stabilize, Detect Magic, Create Water Lvl 1 Bless
Wizard Spells Currently Prepared: Lvl 0 Ghost Sound, Prestidigation, Mage Hand Lvl 1 Mage Armor, Shield, Expedious Retreat
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 d20+6=26 ; d20+6=16 ; d20+6=23 ; d20+6=20 ; d20+6=15 ; Sunday April 24th, 2011 9:46:17 PM
Devlin praises the teens on a job well done before sending them off to get some dinner. He scouts the perimiter of the camp before grabbing a bowl for himself. As he eats he listens to Tahni's speech, he gets lost in the moment and thinks back on tough times he himself had. At least this time he has friends to watch his back and some sort of purpose behind his actions.
As the night passes Devlin approaches Kreyton, In the morning do ya think you could teach the teens and myself some basics in woodcraft and tracking? They need ta be kept busy ta keep them out of trouble. Thanks
Devlin offers to take first watch and will show any of the teens who can't sleep more on stealthy movement and hiding in the shadows.
Perception = 26, 16, 23, 20, 15
Kreyton | HP 8/24 | AC 18/13/16 | CMD 12 Character Sheet d20+10=22 ; d20+12=25 ; d20+7=18 ; d20+12=24 ; Monday April 25th, 2011 9:49:28 AM
Kreyton nods as Tahni speaks, his normally gruff facade giving way to an occasional tear as the night wears on. He says little beyond a couple of hear hears though.
When Devlin approaches him about training the kids, he nods. "It's a good thought. Yeah I can show em whats what and keep them in line. We'll be needing all the hands we can get to gather herbs and such if we're to survive, so it's a double boon."
As the night wears on, he tends to the fire. When the yellow eyes being to watch the group, he seems almost relieved. There is assurance in knowing here in the scab the natural cycle of predator and prey continues. He gathers some stones and sticks, fashioning some snares. He sees what he can do about some breakfast for tomorrow.
In the morning, he shows the teenagers and any who are interested some of the local plant life, and basic wood lore. He takes the time to identify which plants will be needed, and sets them to work gathering anything he thinks might be of use for the future.
OOC: Perception 22 Survival: To snare some game for breakfast: 25
Teaching wood lore and basic plant gathering that the group will need, and foraging for needed herbs: Knowledge: Nature 18 Survival: 24
Boomy HP 14/20 AC 17/17/16 d20+9=15 ; d20+9=15 ; d20+9=22 ; d20+9=12 ; Monday April 25th, 2011 9:49:46 AM
Boomy looks around and notices yellow eyes watching the group. Lads, I think we better prepare ourselves. I can see yellow eyes through the brush. I don't know if they are animals or the pirates, but I don't relish the thought of waiting to find out. He motions for the rest of their group to join him, and draws his sword.
Actions --------- Perception to see the eyes = 15,
Perception to stand guard = 15, 22, 12 P.S. Boomy took the pearls.
Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 7/28 d20=11 ; Monday April 25th, 2011 11:31:10 AM
Bruagh claps the Gnome on the shoulder. "Know that I'll not be leaving you alone. Not until we get you somewhere relatively safe.
Bruagh remains stoic during Tahni's speech and show. His mind drifts back to better days. Days underground. Mornings hammering mithril into beautfiul armor, afternoons exploring the tunnels with his boy, and the nights snuggled next to his wife. The memory is painful yet welcome. It reminds him what he is fighting for, and why he can't abandon these people.
As Tahni's speech draws to an end, he gathers his thoughts, steels his resolve, and goes to see what Boomy means by yellow eyes.