We will not arrive till after dark if we continue today, but once in the cave day or night will not matter much in referrence to visual aspects. I think we are probally right now outside of there patrol range, I think we should travel a bit closer till we know were only about an hours walk away and than rest and continue in the morning. It will not do us to be fighting if we're half awake and by going during the day it'll be during the time when they will be half awake. We'll leave before sunrise so that we can arrive there by break of first light. One cause it'll be when they'd be getting ready to sleep and two because it'll be harder to spot us in the rays on the morning sun.
Once again Zilon gathers more food, simple things mostly for the party so that they may live off the land and conserve there rations.
Since I didn't see any objections, I assume the group is going with Zilon's plan.
The group camps for the night about an hour away from the goblins' cave. There are no signs of any goblins or other trouble during the night. You wake up before dawn and start to head to the cave.
Do you want to take any special precautions as you approach the cave? Remember, the cave entrance is at the top of a large, barren slope, with a stream flowing out of the cave and down the slope.
Well, Ryfte still doesn't seem to be around and now Pincushion hasn't posted for several days and Deva of Mystra is on vacation and won't be posting much, so we don't have enough players to play right now. I think I am going to try to recruit new players to take over for Zira and Snenneq, and hopefully while I am doing that more people will return.
I'm back again, sorry for the abscence. With spotty internet its hard to post some times. Yeah and finding some new players might be the way to go. If there willing to play any of the current characters that have gone MIA, that would be great, but if they wish their own flavor of character in there thats good as well. I"m willing to say we picked them up back in town just before we left and that they just haven't had anything to say yet since they've joined. And now that we're getting ready to approach a goblin den, thats when things start getting interesting enough for them to join in on the plans.
I just wanted to let everyone know that I have recruited three new players. Two of them will be taking over for Zira and Snenneq, and one of them will be joining the group with a new character. The game will start back up once the new/updated characters are ready. I am thinking that we will briefly switch back to being in the town to add the new characters, and then go back to the point where we left off. You still won't encounter any monsters on the journey back to the goblin caves (i.e. I won't retroactively add another encounter along the way).
Feats - Alertness(Spirit Guide) -Combat Casting - Spontaneous Summoner (2/day spontaneously cast summon natures ally like a druid)
Spells per day: 5/5/3 Spells left: 0/0/0 Spells retrieved: Lvl 0: Create Water, Cure Minor Wounds, Purify Food & Drink Lvl 1: Cure Light Wounds, Entangle Lvl 2: Flaming Sphere Class Features - Proficient with club, dagger, dart, handaxe, javelin, longspear, quaterstaff, shortspear, spear, sling, shortbow and throwing axe - Proficient with light armor and shields - Spirit Guide (grants Alertness) - Wild Empathy+7 - Chastise Spirits (2d6 damage to spirits, Will save (DC 15) for half damage, 30' burst, 6/day) - For purposes of the spirit shaman's class abilities a “spirit“ includes any of the following creatures: -- All incorperal undead, fey and elementals -- Creatures in astral form or with astral bodies (not a creature physical present on the material plane) -- All creatures of the spirit subtype -- Spirit folks and telthors -- Spirit creatures created by spells such as dream sight or wood wose -Detect Spirits at will
Racial Features: Forest Gnome - +2 Constitution, -2 Strength - Small (+1 AC, +1 on attack rolls, +4 Hide, small weapons, ¾ carrying limit) - 20 ft base speed - Low-light vision - treat gnome hooked hammers as martial weapons - +2 bonus on saves vs illusions - +1 DC for illusions - +1 on attack rolls against kobolds and goblinoids, orcs and reptilian humanoids - +4 dodge bonus to Armor Class against giants. - +2 Listen - +2 Craft (alchemy) - +4 racial bonus on Hide checks, which improves to +8 in a wooded area. - Automatic Languages: Gnome, Elven, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals. Bonus Languages: Common, Draconic, Dwarven, Giant, Goblin, Orc. - Spell-Like Abilities: 1/day each: dancing lights, ghost sound, predistigation. Caster level 1, save DC: 13 - Pass without Trace (Su): A forest gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the forest gnome’s class levels. - Favoured Class: Bard
000,0/00,00 Explorer's outfit (worn) 050,0/01,00 Boots with soft soles (mwk move silently tool, worn) 175,0/10,00 Wooden/bark armor (mwk studded leather armor, worn) 315,0/00,75 Mwk darkwood club (belt, left) 002,0/00,50 Dagger (boot. right) 178,0/01,25 Mwk light darkwood shield (left arm or slung over shoulder) 000,0/00,00 Sling (belt,right) 001,1/02,62 Pouch with 6 bullets (belt, right) 001,0/00,00 Holy symbol, wooden (around neck) 005,0/02,00 Spell component pouch (belt, right)
001,0/00,13 Beltpouch (belt, left): 000,8/00,00 Dog whistle (pouch) 001,0/00,00 Flint & steel (pouch) 000,1/00,00 Fishhook with fishing line (pouch) 000,0/00,00 Small purse (pouch) 003,9/00,00 Money (3gp,18sp,10cp, purse)
002,0/00,50 Backpack (back) 000,1/01,25 Bedroll (backpack) 002,0/01,00 Trail rations 3 days (backpack) 001,0/01,00 Waterskin (tied to backpack) 001,0/00,50 Scrollcase (backpack) 050,0/00,00 1x Scroll of lesser vigor (scrollcase) 025,0/00,00 Scroll of wood wose (scrollcase) 025,0/00,00 Scroll of obscuring mist (scrollcase)
900,0/24,50
Total Weight: 24,50lbs Carrying Capacity: 25lbs/50lbs/75lbs
Appearance: Snenneqs unruly black hair barely reaches the chin of the average halfling. Most people, especial those of the bigger races rarely notice the small gnome clad into a somewhat strange armor made from pieces of bark and wood over some leather clothes. But upon takeing a closer look they see not only that some pieces of the armor still wear living leaves but also notice the prominent nose pointing in their direction. And finally they turn to into his deep friendly eyes and see the impish grin on his lips that probably just uttered some kind of welcome.
Personality: Always curious Snenneq went out to see the spirits and even more important the other races and wonders he heard about in Ookanuq's stories. He is open minded, sometimes even a little brash and likes a good prank just like his taller cousins the rock gnomes. Having a direct link to the spirit world he usually hesitates before harming anyone or anything as he believes that he might have to deal the with spirits of those later. This doesn't stop Snenneq from hunting though as long as he can give his respect to the spirits of his prey.
Backgroud: For almost 4 millenia the small tribe of forest gnomes has lived under the shelter of the big trees within the southern parts of the Forest of Nargoth when Snenneq became the apprentice of Ookanuq the wise. Delighted by his wits and quick learning Ookanuq soon prepared the young gnome for his spirit quest and send him off. After a few days of travelling through the forest eating only of the blessed mushrooms Snenneq was looking at a world of wonder. Plants of unbelievable colours contented with the delicios smell of berries and the joyful singing birds for Snenneqs attention as he stepped into the trap. It caught his leg with a loud bonebreaking thump. Unaware of his injury Snenneq was resting on his back and staring at the wonders around himwhen something nugded him at his shoulder. A raccoon was standing next to him, strinkingly different to the neverending colours around him with its black and white fur. It was talking to Snenneq about escaping the trap and fleeing and after a while the confused gnome did just that just to escape the prodding animal. But while he managed to leave the trap behind the beast wouldn't go and when he sobered up under the care of Ookanuq he realized that he had found his guide. With the guidance of the mischievous animal Snenneqs natural curiosity was increased tenfold and after beeing caught eavesdropping on the tribe elders, the old Ooqanuk relalized he had to rein him hin. For a while Snenneq actually enjoyed preparing herbs under the tutolage of his master listening to to him telling the ancient stories of his people, but soon the closeness of Ooqanuks cave depressed him. Secetly storing food, his weapons and some old magic scrolls Snenneq finally snuck away leaving a smiling Ooqanuk behind. The old gnome had known about it before Snenneq had even started to think about leaving.
The following part could work as introduction if the group decides to follow the tracks:
With a lot of patience Snenneq finally had him. The big badger came forward snatched the fish from his hands and laid down at his feet. Slowly Snenneq stroked through the wonderful fur of the big animal ignoring the jealous whining of Lotor his spirit guide. Grinning proud of himself heard the noise to late and when he looked up he saw a small band of unfriendly looking humans and bugbears staring at him and the animal. The first arrow merely scratched the badger but was enough to send him in a blind rage and snarling it jumped at the attackers to defend his new friend. He had no chance but his sacrifice allowed Snenneq to escape into the woods where he hid himself.
After the evildoers had left Snenneq returned to bury the remains of the animal and the rest of the group finds him digging a grave with his dagger. Obviously the wetness in his face does not come from the rain only.
That, together with the problems the evergrowing bandid population in the forest is starting to cause even to the well hidden forest gnome community, will give Snenneq enough of a cause to go with the group I think.
Uisl Celeb Tiri’Ithil Quanta Twilight Silver Bright Moon Full called BrightMoon or Ithil Male Elf from Shalesstar Lawful Good Scout1 – former member of a military group Cleric1 of Terisan, god of the moon Paladin1, on a quest to find the Lost King Certil of Shalesstar Nimhotar Amandil y Terisan paladin cleric of Terisan Queste y Faroth Aran Quest to Hunt King Certil y Shalesstar XP 3280
Character Sketch not selected
Medium size, 5'5" tall, 105 wt, 156 yrs old black hair, brown eyes
Speaks Elven, Common, Sylvan
Game Statictics: 36 point buy 12 Str (+1) 18 Dex (+4) 16+2elf 12 Con (+1) 14-2elf 12 Int (+1) 12 Wis (+1) 15 Cha (+2)
Hit Points 16 (8+1)+(2+1)+(3+1) 21 AC (10+4armor+4dex){+3shield} Touch 14, Flat 17 Initiative +4 BAB +1, Grapple +2 Speed 40 (30+10domain; 42.35 of 43/86/130, light armor) Speed 20 with backpack, load 64.16# Fort +5, Ref +6, Will +3 total Fort +1, Ref +4, Will +1 stats Fort +0, Ref +2, Will +0 scout Fort +2, Ref +0, Will +2 cleric Fort +2, Ref +0, Will +0 paladin
starting gold 2500, 2484.82 spent Potions in potion belt (6max): 4 CLW 50gp each Scrolls: Obscuring Mist, Cure Light Wounds, Cure Light Wounds (in organizer)25gp each
Holy Symbol (silver, amulet on necklace, 1#) 25gp Signal Whistle (leather cord on neck, -wt) 8sp
MW chain shirt (worn, 25#) 250gp [ACP-1] Magic Heavy Darkwood Shield+1 (left arm, 5#) [ACP 0] 1270gp darkwood is ½ weight, 10gp/pound of original weight, and ACP-2 for a darkwood shield, 10# goes to5#, adds 100gp cost, ACP goes from -2 to 0
HISTORY: Ithil began his adult life serving his mandatory time as a member of the elf military. After his time was up, he re-enlisted, continuing to patrol the wilderness. In all, he spent twenty-one years watching over travellers along the forest roads and paths. One full moon night, his patrol rescued a merchant wagon from attack by goblins, and he found a young girl badly wounded. Calling on Terisan for divine aid, he was granted the power to heal her wounds, and she survived. Soon after, Ithil retired from military service and devoted himself as a cleric of the Moon.
Three decades later, Ithil was at the elven court to meet one of the senior moon clerics. While there, he was invited to a banquet. At the feast several of the Paladins of the Sun began boasting that they would quest in search of Certil of Shalesstar, the Lost King. As the three Paladins of the Sun knelt to take the quest Oath, one called out in his pride, "Are there none of the Moon's Faithful who will quest with us?" The Sun's Paladin thought the question a fine jest, because everyone knew that the Paladins of the Moon had been called to another duty a week past. Angered by the boast, Ithil stood without thought of the consequences and accepted the challenge.
Now after a year of questing, he finds himself without a clue to the location of the Lost King. Without a true destination, he has wandered to this Troubled Kingdom of Briontia. With no goal in sight, he agreed to aid a group of adventurers, so he has traveled to this inn in the town of Darton. Taking a deep breath, Ithil opens the door to the inn, not knowing what new quests await within.
PERSONALITY: Ithil is very much the elf - even the stereotypical extremes. He is very aware of his link to the elven histories, and to the wilderness, and to the divine powers of Terisan. His lawful nature was suited to the rigid military structure, the clerical hierarchy, and now the paladin code of conduct. However, it made him somewhat uncomfortable with the general happy chaos of general elven society. He is slowly adjusting to the idea that he truly is a Paladin, and cannot go back to the moment at the feast and unspeak the words.
Ithil is cautious in beginning a combat - his frail elf body does not fare well in a general melee. However, once the fight starts, he throws himself in completely, using his speed and agility to avoid taking blows and to place himself for advantageous attacks.
APPEARANCE: Brightmoon is tall and narrow, even for an elf. He is the stereotypical elf, the one described as nimble, secretive, mystical, magical, deadly, pointy-eared (and his ears are extra pointy), and having a strange but always evident sense of humor. City-folk say, “They are part of the mystical magic themselves, are elves.” Barroom brawlers say “blasted quick, and won’t stand still so’s I can hit ‘em.” Hunters say, “Didn’t hear him, then he was right there, watching me.” Goblins say, “Eeek!” editsShow
Jan 2009-join game July 31 +279xp from goblinoid cave
+1 to hit and damage with ranged if within 30’ +05 Ranged, Dagger, 1d4+2, 19-20/X2, 10’ r +03/+03 Ranged, Dagger/Dagger, 1d4+2/1d4+1, 19-20/x2, 10’ r +04 Ranged, Light Crossbow, 1d8, 18-20/x2, 80ft
Skills: Max Ranks ( 6 Cl/ 3 cc) (66 skill points) +11 Balance (Dex) (6) +2 syn (8 needed for thief acrobat) +07 Bluff (Cha) (5) (8 needed for thief invisible blade) +08 Climb (Str) (6) (8 needed for thief acrobat) +04 Diplomacy (Cha) (0) +2 syn +08 Disable Device (Int) (4) +2 tools +05 Gather Information (Cha) (3) +08 Hide (Dex) (5) +06 Intimidate (Cha) (2) +2 syn +19 Jump (Str) (6) +2 syn, +5 boots, +4 speed (8 needed for thief acrobat) +04 Knowledge – Local (Int) (2) +03 Listen (Wis) (2) +08 Move Silently (Dex) (5) +08 Open Lock (Dex) (3) +2 tools +08 Search (Int) (6) +03 Sense Motive (Wis) (2) (6 needed for invisible blade) +06 Sleight of Hand (Dex) (1) +2 syn (4 needed for master thrower) +03 Spot (Wis) (2) +11 Tumble (Dex) (6) +2 syn (8 needed for thief acrobat)
Rogue Class Abilities: -Proficient with all simple weapons, hand crossbow, rapier, short bow, and short sword. -Proficient with light armor. -Sneak attack +2d6 -Trap finding -Evasion -Trap Sense +1
Human Traits: -Bonus Feat at 1st Level -Extra Skill Points (4 at first level, 1 per level thereafter)
Equipment: Travellers Outfit (black) (Worn, 0 wt) Black Leather Armour (Worn, 15 wt) 10 gp Magic Boots (worn, 0 wt) unidentified (gives +10 movement and +5 bonus to jump checks)
Silver Dagger (left hip, 1 wt) 22 gp Silver Dagger (right hip, 1 wt) 22 gp Silver Dagger (Belt-right, 1 wt) 22 gp Silver Dagger (belt left, 1 wt) 22 gp Silver Dagger (left boot, 1 wt) 22 gp Dagger (right boot, 1 wt) 2 gp Dagger (left forearm, 1 wt) 2 gp Dagger (right forearm, 1 wt) 2 gp Dagger (back, 1 wt) 2 gp Dagger (belt back, 1 wt) 2 gp
Light Crossbow (Back, 4 wt) 35 gp 20 Bolts in quiver (back, 2 wt) 2 gp 20 Silver bolts (back, 2 wt) 42 gp
Belt pouch (belt front, 0.5 wt) 1 gp Flint & Steel (beltpouch, 0 wt) 1 gp Signal Whistle (beltpouch, 0 wt) 8 sp
Coins: 9 gp (belt pouch, 0.2)
Background: Zira grew up in the dock area of the port of Cantara. Her parents did not have much time for her or her siblings and as with many young people in this situation she gravitated towards one of the local gangs. When she proved to have a knack for the things the gang undertook and was quickly involved in a number of unsavory activities, putting the squeeze on local businesses, burglaries and the like, All seemed to be going well until the new Mayor decided enough was enough and started putting pressure on the gangs and local crime operations. Seeing the end for her gang in sight Zira decided enough was enough and took to the road, the thought of life as an adventuring rogue appeared preferable to one in prison or being subject to whatever creative punishment was dreamed up for her. She packed her possessions and has been wandering for the last few months, selling her services to those who want them. Her wanderings have now led her to Darton where she has heard a noble by the name of Sir Zachery is offering good rates of pay for the retrieval of an artifact, so she has sort him out and made herself available for hire.
Personality: Zira is a confident individual and presents herself as such, on occasion coming across as cocky. She is gregarious and enjoys being around people, and tends to be quite loud and boisterous when in company. When working she takes a professional attitude and dedicates herself to the task for which she has been hired, she has something of a sense of honor in that she will honor her part of any agreement that makes. She also likes to mix things up and is not afraid to throw her weight around.
Appearance: Zira is tall, lithe and statuesque, she is aware that she is attractive and carries herself in such a way that accentuate this. She wears black leather armor that is made to make the most of her physical features. She wears her hair long and in a single braid that reaches down to her waist. Her green eyes always seem to flash with laughter and she always seems to have a smile on her face irrespective of circumstances.
Wash: "Yeah well, if she doesn't give us some extra flow from the engine room to offset the burn through, this landing is gonna get pretty interesting."
Mal: "Define interesting."
Wash: "Oh god oh god we're all gonna die?"
Mal: "This is the captain. We have a...little problem with our engine sequence, so we may experience some slight turbulence and then...explode."
Nice to meet you all, I'm pincushion playing my halfling ranger with his St. Bernard mount/friend Eatumm. I"m not sure exactly but I think I was aiming for halfling outrider at some point, however I might just stick to being a ranger since it is pretty fun. hope to be getting started soon now that the holidays are over or almost over. My Birthday is on the 12th so i'm looking forward to that as well.