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Exploring the Island


Co-DM SteveK (Into the Bush) 
Thursday August 16th, 2012 5:53:48 PM

Introductions made, equipment settled, and communication with the town assured, the WLA heroes are ready to go off on thier exploration.

The day dawns bright and clear as the eight heroes and 2 mules make thier way through the half-finished streets of Rum to the main gatehouse. Workers there pause to give Brom a wave for the help he supplied the week before, and away they go!

Within a half-mile of the wall, the last signs of civilization have ended. The terrain is mostly forested and hilly and the going is slow. Small streams and trickles cross between each hill, and nearly every hill has a meadow area where going is easier.

Going straight into the island for a day and making camp, Harvest notices something unusual with the Fixers map. It is only drawing a thin line on the parchment!

Barratore Steelwind (Dan K) AC: 18, CMD: 20; HP: 30/30Character Sheet  d20+2=18 ;
Thursday August 16th, 2012 6:33:14 PM

The minotaur moves to extend his hand to the newest member of the group, "I am Barratore Steelwind of the Starlight clan. Well met dwarf Anro." Barratore is a large powerfully built minotaur with a large barrel chest, powerful arms and thick legs. He appears designed for one task, combat. A large bastard sword hangs at his side and a small stack of javelins in a sheathe on his back. His eyes are large black orbs, with a black diamond mark between them that stretches from the top of his head to his snout. His fur is a reddish brown with streaks of black as well. Barratore dresses in well kept Breastplate armor with an oil skinned leather cloak, a brown waist coat that comes to about mid thigh with pockets, a belt pouch and pack

If the minotaur finds the dwarf's appearence odd, he doesn't show it. Barratore does let his gaze linger on him on the whole. Perhaps sizing him up and mentally placing him within the groups hierarchy. Barratore nods to an unspoken question and then steps away to grab his pack

Barratore walks near the front of the group, javelin in hand and casually takes in the surroundings as they proceed away from the city. [Perception 18]
Noticing the map, Barratore offers, "It was said the map drew what you would see. perhpas the entire map represents the entire possible island and what is being drawn is all you see from here. We are looking at the map as if from a great height? Maybe as the map holder you can will a closer view?"

Harvest Moon (HP27/27; CMD 19 / AC17) - Al  d20+12=15 ; d20+12=19 ;
Thursday August 16th, 2012 7:35:12 PM


Harvest Moon looks up from the map at Barratore Steelwind. She had been much distracted from foraging, and despite the bounty of the land, she hand been able to find less than she had wanted to for the League Adventurers.

Where are the streams and hills and meadows? 'We are looking at the map as if from a great height? Maybe as the map holder you can will a closer view?' Harvest Moon nods her ascent to the minotaur and turns back again to the Fixer Map. She imagines herself a great bird with steely eyes and a curved beak. She folds her wings, allowing the air to drop out from under her, and she dives back down toward the earth, back to the forested hills, back to the interspersed meadows, back to the streams that wend their way between, back to the camp and the small band of peoples. The mind's eye of Harvest Moon takes the air under her once again and rides the currents just above.

And she looks down once again at the map.

+++++++++++++++++++++++++++++++

Survival 15 for Foraging: Self and two other persons.
Perception 19

Day's Spells
0-Level: Flare, Guidance, Virtue
1-Level: Cure Light Wounds, Magic Fang, Entangle(d)

Lemick 4-Leaf Sted/Anthony hp 12/16, ac 20/12/18 
Thursday August 16th, 2012 9:34:53 PM

Lemick enjoys the walk, being watchful most of the time, but without any lurking dangers hour after hour his mind wanders. He considers the clouds to see if Waard has sent him any other messages as he had with the WLA.

The map perplexes him, unsure how much detail should have been present -- mages tended to overstate their magicks just as artist and daredevils do. "Perhaps if you touch it at a specific location it will fly down and give us a more local view?"

Peza  d20+6=26 ; d20+7=15 ;
Thursday August 16th, 2012 9:41:13 PM

Well rested from a good nights sleep ... Peza takes point position .... leading the group through the forest and hills ... searching for paths or open walking areas for a ease of movement ..[survival check d20+7=15]

As she walks .... the ranger keeps her eyes and ears open for tracks and sounds of creatures ... getting a sense of the reas eco systym

Gerox Shale ac 13 hps 18/23 
Thursday August 16th, 2012 10:18:56 PM

Gerox uses his speak with animal spell to introduce himself to both mules trying to win their trust and friendship. As the group moves off into the jungle and the strangeness of the map is discovered, he pipes in, "Could it just be the scale of the map? Maybe we should try and envision the draw section bigger. We could also take some time to walk in a circle to see if the map fills in. " He ponders some more and says, "Harvest why don't you try and climb a tree so you can see farther. See what happens with the map then."

After the group makes camp, Gerox will set up the camp fire peeble. "Did anyone see any good hunting along the way? We should pause when we see it to take advantage of it." Gerox also takes some time to fill his waterskin along the way or at the camp if they are near a clean water source.

Brom the Barbarian; AC: 18 (T 12, FF 16, Raged 16), CMD: 20 (22 Raged); HP: 35/35 (41/41 Raged); DR 1/- (2/- vs. non-lethal)  d20+7=12 ; d20+7=12 ;
Friday August 17th, 2012 10:24:35 AM

Brom is out front with his great axe in hand. He clears underbrush and small trees to give the others and the mules a better path to navigate. He keeps his eyes out for danger, both natural am unnatural.

Survival dc12, Perception dc12.

Co-DM SteveK (Learning of the Map) 
Friday August 17th, 2012 1:14:05 PM

The day and weather have been cooperative and the group have made thier first camp. With the magical Tent set up and a fire going, the group is able to sit down to dinner. Between the Survival knowledge and skills of Harvest, Peza, and Brom (the only ones to do a Survival Check), they have enough food for all eight adventurers; a combination of edible (and sometimes tasty) plants, fungi, and a few shot squirrels. Brom has enlarged the trail they are making just a bit, and Gerox considers refilling waterskins, though he doesn't know what is a clean watersource (Skill check?). Eeoh and Sarah have been able to forage enough on thier own, so the group doesn't have to break into thier stores at all. Maybe they ARE experienced enough to live off the land!

While most of the group has been content to just look and let the environment wash over them in a wholeistic immersion, Barratore, Harvest, and Brom (the only ones to have done a Perception or Knowledge Check) have taken a closer look at their surroundings. They have seen the area is hilly and forested, with occasional meadows of tall grasses and hidden ponds and swampy ground among the low areas. Insects abound, and the sounds and occasional flushing of animals in hiding indicate a normal level of activity by normal temperate animals. Further away, the occasional fox, deer, or eagle is seen going about their own business. At night, insects take up thier calls, and the hero's fire reflects the eyes of curious animals, with the occasional bat or owl sweeping through to grab at the attracted insects.

The map is perplexing, but with Harvest, Barratore, Lemick, and Gerox pondering the image, the answer becomes easy to recognize. The map isn't just a line. Looking at the map closer, the line thickens and thins and has textures and colors. It is in fact a faithful representation of everything Harvest was able to see within a couple hundred feet! There is the blue line of the stream they last crossed, and the openness of the meadow receding into a very thin line when the trees bunched in close about the group! it dawns on the group that they can't just walk in a straight line, but will have to range over every hill and valley to get a good map.

Evening is passing and night is approaching. While having a camp, the WLAers have about an hour to determine how they are going to spend the night out in the open, away from the shelter of city walls and comfort of other people...

Arno  d20=12 ;
Friday August 17th, 2012 2:47:27 PM

As the night comes upon them, Arno starts to feel more alive. The darkness has always been his friend. With no real duties except maybe gathering more firewood, Arno makes a circle of the camp trying to note if he can make out any danger out there.

Perception: 23

Harvest Moon (HP27/27; CMD 19 / AC17) - Al  d20+10=14 ; d20+6=10 ; d20+5=14 ; d20+12=32 ; d20+12=28 ;
Friday August 17th, 2012 3:21:46 PM


It is a great relief to find that the map is not already broken. That it is as Barratore Steelwind has said. It is only that the view from very high up does not yield the detail that can be had from a closer look. To fill in more details, it will be necessary to crisscross back and forth in the manner of filling in a drawn shape with a pen or chalk. Perhaps it would be best to trace the entire outline of the island by traveling the coastline first, thinks Harvest Moon. And she asks the other League Adventurers their thoughts upon this idea. Harvest Moon looks about her at the terrain, but, as it is, this evening it is difficult for her to know which might be the best direction in which to head for the coast.

As the sun begins to set over the edge of the Wold, Harvest Moon spends some time with Eeoh and Sister Sarah. She speaks to them with wordless soothing noises and feeds them tender plants that she had foraged during the day. They are kindly animals. Sometimes stubborn, but generally good natured.

Before night fully falls and she settles in for sleep, Harvest Moon observes the sky, she feels the air, she touches the leaves of the plants, and through these things, determines the weather for the next four days.

And when Harvest Moon is waken for her shift at watch, she maintains a vigilant eye, her sight, born of the elf, sees clearly in the light of the moons of the Wold.

+++++++++++++++++++++++++++++++

Knowledge Nature 14 (To determine best direction to head for the coast)
Knowledge Geography 10 (To determine best direction to head for the coast)

Handle Animal 14 (for affinity with the mules.)
Survival 32 for predicting weather = Next 24hrs and 3 days beyond that.
Perception 28 (For watch)

Day's Spells
0-Level: Flare, Guidance, Virtue
1-Level: Cure Light Wounds, Magic Fang, Entangle(d)

Barratore Steelwind (Dan K) AC: 18, CMD: 20; HP: 30/30Character Sheet  d20+2=15 ;
Saturday August 18th, 2012 5:32:25 PM

Barratore agrees with the others that the group is going to need to pattern thier walking, but he still believes the group should move to create a base camp and pattern out from there. "I say move for another few days, then set our camp and spiral from it". The minotaur volunteers for the first hours of the watch

[perception 15]

Gerox Shale ac 13 hps 18/23 
Sunday August 19th, 2012 11:44:41 PM

Gerox holds a pointed stick to the fire with a skinned squirrel upon it, he slowly turns the furry tailed rodent to evenly cook it. "I don't think we should take up any grid walking to try and fill in the map yet. I think we should just take another day of hiking looking for a good base camp to stay in. From there we can scout around for 3 days heading in 3 different directions making a loop. Remember, we are here to look for resources for Rum, possible issues and enemies and see if we can find any trail of these Beastlords. As we do our loops, I think we keep an eye out for those things. I am not interested in becoming a mapmaker, but using the map as a tool. Once we find something of interest, we fill in the map more closely."

Gerox will take the predawn shift to make sure I can get my spells back from the previous day.

Daily activities:
Everynight before bed, Gerox will cast his speak with animal spell (if available) to check in with the mules. He will include Harvest in this so they both can train the animals to more tricks.

During the day's march, Gerox will do a perception check taking 10 for a 15 every 5 minutes. He will take in terrain, possible food sources and other resources and of course look for danger

Brom the Barbarian; AC: 18 (T 12, FF 16, Raged 16), CMD: 20 (22 Raged); HP: 35/35 (41/41 Raged); DR 1/- (2/- vs. non-lethal)  d20+7=25 ; d20+7=18 ;
Monday August 20th, 2012 8:47:23 AM

Survival dc25, perception dc18

Brom agrees with the others. A central camp is probably the best course of action. There are enough who understand nature well enough, they should ne able to fond s good defensible location.

Brom will take either a dusk or last shift, preferring to be alert during many predator's hunting times.

Co-DM SteveK (First Night Out) 
Monday August 20th, 2012 9:40:55 AM

Night falls quickly in the forest, and the sounds increase as light diminishes. Warbles, chirps, and buzzing sounds come alive as Insects take up thier calls. The hero's fire reflects the eyes of curious animals, with the occasional bat or owl sweeping through to grab at the attracted insects.

Now that the secret of the map is discovered, the group is falling into to thoughts on how to accurately map the island. Harvest suggests to circumnavigate the island and then do a crossing pattern to fill in the space. Barratore suggets a central camp and then ranging out from there. Gerox and Brom agree with Barratore, and the rest realize they have to choose as well. The group is naturally falling into a system recognized by many other adventuring parties who do not have a clear, strong leader: the majority rules, and the rest will agree to the plan of the moment, knowing that they may be in the majority the next time a descision is called.

Another question arises once the first is settled; the question of keeping a watch, and how. The spellcasters need 8 hours of rest a day (not necessary for it to be uninterrupted), and an hour's watch each is the simplist method available. By whatever method the group chooses, Arno, Harvest, Barratore, and Brom all know they have to keep thier eyes open while they guard their companions and the two mules.

Harvest, with her affinity for maps and hard-won skills know the best way to the coast from here is right back to Rum, where Scully's Heroes have sailed out a week prior to do a detailed mapping of the coastline. To avoid Rum and get to the coast, she doesn't think it really matters if they head north or south. Eeoh and Sarah are even-tempered animals and the half-elf has little problem getting them thier feed and calming down for the night. With the last of the light, Harvest is able to predict that there will probably be some rain every day for the next 3 days, but not a big storm.

Gerox finds that the two mules are fairly intelligent for members of thier species, and while they understand they are not as safe as within a stable and many people, neither one minds walking in the grass and water for most of the day. "Easy work", nods Eeoh while looking at Sarah and Gerox. "Good food. Interesting", replies Sarah agreeing.

The night is deep with only the orange glow of the campfire reflecting the thin tent entrance. It is time for the watches and sleep.

...............

ooc: PbP format is difficult to coordinate some things that are easy on a tabletop, like when each person is taking a shift. My plan is I will take the number of PCs that are on watch-shift and if a random encounter or planned night encounter occurs, I'll just roll a die to determine who happens to be on watch.

This means it doesn't matter who is watching when. All the Player has to do is Roll any relevant skills for thier shift (whenever that is), and the die will determine when something happens.

So far, Arno, Harvest, Barratore, and Brom are alert enough during thier watch to possibly notice anything (if anything is there to be noticed).

Arno  d20=17 ;
Monday August 20th, 2012 12:48:06 PM

During his watch, Arno makes a circuit of the perimeter, and keeps to the shadows as much as he can. He is reminded too much of his previous expeditions, so is being even more cautious and more alert than normal. He hasn't seen any of these people in action, so waits to form any opinion. His mind wanders a bit to the books in his pack. He is determined to start to lay a foundation for his businesses when he can get enough scratch to buy a plot. Brushing at some imaginary dirt, he sighs as he swivels his head. He knows hes been lucky so far. He just hopes it still runs true. Brushing against his weapons, he feels the blowgun strapped to his forearm. he smiled at some of the lame comments, that was until he proved that he was a deadly aim with it at a tavern once. The second was when he took down some bandits with the sleep toxin he had coated those darts with; if he wanted to it could have been the poison. But he was trying to be good.

Going back and stiring up the embers of the fire, he went and sat down on a big piece of wood that would probably go into the fire to keep it going the rest of the night. Arno pondered the mapping question. He has been more used to someone just saying 'this what we are going to do' verses asking what everyone thought. So he thought.

Honestly he felt that Moon had the right idea. She seemed to know what she was talking about and it had nothing top do with her being a female or part elf. Besides, with the ocean on one side of them they would always have an idea of the right direction. Normally the sea would provide protection; butArno has found that there are things that venture from the water; deadly things. Well, that's what they pay me for, he thought. Still, he liked her idea better and better. Looking around more closely, he stood up. Time for another silent and cautious stroll around the camp.

Stealth: +26

Harvest Moon (HP27/27; CMD 19 / AC17) - Al 
Monday August 20th, 2012 1:07:13 PM


Harvest Moon spends a portion of her watch, drawing and writing in her book of maps. Frequently, and at unpredictable intervals, she raises her head to look about the camp and listen into the night with her keen half-elven senses.

To establish a camp for a base is not a thing that she would have considered. Rum is their base, is it not? Would it not be best, and most orderly to begin there and map outward?

And yet, thinks Harvest Moon, if the island is big, it may be best to find another base from which to begin. The area around Rum might be easily mapped by those already within the city. It is for they, the explorers of the Woldian League, to map the more difficult places. Also, such a secondary base might one day provide a convenient place for an extension of Rum. A fort, perhaps, charged with protecting the outlying areas of Rum. Or, perhaps a village that supplies Rum with food or timber or metal ores.

The wisdom of Gerox, Brom and Barratore Steelwind now comes clear. One or two days out from Rum should be ideal for such a place, and Harvest Moon begins a list, penning it within her book, of things that such a base should have. Tomorrow she will speak of these things with the others. She begins her list with ...

Water.
Woods. (Timber and hunting.)
Defense.

+++++++++++++++++++++++++++++++

Day's Spells
0-Level: Flare, Guidance, Virtue
1-Level: Cure Light Wounds, Magic Fang, Entangle(d)

Lemick 4-Leaf Sted/Anthony hp 12/16, ac 20/12/18  d20+4=8 ; d20+4=7 ;
Monday August 20th, 2012 4:58:34 PM

Lemick finds com fort away from hussle of the ever expanding city of Rum. While no expert, he preferred the quite of the wild -- course that generally meant the tamed wild.

He'll take whatever watch is necessary as his spell skills were not necessary this day.

At the camp, Lemick takes a closer look at the over environment from the contour of the land and it's naturalness, looking for things that seem out of place or unnatural (Knowledge Nature 8, Knowledge Geogrpahy: 7).

Lemick puts his vote in for Barratore's idea, spiralling out, figuring that would allow them to always be closest to "safe" areas.



Bralin the Stonesinger  d20=2 ; d20+4=10 ;
Monday August 20th, 2012 9:09:02 PM

Perception 2
Survival 10

Bralin spends an uncomfortable night in the open, with "open" being the key phrase. The numerous stars in the sky only accentuate the lack of a nice closed roof, which the dwarf was able to ignore more easily with the various duties of travel upon him.

His diligence wains as he becomes more distracted by the night sky, and he even finds several excuses to duck back into the tent.



Gerox Shale ac 13 hps 18/23 
Monday August 20th, 2012 9:12:19 PM

Gerox sleeps well and wakes for his shift without being woken. He stretches, yawns and then leaves the tent to relieve whomever happens to be on guard duty at that time.

Before dawn comes he will start boiling some water and preparing breakfast for the group, while taking in the sunrise.

Peza  d20+1=21 ; d20+6=19 ; d20+7=8 ; d20+11=24 ;
Monday August 20th, 2012 9:15:17 PM

Trekking along Peza keeps her eyes and ears open .... she absorbs what she see's [d20+1=21 !! know - geography]...

During the discussion of the map and how to maximize what they see ..." well we could also stop now and again and climb a tall tree ....it will be be a different perspective but might be helpful ... at least worth a try "

Once they make camp ... the ranger decides to take the lead in cooking ...she gathers what everyone has gathered or hunted and makes a tasty stew adding some of the spices and herbs she brought along ...

" I agree .. a base camp is a good idea .... a good defensible position ... with a view "

As the group settles for the night she sleeps before she has to take her turn on watch .... when awaken for her hour she circles the camp ... finding a suitable tree she climbs up it ...settling in at her vantage point she keep a watchful eye on her surroundings .. [stealth check d20+11=24]

The owl catches her eye .... the ranger grins as it hunts .... " we're like sisters ... stealthy hunters "
it was agood sign .. if they were predators about the bats and owls would be silent ....staying hidden until the danger passed ...as the owl flies from veiw .. Pexza says a silent pray for the forest to watch over her her sister of the night ....



Arno 
Tuesday August 21st, 2012 8:50:35 AM

As Arno wakes, the light temporarily blinds him. He can hear people moving around and the smell of breakfast starting. Rubbing his eyes he stands up and grabs some of the wood he has collected and sets it over by the fire, ready when needed. He then moves off a bit for his morning constitutional.

Upon returning to his place, he digs through his pack, replacing everything he had taken out. He always keeps his things ready to go. He remembers from previous times, that's whats saved him; always ready to go with everything you owned; either forward or backwards.

Glancing about, he sees he has stowed all his things. Looking up he sees it will still be a while before breakfast. Moving himself and his pack nearer the fire, pulling out one of his books, he sees its the one on paper-making, Arno starts to read.

Barratore Steelwind (Dan K) AC: 18, CMD: 20; HP: 30/30Character Sheet 
Tuesday August 21st, 2012 9:21:15 AM

Finally open sky and space to stand and not squat or hunch over. Barratore is no woodsman or hunter, but he is a taur and the joy of the vast open lands appeals to his very soul. The camp set and settled, he begins a walking path about the perimeter at thirty feet. An even pace he passes by the same point nearly every two minutes. He retires after a hundred trips

Morning calls Barratore for food and he rises relatively easily to hunt down Peza. "another day to find adventure" he says to no one in particular thanking Peza and anyone else who may have had a hand in organizing breakfast, Barratore eats and then assists in clean up

Brom the Barbarian; AC: 18 (T 12, FF 16, Raged 16), CMD: 20 (22 Raged); HP: 35/35 (41/41 Raged); DR 1/- (2/- vs. non-lethal) 
Tuesday August 21st, 2012 10:36:38 AM

Brom feels at home under the open sky. He takes his time taking in the smells and sounds of the night. When morning comes Brom puts his armor on before anything else. After exiting the tent, he grabs some food and finds a rock or log to sit and eat.

"We need to find some high ground. Just to give us some basic land features."

Co-DM SteveK (First Week) 
Tuesday August 21st, 2012 11:57:17 AM

Morning dawns, and the WLAers are able to break thier fast and pack up camp with little trouble. Nothing disturbed the guards in the night, though occasionally, small eyes peeped at them from dark bushes before winking out. Nearly every hero thinks a base camp is a grand idea, and so, setting action to thought, the group heads further into the hills.

Two days of tramping later, and the group pretty much determines they are far enough away from Rum to set a permanent camp and start doing thier cloverleaf examination of the area. The group identifies an adequate area, camp is set, the nearby area is familiarized by the heroes, and daily expeditions to map the area begin!

Arno contemplates his blowgun and the sleep and poison extracts he one day hopes to get. He knows the alchemical (or natural poison) process to acquire these infusions is tricky, and unless he is more skilled in working with the concoctions, there is an even chance that he will poison himself everytime he dips a dart. So too, Rum being such a new city, there is no underground for the dwarf to find someone else to make and sell sleep or poison extracts, and poison is not something that he could just walk up and ask anyone for on market day!

Harvest started making a list of what would be a good campsite, and is pleased she found it. A stand of tall branchy pine trees provides plenty of near- wind and rain resistant roof and walls, and the acidic pine resin has kept away all groundcover. The place is fairly level with two good areas for a tent and field-expedient corral, and on the other side of the hilltop is one of those bubbling water sources.

Peza suggests occasionally climbing a tree for a better view. It won't help the map, since the group has already discovered that the maps line of sight stops at a couple hundred feet, but it may give a good veiw of the area for the heroes.

Brom suggests, more than a tall tree, to get to the highest points of the island to get a general view.

The next week convinces the group of three things. The first is that thier plan is producing a good map for the Fixers. Each evening, Harvest is able to draw her own map based on what is drawn on the Fixer Map. The group has carefully identified streams and a couple of deep, cool artesian pools, usually under cut-away sections of deep forested hills. The second is that most of this area of the island is hills and woods and it is taking a good and long time to get that accurate map (No matter, though, for the group has nothing but time!) The third is that the local fauna seem to be afraid of the group. While there are signs of fauna, the group has seen very few animals or birds of any sort.

At the end of a week, the group has fairly well mapped in all the spaces possible from this location. The terrain wihin a days walk has remained the same; forested hills with mostly broad leaf trees and stands of pines, streams, occasional meadows, and the few artesianal springs. The hills have been getting higher to the west, and the group knows they have yet to get to the spine of the island, a couple of days ahead. Harvest's weather has been very predictable, and it has been overcast most of the week, with a light drizzle through the morning and the sun breaking through just enough in the afternoon to get relatively dry before nightfall.

It is evident that the group has another decision to make. They could either do multi-day treks to gain more mapping ground, or push further into the island to find and set another camp.

Harvest Moon (HP27/27; CMD 19 / AC17) - Al 
Tuesday August 21st, 2012 1:07:02 PM


"I think that Brom is right." One morning, after divining the weather for another two days, Harvest Moon spreads the map out beside the breakfast things. "It would be best to find a high place from which we might better see the land." She places a finger within the center of the area that they have explored so far to indicate their current location at the base that they have found. "We should go this way." Her finger and thumb form an arch over the distance between the center and the left outer edge of the discovered area. She swings her finger about the pivot of her thumb to mark out a distance even further to the left, indicating the least distance that they must travel in order to establish another base. Had she known that a tool for doing just such a thing existed, she might know its name was a Divider.

"We should go to this place. To the west. It is where the land rises." Harvest Moon lifts her head, casting about as though sniffing the wind. She finds the direction which she knows to be north and then points in a direction ninety degrees to the left of there. "That way," she says in a matter of fact tone. "West is there."

+++++++++++++++++++++++++++++++

Survival Taking 10 = 22 on Weather Prediction. Predicts 2 days ahead.
w/at least 1 rank in Survival, you automatically know North.

Day's Spells
0-Level: Flare, Guidance, Virtue
1-Level: Cure Light Wounds, Magic Fang, Entangle(d)

Bralin the Stonesinger 
Tuesday August 21st, 2012 8:40:17 PM

Bralin looks over the map as Harvest explains what the group should do. The dwaf merely nods his assent, and waits patiently for the others to comment.

Peza  d20+6=16 ; d20+7=26 ;
Tuesday August 21st, 2012 8:44:22 PM

Being more of a city girl ...Peza feels a little exposed in the open ..... no walls , buildings or people moving about ... but she feels more comfortable as the days pass ...seeing her friends feeling at home in the wild ... her unease fades ..

As she explores .. the ranger notices the lack of wildlife .. at least openly .... so she changes tactics ... Peza starts to look for tracks ...droppings and other markings on the ground and trees ... all animals mark their territory in some fashion .

During the exploration she will climb up trees now and then ... hoping the veiw helps spot any movement of the local wildlife .... putting to use her WLA training skills

The raven haired girl agrees with leapfogging to another campsite .... the higher elevation should give better sight lines for spotting movement in the forest and surrounding hills

d20+6=16 perception check
d20+7=27 survival check



Lemick 4-Leaf Sted/Anthony hp 12/16, ac 20/12/18  d20+7=8 ; d20+4=21 ; d20+4=10 ;
Tuesday August 21st, 2012 9:48:35 PM

"Higher ground is good," agrees Lemick. He's in favor of moving camp, rather than longer multi-day treks.

Lemick continues to look about for signs, especially uncharacteristic signs. The lack of fauna being one that is growing more on his mind.

Percpetion: 8 :(
Knowledge(nature): 21
knowledge(geography): 10

Gerox Shale ac 13 hps 18/23 
Tuesday August 21st, 2012 10:50:45 PM

Gerox sighs as he looks around the camp that they had already established. He whines, "Another latrine pit to be dug, another fire pit to be ringed with rocks. I finally found a log that fit my butt just right when we we cook our food. Still no one said an adventurers life had to be comfortable. It is nicer when it is, but I guess I can endure.

He looks up at his taller companions, "I think we should try and find some altitude as well. We need to find some high ground. I bet those flying beastlord scouts live up high somewhere. While this week has been effective, all we are finding is some pine cones. Not going to pay the bills that way. Only way to get rich as an adventurer is to loot your fallen foes corpse. We need to find some foes!"

Brom the Barbarian; AC: 18 (T 12, FF 16, Raged 16), CMD: 20 (22 Raged); HP: 35/35 (41/41 Raged); DR 1/- (2/- vs. non-lethal)  d20+7=27 ; d20+7=15 ;
Wednesday August 22nd, 2012 8:40:15 AM

Brom gives a nod in agreement to Harvest's suggestion to head west. "I don't like we've seen little to no signs of animals in the area. Could be beastlords, but don't like it." After camp is packed up, Brom again takes lead, with axe in hand, clearing the path so others can move easier through the forest. He, like much of his companions, keeps an eye, or two, on the surroundings.

"At least you won't have ta dig one on the way back ta Rum." He says to the gnome trying to lighten his mood.

Survival dc27, perception dc15.

Harvest Moon (HP27/27; CMD 19 / AC17) - Al 
Wednesday August 22nd, 2012 8:50:51 AM


OoC: If we do move on and trek west (or trek anywhere), Harvest forages for the party. Taking 10 yields 22 which is sufficient to provide for herself and 6 others.

Perception is likewise 22 with Taking 10.

Co-DM SteveK (A Month of Exploring) 
Wednesday August 22nd, 2012 10:50:29 AM

Although there is some good natured griping, the heroes all agree that high ground and a view of the island is necessary. Further, setting up a series of camps to explore the local area and then moving on seems the most sensible way to go about mapping. It is clear after the first week that while the Fixer's Map is magically accurate, it is also so shortranged, that Harvest's Map has been able to have some generalities, like the far away mountainous spine of the island that the Fixer's Map keeps blank.

There is some concern about the lack of animals in the area, and some take a closer look. There are definitely animals. The heroes can see thier eyes at night, thier tracks by day, and scat, nests, and other sign to show there is a healthy environment here. Small traps at night net the group rabbit and the occasional fox. Signs for badger, deer, wolf, otter, and beaver are also seen. Occasionally, a flash of an animal is spotted, but the larger ground animals are very, very skittish and run at the first sound of the clanking troop. Birds are seen, even large eagles near the rocky mountaintops, but other than small songbirds, and the nighttime owl and bat, they too stay away from the group.

Moving and camping and exploring have allowed the heroes to realize another bit of knowledge. As long as they take their time, they are experienced enough to live off the land. Harvest, Peza, and Brom are able to find plenty of food for the expedition, and being on an island with mountains, it is nearly impossible to be lost!

The daily rains do not damp the heroes spirit, and as they get higher and closer to the mountains, the weather changes. The group goes through an entire day of a steady downpour, making walking through mud and swollen streams an exhausting trial. The next day is foggy, but the day after is bright and clear with the clouds away, a cool breeze from the mountains that are now close.

Another week passes while the group camps, scouts, and then moves on, this time over a saddle in the mountainous spine and to the other side of the mountains before making camp once more. The wilderness saavy heroes scout a good location for a camp that has a very good view of the other side of the island. From here and piecing together her maps from the last camp, Harvest is able to get a good idea of the shape of the island that the group is on. The Island is almost 75 miles long and more than 30 miles wide at the widest part. Since the city is nestled near the southern tip of the Island, the WLAers have been moving steadily north, and now on the other side of the spine, can see the northernmost third of the Island.

Arno  d20=4 ; d20=10 ;
Wednesday August 22nd, 2012 10:55:57 AM

As they moved on, Arno had to admit one thing; this group had survived longer than some he had been with. Of course nothing had happened. At that thought he reached into his pouch and found his luck coin.

It was a wood chip, fairly large that a druid had given him. On one side there was a 4-leaf clover that had been glazed over with sap. The 4-leaf was the usual sign for good luck since they were so rare. On the other was a 3-leaf cover; common so not lucky. The druid said he could flip it to see if good or bad luck was coming his way. He tried flipping it, but because it was made from wood, didn't want to. The druid just laughed, saying it was a lesson he had to learn about making his own luck.

Never being one to be laughed at, and liking to prove people wrong, he decided to fix it. He took the wood chip to a silver smith who trimmed the edges of the wood and laced it with silver. It wasn't as big as it once was, now the size of a normal coin, more circular. And after the silver had cooled, Arno was able to flip it. So now, when in a tight spot and he could flip it, when the 4 leaf showed up he usually was lucky at what he was doing. But if the 3 leaf appeared, then he wasn't as lucky.

He had decided not to flip it yet, not wanting to draw either good or bad luck just yet, but he was tempted.

And while the group was mapping out the lay of the land, Arno was doing his own mapping. Since he was trained in brewing, he was watching for any ingredients to make his brews. He knew where ever people gathered they were going to be thirsty And to have good drink was also a way to have a steady income when the time comes he can no longer go adventuring either through age or accidentally. He wanted to be prepared, so he was looking to see if he spotted anything good, and made a note in his brewing book.

Perception 11 + 4 = 15 Craft: Brewing: Beer 8 + 10 = 18


Harvest Moon (HP27/27; CMD 19 / AC17) - Al  d20+10=16 ;
Wednesday August 22nd, 2012 12:48:38 PM


It is refreshing to be high up in the mountains. Harvest Moon points to the heights of the spine and speaks some words to Bralin the Stonesinger in the language of the stone creatures. It is a language that sounds of moving earth, the grind of rock and the sift of sand. What she says does not translate well into Common, but it speaks to the strength of the back of their island.

In addition to foraging, she had kept a weather eye out for new plants and useful plants. In the evening, along with her mapping, Harvest Moon drew into her book, the pictures of these new plants from the seeds and samples that she had collected that day.

Now in their camp on the far side of the mountain pass, Harvest Moon draws the outline of the island within her book, drawing the shoreline, the boundary with the sea, in relation to the discovered areas, as she estimates they should lie based upon what she has seen from the heights of the mountains.

+++++++++++++++++++++++++++++++

OoC: Harvest Moon now speaks Terran.

Knowledge Nature: 16 / For Plants

Day's Spells
0-Level: Flare, Guidance, Virtue
1-Level: Cure Light Wounds, Magic Fang, Entangle(d)

Gerox Shale ac 13 hps 18/23  2d4+2=8 ;
Wednesday August 22nd, 2012 3:31:00 PM

Gerox tramps along with the others, hitching a ride from Barratore when they have to cross a stream or river. He is to easily swept away at his size. He asks the others, "I am concerned that we are not seeing more large game. I know you tell me they are about but if this island hasn't seen to much humanoid life on it, why are they so skittish? I expect we are not alone in hunting for a meal. Has anyone seen any tracks that might belong to an intelligent race?"

Gerox keeps up his habit of checking his surroundings every couple of minutes (taking 10 on his perception rolls for a 16)

If Gerox does see any larger game like a deer he will launch a magic missile at it doing 8 points of damage. (hey he doesn't have a bow)

Lemick 4-Leaf Sted/Anthony hp 12/16, ac 20/12/18  d20+7=17 ; d20+7=18 ;
Wednesday August 22nd, 2012 7:49:23 PM

Looking northward, Lemick wonders how far it is to the next land mass. Given the long walks, he has plenty of time to let his mind wonder, the game seems skitish -- much more than at home -- much more than an isolated island of animals with few predators should be. These animals fear being hunted, they fear humans or bipeds -- he concludes they fear the beastlords.

At night, along the mountain ridge, Lemick spends time looking outward for a light source.

Perception: 17

At sunrise and sunset in particular, Lemick look seaward to look for Scully's ship.

Perception: 18

Peza  d20+6=25 ; d20+7=26 ; d20+11=31 ;
Wednesday August 22nd, 2012 10:01:03 PM

Growing more comfortable in the great outdoors .... Peza takes her experiences and puts them to good use helping to provide for the group .... hunting for food and tracking for infomation

Perception check d20+6=25
suvival check d20+7=26

The raven haired girl actually enjoys hiking in the rain ... most people and creatures too avoid going out in the rain ... but its a perfect cover to scout about quietly as the sound of rain masks the sounds you can make as you travel ...

Getting handy in setting up new camps .... Peza continues to do her ebst to set up the camp with good sightlines ... no need to get quickly ambushed by anything that might do them harm ...

Taking her turn on watch ... the ranger does her watch as she has done before ... climbing up a tree .. setting up a small tree stand .... taking her cue from her sister of the night .. the owl ... she keeps her movement and noise to a minimun ...

stealth check d20+11=31 !!! nat 20 !!

Bralin the Stonesinger  d20=11 ;
Wednesday August 22nd, 2012 10:07:24 PM

Perception 11

Feeling much more comfortable in the mountains, Bralin observes the surroundings with a practiced eye.

Harvest speaks, and Bralin's eyebrows shoot up about ten feet over his head. The dwarf answers in kind, praising the mountain's strength and power. He also takes the opportunity to slip in a phrase or two on the virtue's of patience and caution, and waits - with a gleam in his eye - for the young girl's reactions.

Barratore Steelwind (Dan K) AC: 18, CMD: 20; HP: 30/30Character Sheet  d20+2=21 ;
Wednesday August 22nd, 2012 10:13:31 PM

Barratore takes in the country and helps Gerox forge the deeper and more dangerous streams whenever the gnome needs assistance. He is not worried on the lack of animals as he has no experience in such matters. Besides if some of what they have seen previously in the flying creatures and the spider things, he was really not surprised that a group this large and loud would seen anything except trees. The more he thought about it, the more sense it made and so having had his mind made, he put the thought from it.

javelin in hand and in a good mood to be about if not a bit bored, Barratore keeps his spot about mid group and his eyes to the left and right [perception 21]

Arno  d20=20 ; d20=1 ;
Thursday August 23rd, 2012 9:29:15 AM

This quiet and lack of action is starting to get to Arno. While on one hand he likes that after so long, everyone in his party is still alive; he hasn't seen much adventure out here. So that evening as everyone is getting settled for the night and before people start turning in and watches set, he decides to expand some on his nightly forages and goes a bit further out in a wide circle of the camp. Accomplishing two things; one to see what can be seen of the camp on the off chance that anything bad is looking. And two, to see what can be seen not from the camp.

Perception 11 + 20 = 31. Stealth 9 + 1 = 10. (So I'll be able to see whatever is out here but its a good chance they know I'm out here too)

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