[PF]Cruel skies IC

Tyrien checks the first horse with Werit, letting the healer use his expertise, "Oh dear, this is not good Shar. We must try to help the poor creature."

The ranger is definitely concerned about the animals and will insist that they help each one and take them with, unburdened, even if it slows the party down. She is confident she can keep tracking, but will not sacrifice the exhausted horses just to save Buck.

Later on, she stands at the edge of the ravine and tries to notice anything about these holes.

[sblock=OOC]Heal +6; Take 10 for Aid Another, but not sure it is necessary on the first one. Perception +11 and Knowledge Nature +5 Take 10 for each. I would use your Cure Minor Wounds Spells, etc... before you start using the wand, but that's just me.

At the Ravine, Take 10 on Perception +11 for these holes. Any other rolls needed? Knowledge Geography or Nature +5.[/sblock]
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Throrg follows behind Tyrien as she follows the caravan tracks. Occasionally pointing out a likely looking track. While it would be obvious to anyone else that Tyrien does not need his help, Throrg is oblivious to this fact and helps anyway.

Throrg is not really familiar with horses, so as the others tend to the horses, he stands back and keeps a careful watch.

Once the party arrives at the ravine, Throrg has a careful look around. He suspects a trap and his mainly looking for movement.
 

Werit taps a gnarled wooden stick at his hip. Taking out the wand and pointing it at the first horse, Werit eyes Tyrien. "Ye hold it so, speak tha incantation word, an' then ya touch it ter tha creature ye be healin'. Incantation word's priori amata." The priest heals the first horse with the wand, then nods at Tyrien and re-stows the wand back at his hip. "Now ye know. Reckon ye kin use it, push come ter shove?"

For any other horse or caravan beast of burden encountered, Werit will rely on a cure minor wounds spell from his daily preparation of spells. Only the first horse will receive a charge from his wand of cure light wounds.
 

Oog will watch as the others tend to the horses, never having been good with animals, or being careful with anything that need to be handled carefully.

[sblock=OOC]I support the notion of taking the horses and riding them, it could be very useful getting from place to place relatively quickly[/sblock]
 

While examining the horse Werit finds no wounds. However, it is exhausted from forced marching and damaged from inhaling dust from the storm, made all the worse by having been beaten several times across the back (read: non lethal damage). The charge from the wand gives it enough strength to stand up, and while it still looks tired, you think it could bear a rider.

The horses recieving weaker magic still can't walk after you heal them (i assume you ment to cast "stabilize", as cure minor wounds don't exist in PF). If you don't either heal them or stay and care for them for a few hours, they could die from the heat.

***

Tyrien can clearly see the holes are big enough for any of you to enter, and maybe even for a horse. A caravan would never fit though, unless there are some much bigger holes further into the ravine. She can also hear a faint tapping coming from under the sand.

Throrg look around for traps and ambushes, but sees nothing. The ravine is just as still as the rest of the desert.
 
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OOC: Yes, stabilize, for four of the other horses, thank you. That takes up Werit's complement of orisons for the day. If there is a remaining horse, he will drop protection from law to cast cure light wounds. Let me know if you want me to roll the clw. It should go at 1d8+4.

Werit considers. "Ye kin ride this one 'ere," the dwarf gestures to the first horse that he healed with his wand before continuing, "but I wouldna. 'E's been lamed by mistreatment an' needs a bit o'rest. As fer tha other five beasts, I wouldna ride them either. The lot of 'em need ter rest up a few days. Them 'orses kin walk 'longside us til they're in better 'ealth. An' being as 'ow we're likely ter come up 'gainst some trouble 'ere in a moment, I'm thinkin' me healin's better saved fer folk wot as walk on two legs not four."

As that's the most Werit has said aloud in weeks, he's out of breath and turning red with embarrassment.
 
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Tyrien thanks Werit for tending to the poor creatures and backing up her concern over keeping them unburdened.

At the strange noise of tapping, she asks, "There is a strange tapping from under foot. What do you suppose that is Shar?" She might be talking directly to the lioness, but her words are meant for everyone as her habit.

"Hmm, maybe we should do some stealthy scouting down there and peek. What do you think?" Shar sits on her haunches and looks at Tyrien quizzically, saying nothing.

[sblock=OOC]Sorry about the Cure Minor Wounds. I still haven't completely converted from 3.5Ed on everything related to other characters. I also have family visiting form out of town this week and lack time to look some stuff up while I try to keep from slowing games down.

Re: The Ravine. Having some difficulty envisioning it correctly. Are these holes visible to see into as you go down the steep sloop? Are they at the ravine's floor level or at various levels of elevation. Are the holes opening horizontally? How deep is the ravine?[/sblock]
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Tyrien's Sheet
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[sblock=OOC]No worries. I'd rather you did it this way than use a lot of time because you feel a need to check everything.

I duess a more thorough description of the ravine is in order. So, details: The slope where the tracks go leads down one end of the ravine, which is where you are standing. The slope goes on for 120', and when it ends, the ravine is about 60' deep. There is not much change in elevation after that.

The ravines sides are almost vertical drops of sand, held up by the strange winding rock formations mentioned earlier. The holes are positioned at the base of the ravines sides and lead diagonally downwards into the ground. Four of them are clearly visible from where you are standing. Is that a satisfactory level of detail?[/sblock]
 

Elerion, not being a veterinarian or a great healer, had spent the time looking around the area and trying to find a way to make this event somehow sound heroic for the ballad he intents to compose.

Once Werit is done, he gets closer to the rest and asks: "What do we do now? Venture forth into that ravine?"
 

Tyrien suggests to Shar, "I think we should take a look, cautiously and see if those tracks lead into those tunnels."

The ranger makes her way quietly and tries to keep to ravine wall and out of sight from the openings of the holes as she makes her way down the slope. Shar pads silently behind her.

[sblock=OOC]Taking 10's on Stealth & Perception: Tyrien=24/21, Shar=21/16.[/sblock]
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LieraAvatar2.jpg
Tyrien's Sheet
Sharliel.jpg
 

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