[LPF] No Loitering

Kepli Stormborn, shaman

[section]
Kepli listens to various suggestions and plans. There are a lot of good plans, too many really, all emphasizing a particular set of skills or another.

"So, sleep tonight, then up at dawn to continue on? That would put us near our goal at midday. A little before the sun reaches its height we can stop and reassess whatever we might have found out in that time." She smiles. "No plan means we have maximum flexibility, correct?"

[/section]

[sblock=MiniStats][size=+1]Kepli[/size] Aasimar Shaman 1
Initiative: +1 Perception: +10 (+12 w/ Alertness); Darkvision 60 ft.

AC: 13 (11 touch; 12 flat-footed)
HP: 12 Current: 12
CMB: +1 CMD: 12 Fort: +1 Ref: +1 Will: +5

In Hand: shortspear
Conditions: None yet
Spells Prepared:
  • 1st level (DC 14): Cure Light Wounds, Sleep
  • Orisons: Daze, Detect Magic, Guidance
Special:
Concentration +6
Spirit Magic: Charm Animal 1/1
Stormburst: 5/6 (target treats foes as if they have concealment, 20% miss, for 1 round)
Alchemist's Fire 2/2 (w/ Aszar)
sling (9/10 bullets)

[size=+1]Scuttle[/size] Seagull Spirit Animal
Initiative: +2 Perception: +6

AC: 15 (14 touch; 13 flat-footed)
HP: 6 Current: 5
CMB: +0 CMD: 6 Fort: +1 Ref: +4 Will: +4

In Beak: Nothing
Conditions: None yet
Special:
Speed: 10 ft; fly 40 ft
Melee: Bite +4 (1d3-4); 0 ft reach
Improved Evasion

[/sblock]
 

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"An interesting way to see doubt, that perspective is." Aszar states, and makes successive clicking and gulping sounds, probably something in his own tongue.
 

Siddhartha the Hunter
[sblock=Mini Stats]Siddhartha the Hunter
HP: 5/9
AC: 18 FF:14 T:14
CMB: +5 CMD: 19
Fort: +1 Reflex: +4 Will: +3
Perception: +3 Initiative: +6
Unarmed: C. Longbow SR2 +5 d8+2
Armed: Longsword +5 d8+4
Arrows: 98/100
Common Modifiers: Deadly Aim -1/+2, Point-Blank +1/+1[/sblock]

Siddhartha nods in approval at Kepli's suggestion and ponders for a moment over what Aszar offered. Preparing for nightwatch, he reacquaints himself with his new bow, appreciating the tension in the pullback.
 

Wilmorn, human male

[sblock=MiniStats][SIZE=+1]Wilmorn[/SIZE] Human Ranger 1
Initiative: +2 Perception: +6

AC: 16 (12 touch; 14 flat-footed)
HP: 12 Current: 4
CMB: +5 CMD: 17 Fort: +3 Ref: +4 Will: +2

In Hand: Morningstar
Conditions: Poisoned, reduced strength (-3),
Medium Encumbrance (+3 dex max, -3 ACP, 20' move)
Favored Enemy:
  • Human +2
  • Bluff, Knowledge, Perception, Sense Motive and Survival
  • Weapon Attack and Damage
  • May ID creature untrained (look, it's a human!)
Wild Empathy: 1d20-1
Skills:

Acrobatics +7, Handle Animal +2, K(Dungeoneering) +5, K(Geography) +5, K(Nature)+5, Perception +6, Stealth +6, Survival +6, Survival(Track) +7

Notes for this trip:
Chain shirt (equipped; removed studded leather)
Spider meat x4
[/sblock]
Wilmorn sighs in relief as the interrogations wind down and the group appears to be ready to turn in for the night. The young ranger checks the hot coal, and decides it'd be best to keep a low fire going, at least for a little while. Then, he takes a walk around the perimeter to make sure nothing is amiss, before reminding the merman of his third watch and that Erin and Wilmorn himself will relieve him for the last watch. Satisfied everything is checked, Wilmorn settles in for a bit of shut-eye.
 

The party checks to make sure their captors are secure once more. The conscious goblin cringes as he receives no assurances as to the potential disposition of his soul vis-a-vis Aszar, but appears to accept the party's moves to settle down for the night as at least a momentary reprieve.

Every soul makes individual and group preparations for the evening. Siddhartha takes his stoic place standing watch first, as the others bank the fire and settle in for sleep. Just as they've nodded off, the second of the smaller goblins wakes. He, like his companion, gibbers on loudly at first, but after a few whispered chastisements from the first goblin (and the disapproving frown of Siddhartha), the second goblin hunkers down, as well.

Soon both of the smaller goblins drift off into fitful slumber in their bonds, leaving Siddhartha alone in the failing light. Despite the cover of the trees, the former gladiator-slave is still struck by the overwhelming sense of openness around him. No walls. No shackles. And while the rustle of leaves and the occasional animal call make it clear he isn't completely alone, for the length of his watch, Siddhartha is free of all other humanoid eyes which might judge or condemn him.

The night falls full and dark, and Siddhartha wakes Kepli as night-blooming jasmine fills the air and the flicker of late-mating glow bugs move in the trees. The warrior takes his place to rest, and the halflings' adopted daughter takes her shift.

The night is not nearly so black for Kepli, whose mysterious heritage gifted her with eyes made for the darkness. Scuttle settles in on a tree branch, dozing on and off as Kepli watches the trees and the brush fade to shades of gray. The spirits whisper in the wind, a vague story about the eye of the storm, but no one from the material world comes close to the camp before it is time for Kepli to wake her merfolk companion for his watch.

As with the girl raised by halflings, Aszar's vision is unobscured as he coils his tail to hold himself upright, spear at the ready. The forest, despite being lush and green in the day, seems frustratingly arid to the man from beneath the waves. Robbed of its color by the darkness, the surface world's desert feel is heightened. Aszar's eyes catch the bright white warmth of a family of racoon who circle the camp, chuffing about looking for cast offs, but his watch is similarly uneventful. He wakes Wilmorn and Erin, and falls back into a sleep filled with azure waves and the warm embrace of family.

The ranger and the tiefling take their turn guarding the camp. They rely largely on Erin's eyes for the first half of the watch, until the pre-dawn begins to bleed into the air with the scent of morning dew. Soon enough, early-rising birds begin their calls as the forest begins its own changing of the guard. The nocturnals take to their bed as the diurnals once again lay claim to the forest.

As the sun begins to rise, the two smaller goblins do, as well. While their larger compatriot looks slightly better, he remains unconscious. Seeing the person who did all the translating for him, the first goblin to wake calls out to Erin:

[sblock=Translated by Erin]"We has staying silent all night so the badness and monsters aren't eating anyone, and we has told you everything you want, so is time to let us go, yes?"[/sblock]

[sblock=ooc]Since tomorrow is Crunch Time both at work and home in prep for my leaving, I wanted to give you folks something vaguely substantial to help tide you over for my absence.

A full night's sleep regains everyone 1 HP per level (so, 1 for now) and 1 ability score point for those who lost them from poison. I've updated my running totals below if you're not sure / want to compare.

It's worth noting that successful Intimidation only lasts for a maximum of 1 hour. Your captives are once again Hostile toward you (though obviously they recall your threats). If you want to try influencing them for cooperation, you'll need another check. On the upside, 1 hour after an Intimidate check, there are no penalties for making a new one.[/sblock]

[sblock=Status]Wilmorn 12/12, Str 16/18
Erin 5/8, Str 9/12
Siddhartha 6/9
Kepli 12/12
Scuttle 6/6
Aszar 8/8
Klot'Kar 3/3
Horsie 15/15

Resources used: [/sblock]
 

Erin Vaneese

175px-Erin_vaneese_cropped.png

Erin yawns, awake but not yet shaking off the effects of sleep yet. "Well, what to do with these two? I'd trust them as far as I could throw them, but I can't in good conscience just kill them. You think you might be able to convince them to run for their lives? Aszar certainly seemed to be frightening to them. Let me know, and I'll tell them whatever." Erin sits down against a tree and starts polishing her sword. She looked down at her hand, noticing it was still trembling from the effects of the poison. She grumbled a bit to herself about her luck and continued her exercises.

[sblock=Erin Vaneese Mini Stats]

Erin Vaneese
AC:16 (11 flat-footed, 15 touch)
HP: 5/8
CMB: +1 CMD: 15

Fort: +2 Reflex: +4 Will: +1
Perception: -1 Sense Motive: -1
Initiative: +4

Concentration: +5
Arcane Pool: 5/5
Level 0 Spells Prepared: Prestidigitation, Ray of Frost
Level 1 Spells Prepared: 1/1 Mirror Strike

Class Skills: Knowledge (Arcana) +8, Knowledge (Planes) +8, Linguistics +9, Profession (Cook) +3, Spellcraft +8, Stealth +11

Current Weapon in Hand: Wakazashi, +3, 1d6-1, 18-20, S or P
Current Conditions in Effect: Str -3
Temporary items in possession:
Items not currently in possession:
Items depleted: none
[/sblock]
 

GM: Finally dug myself out after the build up of stuff while I was away, and I'm catching back up on the boards. Just wanted to pop in to tell you I'm back, so let me know when you have a plan in place and I'll get us moving again. Thanks for your patience, folks.
 

Kepli Stormborn, shaman

[section]
Kepli shrugs and seems little concerned with the eventual fate of the goblins.

"Kill them or let them go; they could make trouble for us but we have their weapons and I think we can handle any mischief they might get up to."

Scuttle, emboldened by an empty stomach, hops up to one of the bound goblins and pecks at a fleshy ear.

[/section]

[sblock=MiniStats][size=+1]Kepli[/size] Aasimar Shaman 1
Initiative: +1 Perception: +10 (+12 w/ Alertness); Darkvision 60 ft.

AC: 13 (11 touch; 12 flat-footed)
HP: 12 Current: 12
CMB: +1 CMD: 12 Fort: +1 Ref: +1 Will: +5

In Hand: shortspear
Conditions: None yet
Spells Prepared:
  • 1st level (DC 14): Cure Light Wounds, Sleep
  • Orisons: Daze, Detect Magic, Guidance
Special:
Concentration +6
Spirit Magic: Charm Animal 1/1
Stormburst: 5/6 (target treats foes as if they have concealment, 20% miss, for 1 round)
Alchemist's Fire 2/2 (w/ Aszar)
sling (9/10 bullets)

[size=+1]Scuttle[/size] Seagull Spirit Animal
Initiative: +2 Perception: +6

AC: 15 (14 touch; 13 flat-footed)
HP: 6 Current: 5
CMB: +0 CMD: 6 Fort: +1 Ref: +4 Will: +4

In Beak: Nothing
Conditions: None yet
Special:
Speed: 10 ft; fly 40 ft
Melee: Bite +4 (1d3-4); 0 ft reach
Improved Evasion

[/sblock]
 


Wilmorn, human male

[sblock=MiniStats][SIZE=+1]Wilmorn[/SIZE] Human Ranger 1
Initiative: +2 Perception: +6

AC: 16 (12 touch; 14 flat-footed)
HP: 12 Current: 12
CMB: +5 CMD: 17 Fort: +3 Ref: +4 Will: +2

In Hand: Bardiche
Conditions: Poisoned, reduced strength (-2),
Medium Encumbrance (+3 dex max, -3 ACP, 20' move)
Favored Enemy:
  • Human +2
  • Bluff, Knowledge, Perception, Sense Motive and Survival
  • Weapon Attack and Damage
  • May ID creature untrained (look, it's a human!)
Wild Empathy: 1d20-1
Skills:

Acrobatics +7, Handle Animal +2, K(Dungeoneering) +5, K(Geography) +5, K(Nature)+5, Perception +6, Stealth +6, Survival +6, Survival(Track) +7

Notes for this trip:
Chain shirt (equipped; removed studded leather)
[/sblock]
Wilmorn enjoys a relatively quiet morning stewing over the events of the last day. As the goblins and the party stir, the ranger turns his attention back to the captured menace, wondering what Master Martin would do in this situation. With a shiver, he realized Martin would not have been opposed to killing them and moving on.

"I would have them leave myself, if we can trust them to run away rather than cause us trouble down the road. However, if we move quickly and make sure they run in the opposite direction, they would have a hard time circling back and get ahead of us."
 
Last edited:

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