The Four Lands - The Great North

The Hillock

Answering his master's call a beautfily horse emerges from the sea coast to the parties left and regally walks up to Anniston and butt's him softly in the chest with his head. The party then man their postions on the hillock while the smaller group of horsmen move closer. When the small party gets closer, the party can see what can best be descrbied as tribesmen, dressed in warm leather and furs. Feathers and bits of bone attached to their weapons and the glint of the occasionaly coat of half chainmail. Five members of the group appear to be holding staffs instead of light lances. Coming to within 200 feet of the party, a small group dismounts and spreads several white objects upon ground then set up and light a small brazier upon which several kettles are placed. Completing their task, the five men with lances and one other figure dismount and take a seat in a semicirlce facing the party.
 

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Finnian watches the approaching tribesmen with great interest trying to get a feel for their customs from the markings and mannerisms they use while preparing their parley zone.

"Well gentlemen,it appears we're expected to meet with their leaders before either side is allowed to commence with full open hostilities. Shall we join Vorian and Anniston to see what these tribesmen want?

"Bertrand, I know we're far away from your homestead. But I was wondering if you might recognize these tribesmen from your travels here in the north."


Finnian gives a reassuring smile to the gathered defenders then climbs down off the ridge and heads towards the white cloths and waiting tribesmen.
 

Jaroth

Jaroth too watches the approaching tribesmen with great interest, searching his memory for some recollection of these people, either from his journeys of the Four Lands of from his Order's Archives.
 

Vorian

Vorian waits for Anniston to join him and then rides toward tribesmen, searching for something familiar among them. He times his arrival to match other of the party.

[sblock=OOC]
His experience with Oldoak barbarians and traveling in the north could give him some insight.
Diplomacy 1d20 +11 = 16, Survival 1d20 +3 = 17

If knowledge(generic) required then roll for me at +2.

[/sblock]

[sblock=For DM]
Arrwuh has detect evil and detect magic always active. As we approach he should indicate (as agreed, non-verbaly) if evil people are present.

If he cannot approach I'll post other action for him.
[/sblock]
 
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The HIllock

For Vorian
[sblock]The hound singnals to Vorian that there is a mixture of both within the party seated but most appearing to be neutral in character.[/sblock]

For Jaroth
[sblock]Searching his memory for background information, Jaroth recalls that most of the Northlands are inhabitated by various human and demi human tribes which lead a more or less nomadic existence over a set range of territory....ie think the mongols or huns...there are very few permeante cities or towns.[/sblock]
 

Jaroth

"I will accompany you, Anniston. I might be of assistance."

[sblock=For DM] Are they known to be Green worshippers, Pagans? Are they known to hate or fear the Light?[/sblock]
 

The Hillock

For Jaroth
[sblock]Most of the tribes are shamanisitc in outlook and deal with spirits and or totem areas...some have local deities etc..and some do in fact worship in a sacred grove or near a sacred sping....[/sblock]
 


Bertrand

In answer to Finnean, Bertrand says, "I'm a little off my usual range, but maybe..." Squinting, he looks over the tribesmen for anything familiar and also consults with Rendee.
 

Vadric too descends the rocky hillock, joining his companions as they make their way toward what looks to be a parley. He says a quick prayer to ward himself and any who stand near him against evil





cast magic circvle vrs. evil

Spells in Effect
Magic Vestment: +2 AC, duration 11 hours
G. Magic Weapon: +2 attack & damage, duration 11 hours
Magic Circle vrs. Evil. duration 110 minutes

[sblock=Spells Prepared]
- 0-Level (6): Detect Magic x 2, Create Water, Light x 2,
- 1st Level (7+1): Bless, Command, Remove Fear, Divine Favor, Shield of Faith, Obscuring Mist, Doom + Protection from Evil
- 2nd Level (5+1): Consecrate, Hold Person x 2, Bull's Strength, Silence + Spiritual Weapon
- 3rd Level (5+1): Invisibility Purge, Magic Circle vrs. Evil, Searing Light, Dispel Magic x 2 + Magic Vestment
- 4th Level (4+1): Freedom of Movement, Greater Magic Weapon, Divine Power x 2 + Holy Smite
- 5th Level (3+1): Greater Command, Righteous Might, True Seeing + Flame Strike
- 6th Level (1+1): Heal + Blade Barrier
[/sblock]
 

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