IC II

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thirdkingdom
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Re: IC II

#281 Post by thirdkingdom »

Kirra Lec

Lec informs you that, should Kimrid still stand, she's likely got one or two weeks worth of business to take care of before needing to head back.
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Re: IC II

#282 Post by sulldawga »

thirdkingdom wrote:Kirra Lec

Lec informs you that, should Kimrid still stand, she's likely got one or two weeks worth of business to take care of before needing to head back.
Telemachus

"That might be the time to take a stroll west and see if we can find this tomb."
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Re: IC II

#283 Post by VonAlric »

Gardo

"Shall we let the weather break or just start out on the morrow?"
It's hard to explain puns to kleptomaniacs because they always take things literally.
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Re: IC II

#284 Post by sulldawga »

Telemachus

"I'd like to take some time to examine our new magic items. Was the cleric here unable to identify any of them?"
Telemachus needs Magical Engineering checks on all the items that are magical, please.
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Re: IC II

#285 Post by thirdkingdom »

sulldawga wrote:Telemachus

"I'd like to take some time to examine our new magic items. Was the cleric here unable to identify any of them?"
Telemachus needs Magical Engineering checks on all the items that are magical, please.
The cleric was able to identify one, at a cost of 50 gold. The staff carved with serpents is a staff of snakes. With the time remaining to him Telemachus examines the potion. It proves to be a potion of diminuition.
Only time to ID one item, and it is a success. I'm going on the order given in the IC thread.Magical engineering:: 1d20+3 7
Potion is first.
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Re: IC II

#286 Post by sulldawga »

Telemachus

"I'm in favor of staying another day so I have time to examine these other magic items, but I'm fine if everyone else wants to head out instead."
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Re: IC II

#287 Post by VonAlric »

Gardo

"Nah, let's stay. Examine those items, I may join the patrol to help our host out plus know more of the land."
It's hard to explain puns to kleptomaniacs because they always take things literally.
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Re: IC II

#288 Post by shaidar »

Newton

"I'm happy for us to stay another day. Perhaps Odos will be willing to examine the scroll tomorrow and check it is safe to open."
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Re: IC II

#289 Post by thirdkingdom »

Kirra Lec

"I could see staying for one more day," she says, "but I think we should be going after that."
Telemachus can ID two items per day. Odos can only identify the staff, as a clerical item. Let me know what other folks want to be doing for the next day.
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Re: IC II

#290 Post by sulldawga »

Telemachus

The next day, Telemachus examines the ring and the wand.
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Re: IC II

#291 Post by thirdkingdom »

sulldawga wrote:Telemachus

The next day, Telemachus examines the ring and the wand.
The ring he is unable to suss out its use; it seems to be a rarer form of magic than what he has studied*. The wand, however, has the ability to cause an intense fear in those targeted by it. He cannot tell how many charges remain.
http://orokos.com/roll/763344: 2#1d20+3 13 10
*ie it is not a "common" magical item.
wand of fear
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Re: IC II

#292 Post by VonAlric »

Gardo

Gardo will talk with the Baron and see if he and his henchwoman can accompany one of the patrols. Otherwise, he will see if there is a place to train and spar with his people and any of the Baron's people, including the Baron himself.
It's hard to explain puns to kleptomaniacs because they always take things literally.
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Re: IC II

#293 Post by Atlictoatl »

Haaki, the Feather Witch

Upon hearing they were staying another day, Haaki advises the others that she and Syoskya will scout out the road to Kimrid. She changes into an owl, and the two of them wing their way north to investigate the road and its surrounding terrain.

The witch makes sure to change back into her human form before she risks being unable to morph her shape out of being an owl.
By my math, they can travel 192 miles/day, or 96 miles one way and back (which would be 16 hexes). I'm not lookig for a detailed accounting, just things that would benefit us to be aware of.
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Re: IC II

#294 Post by shaidar »

Newton and Ribar will take the scroll to Odos and ask him to check that it is not cursed.
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Re: IC II

#295 Post by thirdkingdom »

Atlictoatl wrote:Haaki, the Feather Witch

Upon hearing they were staying another day, Haaki advises the others that she and Syoskya will scout out the road to Kimrid. She changes into an owl, and the two of them wing their way north to investigate the road and its surrounding terrain.

The witch makes sure to change back into her human form before she risks being unable to morph her shape out of being an owl.
By my math, they can travel 192 miles/day, or 96 miles one way and back (which would be 16 hexes). I'm not lookig for a detailed accounting, just things that would benefit us to be aware of.
Fourthmonth, Seventeenthday
Barony of Draea


The day is overcast, the sky heavy with impending rain. Haaki and Syoskya wing their way north, following what they assume is the road. The tree cover is thick for the first* portion, a spur of darker, denser woods, but all around her she can see the woods thin out. About thirty-six miles to the north she sees a thin column of smoke wafting up from through the trees; flitting down through the trees the pair espies a quartet of enormous, brutish humanoids, larger than ogres, lazing around a smoking fire upon which is spitted a large buck.

The rest of the way to Kimrid seems clear of threats, at least from what the two can see through the trees; while not as thick as the forest further south, it is still thick enough that they cannot easily see through it. However, nothing untowards catches their attention. Around midday they see, off in the distance**, a large cleared area in the woods, with a radius of easily six miles or so, in the center of which stands a city with walls of reddish stone. Men work the fields surrounding the city, which looks to be roughly the size of Junction, and a river cuts through it, tumbling swiftly from the southwest before arcing northwards.
I had to look to find stats for an owl (found them in ACKS Player's Companion). They have a move of 300', which translates to 60 miles flying, or 120 miles overland. Kimris is exactly 60 miles north of Draea, so she'll have to fly all day.
*Refer to this map: viewtopic.php?p=438358#p438358
**Hex 238.115
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Re: IC II

#296 Post by thirdkingdom »

shaidar wrote:Newton and Ribar will take the scroll to Odos and ask him to check that it is not cursed.
Fourthmonth, Seventeenthda
The Barony of Draea


The scroll is not cursed. In fact, it proves to contains a divine spell, and a potent one at that: cure serious wounds.
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Re: IC II

#297 Post by thirdkingdom »

VonAlric wrote:Gardo

Gardo will talk with the Baron and see if he and his henchwoman can accompany one of the patrols. Otherwise, he will see if there is a place to train and spar with his people and any of the Baron's people, including the Baron himself.
Fourthmonth, Seventeenthday
The Barony of Draea


The Baron allows them to join the patrol, and assigns them to ride with Escea, whom they met leading the patrol on their first day. It is a rather boring day; the patrol rides into the woods and begins making a sweep through the adjoining lands in a wide arc. "We're the Outriders today," Escae says, "we patrol outside our lands daily to roust any orcs or monsters that may have wandered too close."

The land to the east is less dense with trees than that to the west, and here and there the patrol comes across freeholds; fortified dwellings of Ironbord or, in two cases, humans. "They take their chances out here," she says, "outside of the protection that comes from living closer to the city. Still, we do not begrudge them their freedom. Sometimes I think it would be nice to do that; move into the woods, away from everything, and live on my own."

The siderenos are, for the most part, a quiet, serious bunch. They seem to be the highest caliber of professional soldier, at least to Gardo's eye. Unlike the mercenaries he rides with, there is no griping, no lewd jokes, no sipping surreptitiously from hip flasks when the sergeant isn't looking. They seem . . . confident. On occasion the patrol comes across a cluser of spears thrust into the ground, topped with orc skulls. Some look to be recent, others old, with no skin remaining on the bone.

The patrol concludes without incident. The land surrounding Draea looks to be fertile and well-forested with ancient, old-growth trees. Streams, easily forded or jumped by the horses, criss-cross the land. Escea points out a section of land to the east, in what would be Hex 237.122. Signs of logging are evident, and the woods look much thinner here then elsewhere. "The Baron wants to expand east," she says, "we're in the process of clearing this land and building a smaller settlement, to ease the population burden in Draea."
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Re: IC II

#298 Post by The_Wanderer »

Feargus

Feargus spends his downtime in the city spending time with Mardan Cy and working on bit of a performance duet for the two of them, sharing the exploits of the adventuring party with anybody who will listen.
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Re: IC II

#299 Post by thirdkingdom »

The_Wanderer wrote:Feargus

Feargus spends his downtime in the city spending time with Mardan Cy and working on bit of a performance duet for the two of them, sharing the exploits of the adventuring party with anybody who will listen.
Feargus and Cy spend the day wandering through the city, playing their instruments to any who will listen. Which, to their dismay, is not many. A few of the Ironborn listen for a bit, but soon find excuses. "I've got this thing I need to do," says one, "over there, out of earshot." It doesn't seem to go over well.
Making a Perform check, with Advantage, since Cy is helping: http://orokos.com/roll/763602: 2#1d20+1 2 4
Ugh, bad rolls.
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Re: IC II

#300 Post by sulldawga »

Telemachus

"Sounds like we're ready to go. We just need to be careful with those hill giants wandering around. Still, we deserve to lose to them if we let something as big as a giant sneak up on us!"

Telemachus offers his thanks to the Baron for his hospitality.
Telemachus adjusts his spell loadout:
Magic Missile x2
Invisibility
Stinking Cloud
Fireball x2
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