|
Post by Lord Inar on Jan 19, 2012 13:54:34 GMT -5
"Ah, I suspected as much, my friend. I know you are not comfortable in large groups and you've withdrawn a bit lately. Fair travels and may we meet again in a tavern for wine, women and adventure!" Reynaldo clasps Norx' hand and calls Tembo over to do likewise. "Farewell Norx and be safe, although I have little doubt of that."
|
|
|
Post by mister frau blucher on Jan 20, 2012 9:42:25 GMT -5
Norx grips your hand warmly, and a look perhaps like guilt crosses his features. Then he smiles and says, "You're a good man, Reynaldo, a better leader than you know. Tembo, it is good to have stood with you."
He raises his arm to the other companions in farewell, then accompanies one of the orcs down the tunnel toward the Axefeast's cavern.
|
|
|
Post by mister frau blucher on Jan 20, 2012 9:51:23 GMT -5
You leave the orcish strongpoint and head south. After two thousand yards of blue-lit corridor, you come to the great cavern, which stretches beyond your vision. It is lit by glowing green moss and fungus on the ceiling, and sporadic but prevalent thermal vents all about the floor and walls and distant ceiling. These glow red and orange and pink, and another color that is strange to you. Clumps of man-tall mushrooms and spindly, swaying ferns grow around these vents. A variety of other strange flora grows thickly about the rest of the great cavern's floor.
The tunnel beside you is set into the only part of the cavern wall you can see, which stretches over 200 yards either way. Several other tunnel mouths are also visible. You see constant motion in the hell-lit region before you. Many small animals flit about the spindly plant life or sprint across the open.
Here from the north wall of the cavern, you can see three paths to possibly take. The main trade route, marked in orange signs, follows along the wall to the west and is well-worn. Another well-travelled trail heads straight south into the wilds of the great cavern. A third, disused path wanders beside the wall heading east.
|
|
|
Post by blacknigel on Jan 21, 2012 10:13:54 GMT -5
(OOC: Sorry, if my guys' eagerness to get info about the Hunting Cavern derailed anyone else's plans of checking out the Orc settlement. I kind of assumed that we'd go there first before heading south, but character-wise my guys (especially Khanmahtt) would want to get to the hunting grounds - even if "just to look".) "Ahr errand lies on main trail, but before we start out, let's have a look." Khanmahtt spends some time examining the first stretch each of the trailheads looking for signs of activity. (Bret, Not sure if it should be one Tracker roll for all 3 trails, or one each. I went with one each. With only an IQ 8, I'll take 3 separate shots and hope for the best.) He starts with the disused path. (rolled an 8! invisiblecastle.com/roller/view/3339047/)Then the one heading South - keeping an eye out for Snaca trails (rolled a 10. invisiblecastle.com/roller/view/3339048/)Then the main trade route, with an eye for most recent traffic. (another 10 - invisiblecastle.com/roller/view/3339049/)
|
|
|
Post by blacknigel on Jan 21, 2012 10:25:36 GMT -5
Rrowullh will try and exercise his Survival skill as they move through the Cavern. I'll make a roll now, but if he gets other chances to roll later on, let me know. He's not trying to "live off the land" today. He's looking for useful stuff to Harvest and possibly supplement his rations later. He is definitely NOT going to eat anything unless he's damn sure (or Bret talks me into it!  ) (rolled a 12 invisiblecastle.com/roller/view/3339054/ )
|
|
|
Post by Lord Inar on Jan 24, 2012 14:09:39 GMT -5
Reynaldo is fine letting Rrowullh lead for now. "As long as we have enough food to make the trek and back, I am more than fine with checking out the Hunting Grounds. It may prove... illuminating."
|
|
|
Post by mister frau blucher on Jan 25, 2012 23:04:49 GMT -5
(Bret, Not sure if it should be one Tracker roll for all 3 trails, or one each. I went with one each. With only an IQ 8, I'll take 3 separate shots and hope for the best.) You could argue both ways, of course, but generally the simpler the better, from an efficiency and story-advancing standpoint, so one roll to interpret the three trails. We'll go with your first; which unfortunately works to your advantage.
|
|
|
Post by mister frau blucher on Jan 25, 2012 23:17:49 GMT -5
"Ahr errand lies on main trail, but before we start out, let's have a look." Khanmahtt spends some time examining the first stretch each of the trailheads looking for signs of activity. (rolled an 8! invisiblecastle.com/roller/view/3339047/)He starts with the disused path. The path heading east has clearly not been used in a while, save by the occasional animal. Then the one heading South - keeping an eye out for Snaca trails. The trail to the south is quickly surrounded by dense ferns. It shows the passage of heavier-than-man bodies - Orcs? Probably - and indeed, some long impressions that could only have been left by a snaca. Just one, but within the last week. Game spoor is strong this way. Then the main trade route, with an eye for most recent traffic. Easy to tell by scuffs along the stone that people pased here within the last day - maybe even Gort's party from the caprian courtyard. It is obvious that there is passage along here almost daily.
|
|
|
Post by mister frau blucher on Jan 25, 2012 23:29:43 GMT -5
Rrowullh will try and exercise his Survival skill as they move through the Cavern. I'll make a roll now, but if he gets other chances to roll later on, let me know. He's not trying to "live off the land" today. He's looking for useful stuff to Harvest and possibly supplement his rations later. He is definitely NOT going to eat anything unless he's damn sure (or Bret talks me into it!  ) (rolled a 12 invisiblecastle.com/roller/view/3339054/ ) [Dude - Rrowullh doesn't have Survival! I checked both the Characters thread and the Current Character Status thread (which is based on the former) and it ain't there. I think i remeber us talking about him working toward it, though, so and since it fits his character concept we'll specify that the first 9 xp of his careeer (normally 10 but area of Origin skills are 9 xp instead of 10; Survival is an Origin skill for tigrans) go toward Survival-1. 12 is still a failure, though.  ] There is little Rrowullh can make of this alien landscape. The spindly, sickly looking plants waving in the drafts of the many-hued thermal vents, swift-flitting lizards, and colorless blossums leave the tigran with no feel for the area. You are uncertain of all that you see in this strange land.
|
|
|
Post by mister frau blucher on Jan 25, 2012 23:42:52 GMT -5
Reynaldo is fine letting Rrowullh lead for now. "As long as we have enough food to make the trek and back, I am more than fine with checking out the Hunting Grounds. It may prove... illuminating." As the tigran brothers discuss their impressions of the hunting cavern, there is motion amongst the odd flora. Rough voices...orcs! They come out of the ferns to stand before you, five armed orcs, shocked at your unexpectedned appearance. They are more savage-appearing, and more haphardly equipped than the Axefeast orcs... One bellows a guttural challenge, and they move into action... [Someone roll for initiative; the orcs roll a 3; invisiblecastle.com/roller/view/3344499/Characters with Stalker go ahead and make your Stalker checks, and then your actions if you pass; you ARE close enough to charge and attack this round. There are three orcs with spear and shield, and two with longbows; none are armored. Then, if whoever rolls for the party's initiative beats a three, everyone post their actions. If you tie the three, keep rolloing until you beat it or lose.]
|
|
|
Post by blacknigel on Jan 26, 2012 11:51:20 GMT -5
Rrowullh will try and exercise his Survival skill as they move through the Cavern. I'll make a roll now, but if he gets other chances to roll later on, let me know. He's not trying to "live off the land" today. He's looking for useful stuff to Harvest and possibly supplement his rations later. He is definitely NOT going to eat anything unless he's damn sure (or Bret talks me into it!  ) (rolled a 12 invisiblecastle.com/roller/view/3339054/ ) [Dude - Rrowullh doesn't have Survival! I checked both the Characters thread and the Current Character Status thread (which is based on the former) and it ain't there. I think i remeber us talking about him working toward it, though, so and since it fits his character concept we'll specify that the first 9 xp of his careeer (normally 10 but area of Origin skills are 9 xp instead of 10; Survival is an Origin skill for tigrans) go toward Survival-1. 12 is still a failure, though.  ] There is little Rrowullh can make of this alien landscape. The spindly, sickly looking plants waving in the drafts of the many-hued thermal vents, swift-flitting lizards, and colorless blossums leave the tigran with no feel for the area. You are uncertain of all that you see in this strange land. [Sorry I boned that up. I didn't even look at my character sheet, I just remember us talkign about it as being part of the origin story, but ultimately we got rid of that when I added the more thiefly skills. 9xp for buying it sounds fair though.]
|
|
|
Post by blacknigel on Jan 26, 2012 11:53:19 GMT -5
Khanmahtt senses the Orcs' presence just before they break cover, and launches into a charge towards the nearest spearman. (Khanmahtt checks against Stalker skill, rolls a 10 Link invisiblecastle.com/roller/view/3344757/ Khanmahtt charges towards one of the orc Spearmen Skill adjusted to hit invisiblecastle.com/roller/view/3344905/ 3d6-1; 2d6+2 [5,6,6,-1] = (16) MISS!! 3d6-1; 2d6+2 [1,4,2] = (7) Ohh Fudggge!!)
|
|
|
Post by blacknigel on Jan 26, 2012 11:56:51 GMT -5
Rrowullh also caught a hint of the orcs approach, so quickly knocks an arrow and takes a snapshot at one of the Orc Archers. It hits, but does not seem to do much damage. [Rrowullh checks against Stalker skill, rolls a 11 invisiblecastle.com/roller/view/3344904/ Rrowullh shoots at one of the orc Archers Skill to damage invisiblecastle.com/roller/view/3344906/ 3d6; 1d6+1 [2,2,4] = (8) 3d6; 1d6+1 [1,1] = (2) 2 lousy points?! and that's after the +1] (Since the dice aren't exactly with me today, I'll let someone else roll for initiative).
|
|
|
Post by blacknigel on Jan 26, 2012 12:06:01 GMT -5
[Since Khanmahtt utilized his Stalker skill to charge against the Orc spearman, can the Orc use a Counterattack? As I read it, the Stalker skill is sort of a free turn, so am not sure. I can see a case being made for it either way. Charging a pole weapon user and then missing is bad regardless.]
|
|
|
Post by Lord Inar on Jan 26, 2012 17:11:46 GMT -5
|
|