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After the Hunt


BarbarossaLives

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Those of you who managed to pay attention to Imek as she talked on the way to the to the tapir grove are awarded with their vigilence with a new skill. (Egan and Myiawen ) They gamin the Tame animal skill.

Imek's stories' tell of how she befriended each of the Tapirs in the herd. When you reach the tapir groove she turns and heads back to the the camp. The only animals in the grove are two injured tapirs. They both have poison tipped bards from traps that were set out by the Mamoth hunters. Both animals are scared. At the point that the group discovers them they are both facing the other way and laying down trying to remove the barbs from their hooves.

You five are represented by the 5 x's on the map. The tapirs are the S's. They have not seen or otherwise noticed you.

Screenshot 2023-12-03 150434.png

Tapir groove.png

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Egan Ailerry - Half-Elf Rogue 1


HP: 18/18 | AC: 18 | Speed: 25ft | Hero: 0/3 

Perception: +7 | Fort: +5 | Ref: +9 | Will: +7

Consumables | Spells | Skills | Conditions: 

Bonuses and Abilities

Abilities:
-Surprise Attack
-Sneak Attack 1d6
-Darkvision
-Assurance (Athletics)
-Thief Racket

Actions:
-Twin Feint
-Battle Medicine (DC15 2d8)


Egan approaches the animals slowly, trying to follow Imek's instructions and remember everything she'd said. That one of the left with the lightish patch she'd named... something. What was it again?
 
He keeps his movements slow and steady, shrinking down to be innocuos without sneaking, like the way you disappear into a crowd.
 
"Here old girl, I have some delicious nuts and fruits." He says in a soothing voice, holding out some of his dried trail rations.
 
He looks over the wounds as he approaches, hoping the poison and injuries aren't so life-threatening as to rush the process.

OOC/Actions

Other: Roll Nature (Tame Animal), roll Medicine to assess wounds, Hero Point Reroll on Tame Animal

Free:

Action 1: 

Action 2: 

Action 3: 

Results:

Reaction: (None)

Exploration Activity: Scout

Gear

Worn

-Leather Armor: +1 AC/4 Dex
-Winter Clothes: Negate Damage from Severe Cold, Reduce Extreme Cold Damage
-Backpack: Ignore first 2 bulk of items in pack
-Belt Pouch
-Theives' Tools
-Quiver: 24x Arrows

Weapons

-Dagger: +7 | 1d4+4P/S | Agile | Finesse | 10'
-Rapier: +7 | 1d6+4P | Deadly D8 | Finesse
-Shortsword: +7 | 1d6+4P/S | Agile | Finesse
-Shortbow: +7 | 1d6P | 60' | Deadly D10

Containers

Backpack
-Bedroll
-2x Rations (1 week)
-Rope (50')-5x Sacks
-Climbing Kit: 50' Rope, 12x Pitons, Hammer, Grappling Hook, Crampons, Pulleys
-Soap
-Basic Crafter's Book
-5x Torches
-Waterskin

Belt Pouch
-Flint and Steel
-10z Chalk
-0gp, 2sp, 2cp

Edited by Kistler (see edit history)
Name
Nature
9
1d20+5 4
Medicine
15
1d20+5 10
Hero Point Reroll
18
1d20+5 13
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Myriawen Portrait

Appearance

MyriawenAppearanceIn-Post.jpg.377796d7cb8e8855652ffae8a62e6b50.jpg

Ancestry: Arctic Elf | Sex: Female | Ethnicity: Ilverani | Age: 172 | Height: 5' 8" | Weight: 118 lbs.

Like any arctic elf Myriawen is frosty on the surface, yet there is a quality to her that makes it appear like her vains were burning with the fire of barely tamed passion. It is impossible to tell how old she is; her skin is flawless, yet her bright blue eyes reflect memories of ages.

She is always calm and soft; she easily shys away from loud noises, yet her voice has, in its softness, an irresistible quality to it. Sometimes she doesn't even need to use her voice, a faint knowing smile of hers alone can settle a fight between two Broken Tusks.

It is common knowledge that she can commune with other half-elves and elves without using words.

Statblock

Myriawen Syornmaiden, Bard 1


NG
Medium
Elf
Arctic Elf
Humanoid

Perception +5; Low-Light Vision
Languages Common, Elven
Skills Acrobatics +5, Athletics -1, Crafting +5, Deception +7, Diplomacy +7, Intimidation +7, Lore: Bardic +5, Lore: Genealogy +5, Occultism +5, Performance +7, Stealth +5, Survival +3
Str +0, Dex +3, Con +0, Int +2, Wis +0, Cha +4
Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Sling Bullets (20), Musical Instrument (Handheld), Clothing (Winter)


AC 18; Fort +3, Ref +6, Will +5
HP 14; Resistances cold 1


Speed 30 feet
Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Melee Rapier +6 (Deadly d8, Disarm, Finesse), Damage 1d6 P
Ranged Sling +6 (Propulsive), Damage 1d6 B
Occult Known Spells DC 17, attack +7; 1st Charm, Soothe, True Strike (2 slots); Cantrips Light, Daze, Prestidigitation, Shield, Haunting Hymn
Occult Innate Spells DC 17, attack +7; 1st Mindlink; Cantrips
Focus Spells (1 points) Counter Performance action_reaction_black.pngArea 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
Inspire Courage action_single_black.pngArea 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Additional Feats Arctic Elf, Bardic Lore, Impressive Performance, Share Thoughts
Additional Specials Muses (Enigma)

Myriawen Syornmaiden, True Good Arctic Elf Enigma Bard

Inspired by Imek's intimate knowledge of the creatures, Myriawen hushes to the others: "I'll try catch Windhoof," that's what Imek called one of the injured tapirs, "You might want to spread out and stand ready and tie you ropes to lassos in case that goes wrong."

Myriawen went in a circle towards the tapir which didn't have Egan's focus. "Hey there, Windhoof... don't be scared, I will help you..." she spoke softly to it. she presented her open hand, moved slowly and stopped occasionally. Hoping that the creature wouldn't run off she tried to speak warm, comforting healing spell right in the moment as she would reach it and free it from the barbs.

OOC

a) Myriawen walks in a circle around it, so that she tapir can see her approaching and she will drive it towards the clearing if she fails.
b) She casts Sooth [Link to Archives of Nethys]
c) Tame Animal - see nature roll below.

 

Name
Tame Animal - Nature
7
1d20 7
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Qingalic Mølgaard

Qingalic MolgaardFighter 1


N
Medium
Dwarf
Strong-Blooded Dwarf
Humanoid

Perception +7; Darkvision
Languages None selected
Skills Acrobatics +4, Athletics +7, Lore: Hunting +3, Medicine +5, Stealth +4, Survival +5
Str +4, Dex +1, Con +3, Int +0, Wis +2, Cha -1
Items Hide, Healer's Tools, Backpack (2), Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Grappling Hook, Wooden Shield (Hardness 3, HP 12, BT 6)


AC 17 (+19 with shield raised); Fort +8, Ref +6, Will +5
HP 23
Shield Block action_reaction_black.pngTrigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Attack of Opportunity action_reaction_black.pngTrigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.


Speed 20 feet
Melee Guisarme +9 (Reach, Trip), Damage 1d10+4 S
Melee Clan Dagger +9 (Agile, Dwarf, Parry, Uncommon, Versatile B), Damage 1d4+4 P
Melee Light Hammer +9 (Agile, Thrown 20 ft.), Damage 1d6+4 B
Melee Fist +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 B
Ranged Javelin +6 (Thrown), Damage 1d6+4 P
Sudden Charge action_double_black.png (Flourish, Open) With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Additional Feats Strong-Blooded Dwarf, Titan Wrestler, Unburdened Iron

House of the Musk Ox (Totem: Bighorn Sheep) image.png.dd97adbbe0fc3dec71d57107d2ce6d3f.png

Strong-Blooded DwarfYou gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.; Megafauna HunterYou have a natural knack for tracking and taking down big game such as moose, saber-toothed tigers, and even wild mammoths.

Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.

You're trained in the Athletics skill, and the Hunting Lore skill. You gain the Titan Wrestler skill feat.
; Fighter (1)


 

HP: 23/23 AC: 17 (19): hide (shield) | Speed: 20' | Darkvision | Lang: Hallit, Dwarven

Perception (E): +7  Initiative: +7 | Fort (E): +8 | Ref (E): +6| Will (T): +5 | Hero Pts: 1

| SkillsTrained:
Acrobatics (+4); Athletics (+7); Lore/hunting (+3); Medicine (+5); Stealth (+4); Survival (+5)

Untrained:
Acrana (+0); Crafting (+0); Deception (-1); Diplomacy (-1); Intimidation (-1); Nature (+2); Occultism (+0); Performance (-1); Religion (+2); Society (+0); Thievery (+1)
 | AttributesSTR +4
DEX +1
CON +3
INT +0
WIS +2
CHA -1
 | AttacksUnarmed:

Fist +9/+5/+1 • Expert +5 • Str +4 • Item 0 • Damage 1d4+4 B • Agile; Finesse; Nonlethal; Unarmed

Melee:

Guisarme +9/+4/-1 • Expert +5 • STR +4 • Item 0 • Damage 1d10+4 S, Reach, Trip
Clan Dagger +9/+5/+1 • Expert +5 • STR +4 • Item 0 • Damage 1d4+4 P, Versatile B, Agile, Dwarf, Parry
Light Hammer +9/+5/+1 • Expert +5 • STR +4 • Item 0 • Damage 1d6+4 B, Agile, Thrown 20'

Ranged:

Javelin +6/+1/-4 • Expert +5 • DEX +1 • Item 0 • Damage 1d6+4 P, Thrown 30'
Light Hammer +6/+2/-2 • Expert +5 • DEX +1 • Item 0 • Damage 1d6+4 B, Agile, Thrown 20'
 |


 

With no particular skill1 to offer in this situation, Qingalic sets himself to be ready to intervene2 in case one or both of the tapir bolts.

 

PS Added after Gol'garath's warning from the post below:

Qingalic nods upon hearing his Musk Ox brother's warning (see post below). He tries to keep a wary eye to the surrounding woods as well as being ready to assist with the tapir should the need arise.

OOC

1. Untrained in Nature

2. That is, ready to grapple/trip if needed to restrain an animal. Q has the Titan Wrestler feat which allows Athletics checks vs. creatures up to two sizes larger than himself. And takes due notice of Gol'garath's warning.

 

 

ACTIONS

 

 


 

 

 

Edited by Vedast (see edit history)
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Golgarath.png.0d33894989c69ed2848d20d79da42ea5.pngGol'garath, Ox House Spear-bearer

AC: 18 | HIT POINTS: 16 | CURRENT: 16 | HERO POINTS: 1

FORTITUDE: +3 | REFLEX: +9 | WILL: +6 | PERCEPTION: +6

ACTIVE EFFECTS: Scouting [+1 circumstance bonus to Initiative]

CONDITIONS: None


Gol'garath was unable to follow the young girl's story, or the point to her conversation, however, he noted something else about the clearing. He moved close to Molgaard, "Ox Brother, those traps. There are not Wipa's way, whose could they be?" The spiked traps, poison barbs, these were not the hunting techniques of the Broken Tusk, was there another Following in proximity to Rockloom, and who would they be. Could they be solitary hunters, rogues or renegades, perhaps, maybe cast out by their own Following.

Suddenly wary of these unknown trappers, he began to circle the clearing, moving to the north and west, allowing his companions approach the wounded tapirs. He held his weapon loosely, ready to spring into action in any direction a threat may approach.

Out of Character

Free Action:

Reaction: 


Action 1: Will begin taking the Scout Exploration Activity

Action 2:

Action 3:

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Talyn of Mendevia - Cleric 1 (MW Sheet)image.png.7e5916194bd6265be6c18eeeb689bdda.png

HP 18/18 | AC 17 (+19 with shield raised)

Perception +4 | Fort +7 | Ref +4 | Will +6

Resistances cold 1 | Speed 25 feet

Statblock

Languages Common
Skills Acrobatics +1, Athletics +6, Diplomacy +5, Intimidation +5, Lore: Demon +3, Medicine +4, Religion +4
Str +3, Dex +1, Con +2, Int +0, Wis +1, Cha +2
Items Hide, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Religious Symbol (Silver), Healer's Tools, Crowbar, Alcohol (5), Signal Whistle, Clothing (Winter), Air Bladder, Climbing Kit, Wooden Shield (Hardness 3, HP 12, BT 6)

Shield Block action_reaction.png
Melee Scimitar +6 (Forceful, Sweep), Damage 1d6+3 S
Reach Spell action_single.png
Divine Prepared Spells DC 14, attack +4; 1st Heal, Heal, Heal; Cantrips
Divine Prepared Spells DC 14, attack +4; 1st Magic Weapon, Bless; Cantrips Guidance, Stabilize, Light, Forbidding Ward, Bullhorn
Additional Feats Pilgrim's Token, Wintertouched Human
Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Warpriest)

Talyn nodded at Golgarath.

"Not as stupid as you look," she said grudgingly in a low murmur.

She drew her scimitar and began to circle the clearing in the opposite direction to Golgarath, heading towards the water.

OOC:

Exploration Activity: defense

Reaction:

Action 1:

Action 2:

Action 3:

 

 

Edited by allefgib (see edit history)
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Qingalic Mølgaard

Qingalic MolgaardFighter 1


N
Medium
Dwarf
Strong-Blooded Dwarf
Humanoid

Perception +7; Darkvision
Languages None selected
Skills Acrobatics +4, Athletics +7, Lore: Hunting +3, Medicine +5, Stealth +4, Survival +5
Str +4, Dex +1, Con +3, Int +0, Wis +2, Cha -1
Items Hide, Healer's Tools, Backpack (2), Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Grappling Hook, Wooden Shield (Hardness 3, HP 12, BT 6)


AC 17 (+19 with shield raised); Fort +8, Ref +6, Will +5
HP 23
Shield Block action_reaction_black.pngTrigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Attack of Opportunity action_reaction_black.pngTrigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.


Speed 20 feet
Melee Guisarme +9 (Reach, Trip), Damage 1d10+4 S
Melee Clan Dagger +9 (Agile, Dwarf, Parry, Uncommon, Versatile B), Damage 1d4+4 P
Melee Light Hammer +9 (Agile, Thrown 20 ft.), Damage 1d6+4 B
Melee Fist +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 B
Ranged Javelin +6 (Thrown), Damage 1d6+4 P
Sudden Charge action_double_black.png (Flourish, Open) With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Additional Feats Strong-Blooded Dwarf, Titan Wrestler, Unburdened Iron

House of the Musk Ox (Totem: Bighorn Sheep) image.png.dd97adbbe0fc3dec71d57107d2ce6d3f.png

Strong-Blooded DwarfYou gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.; Megafauna HunterYou have a natural knack for tracking and taking down big game such as moose, saber-toothed tigers, and even wild mammoths.

Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.

You're trained in the Athletics skill, and the Hunting Lore skill. You gain the Titan Wrestler skill feat.
; Fighter (1)


 

HP: 23/23 AC: 17 (19): hide (shield) | Speed: 20' | Darkvision | Lang: Hallit, Dwarven

Perception (E): +7  Initiative: +7 | Fort (E): +8 | Ref (E): +6| Will (T): +5 | Hero Pts: 1

| SkillsTrained:
Acrobatics (+4); Athletics (+7); Lore/hunting (+3); Medicine (+5); Stealth (+4); Survival (+5)

Untrained:
Acrana (+0); Crafting (+0); Deception (-1); Diplomacy (-1); Intimidation (-1); Nature (+2); Occultism (+0); Performance (-1); Religion (+2); Society (+0); Thievery (+1)
 | AttributesSTR +4
DEX +1
CON +3
INT +0
WIS +2
CHA -1
 | AttacksUnarmed:

Fist +9/+5/+1 • Expert +5 • Str +4 • Item 0 • Damage 1d4+4 B • Agile; Finesse; Nonlethal; Unarmed

Melee:

Guisarme +9/+4/-1 • Expert +5 • STR +4 • Item 0 • Damage 1d10+4 S, Reach, Trip
Clan Dagger +9/+5/+1 • Expert +5 • STR +4 • Item 0 • Damage 1d4+4 P, Versatile B, Agile, Dwarf, Parry
Light Hammer +9/+5/+1 • Expert +5 • STR +4 • Item 0 • Damage 1d6+4 B, Agile, Thrown 20'

Ranged:

Javelin +6/+1/-4 • Expert +5 • DEX +1 • Item 0 • Damage 1d6+4 P, Thrown 30'
Light Hammer +6/+2/-2 • Expert +5 • DEX +1 • Item 0 • Damage 1d6+4 B, Agile, Thrown 20'
 |


Qingalic noted that Talyn had also acted on Gol'garath's insightful warning. With the two of them alerted, the dwarf focused his attention back on Myriawen and Egan in case they needed physical support with the tapir.

His guisarme and javelins, however, were ever handy, and his warrior senses remained tuned to the surroundings.

 

OOC

 

 

 

ACTIONS

 

 


 

 

 

Edited by Vedast
javelin not spear (see edit history)
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Egan is successful in his roll to tame the southern tapir.

Myriawen - The sooth spell heals the northern tapir but the attempt to befriend it fails - it is no longer in pain and therefore no longer scared.

Gol'garath - You are half right in your assessment of the traps. They are different from the work of those who tend to or deal with the tapirs. Rather they are something the hunters of the Mammoths use. You figure this out as part of your scouting activities by finding the tracks and other hints to the real setters of the traps.

Quingalic and Tayln both stay to the outside of the grove as they stated.

Neither of the Tapirs moves much. The one that Myriawen heals finds the nearest vegetation and starts to eat.

The befriending process takes about an hour. So all of you but Egan have some time to try to "capture" the other tapir.
 

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Qingalic Mølgaard

Qingalic MolgaardFighter 1


N
Medium
Dwarf
Strong-Blooded Dwarf
Humanoid

Perception +7; Darkvision
Languages None selected
Skills Acrobatics +4, Athletics +7, Lore: Hunting +3, Medicine +5, Stealth +4, Survival +5
Str +4, Dex +1, Con +3, Int +0, Wis +2, Cha -1
Items Hide, Healer's Tools, Backpack (2), Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Grappling Hook, Wooden Shield (Hardness 3, HP 12, BT 6)


AC 17 (+19 with shield raised); Fort +8, Ref +6, Will +5
HP 23
Shield Block action_reaction_black.pngTrigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Attack of Opportunity action_reaction_black.pngTrigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.


Speed 20 feet
Melee Guisarme +9 (Reach, Trip), Damage 1d10+4 S
Melee Clan Dagger +9 (Agile, Dwarf, Parry, Uncommon, Versatile B), Damage 1d4+4 P
Melee Light Hammer +9 (Agile, Thrown 20 ft.), Damage 1d6+4 B
Melee Fist +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 B
Ranged Javelin +6 (Thrown), Damage 1d6+4 P
Sudden Charge action_double_black.png (Flourish, Open) With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Additional Feats Strong-Blooded Dwarf, Titan Wrestler, Unburdened Iron

House of the Musk Ox (Totem: Bighorn Sheep) image.png.dd97adbbe0fc3dec71d57107d2ce6d3f.png

Strong-Blooded DwarfYou gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.; Megafauna HunterYou have a natural knack for tracking and taking down big game such as moose, saber-toothed tigers, and even wild mammoths.

Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.

You're trained in the Athletics skill, and the Hunting Lore skill. You gain the Titan Wrestler skill feat.
; Fighter (1)


 

HP: 23/23 AC: 17 (19): hide (shield) | Speed: 20' | Darkvision | Lang: Hallit, Dwarven

Perception (E): +7  Initiative: +7 | Fort (E): +8 | Ref (E): +6| Will (T): +5 | Hero Pts: 1

| SkillsTrained:
Acrobatics (+4); Athletics (+7); Lore/hunting (+3); Medicine (+5); Stealth (+4); Survival (+5)

Untrained:
Acrana (+0); Crafting (+0); Deception (-1); Diplomacy (-1); Intimidation (-1); Nature (+2); Occultism (+0); Performance (-1); Religion (+2); Society (+0); Thievery (+1)
 | AttributesSTR +4
DEX +1
CON +3
INT +0
WIS +2
CHA -1
 | AttacksUnarmed:

Fist +9/+5/+1 • Expert +5 • Str +4 • Item 0 • Damage 1d4+4 B • Agile; Finesse; Nonlethal; Unarmed

Melee:

Guisarme +9/+4/-1 • Expert +5 • STR +4 • Item 0 • Damage 1d10+4 S, Reach, Trip
Clan Dagger +9/+5/+1 • Expert +5 • STR +4 • Item 0 • Damage 1d4+4 P, Versatile B, Agile, Dwarf, Parry
Light Hammer +9/+5/+1 • Expert +5 • STR +4 • Item 0 • Damage 1d6+4 B, Agile, Thrown 20'

Ranged:

Javelin +6/+1/-4 • Expert +5 • DEX +1 • Item 0 • Damage 1d6+4 P, Thrown 30'
Light Hammer +6/+2/-2 • Expert +5 • DEX +1 • Item 0 • Damage 1d6+4 B, Agile, Thrown 20'
 |


Qingalic uses his clan dagger to cut a roughly 7' or so branch from a likely tree ('likely' in the sense of what the tapir seem to be eating). He cuts off the near hand side branches and offers the now 5' long trimmed branch with about 2' of foliage at the tip end (so about 7' long overall) to Myriawen.

Maybe you can use this as a way to gain the animal's trust? Offer it food, but without being too close.

I'll remain just behind you in case of need (to trip or grapple).

The dwarf, a warrior and hunter, wasn't too confident in himself along the line of animal husbandry, but it was the best he could think to offer in the circumstances. He was quite ready to defer to a better suggestion.

OOC

 

 

 

ACTIONS

 

 


 

 

 

Edited by Vedast (see edit history)
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Myriawen Portrait

Appearance

MyriawenAppearanceIn-Post.jpg.377796d7cb8e8855652ffae8a62e6b50.jpg

Ancestry: Arctic Elf | Sex: Female | Ethnicity: Ilverani | Age: 172 | Height: 5' 8" | Weight: 118 lbs.

Like any arctic elf Myriawen is frosty on the surface, yet there is a quality to her that makes it appear like her vains were burning with the fire of barely tamed passion. It is impossible to tell how old she is; her skin is flawless, yet her bright blue eyes reflect memories of ages.

She is always calm and soft; she easily shys away from loud noises, yet her voice has, in its softness, an irresistible quality to it. Sometimes she doesn't even need to use her voice, a faint knowing smile of hers alone can settle a fight between two Broken Tusks.

It is common knowledge that she can commune with other half-elves and elves without using words.

Statblock

Myriawen Syornmaiden, Bard 1


NG
Medium
Elf
Arctic Elf
Humanoid

Perception +5; Low-Light Vision
Languages Common, Elven
Skills Acrobatics +5, Athletics -1, Crafting +5, Deception +7, Diplomacy +7, Intimidation +7, Lore: Bardic +5, Lore: Genealogy +5, Occultism +5, Performance +7, Stealth +5, Survival +3
Str +0, Dex +3, Con +0, Int +2, Wis +0, Cha +4
Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Sling Bullets (20), Musical Instrument (Handheld), Clothing (Winter)


AC 18; Fort +3, Ref +6, Will +5
HP 14; Resistances cold 1


Speed 30 feet
Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Melee Rapier +6 (Deadly d8, Disarm, Finesse), Damage 1d6 P
Ranged Sling +6 (Propulsive), Damage 1d6 B
Occult Known Spells DC 17, attack +7; 1st Charm, Soothe, True Strike (2 slots); Cantrips Light, Daze, Prestidigitation, Shield, Haunting Hymn
Occult Innate Spells DC 17, attack +7; 1st Mindlink; Cantrips
Focus Spells (1 points) Counter Performance action_reaction_black.pngArea 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
Inspire Courage action_single_black.pngArea 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Additional Feats Arctic Elf, Bardic Lore, Impressive Performance, Share Thoughts
Additional Specials Muses (Enigma)

Myriawen Syornmaiden, True Good Arctic Elf Enigma Bard

Myriawen exhaled sharply over her lack of success and had trouble keeping it together, even though she was pleased to see the creature healed.

When Qingalic came to offer her help, the elf's smile to bearded dwarf was like the sun peaking over the horizon to melt away the frost. Thus elated, she tried once more to tame the creature. "Here, have something to eat," she whispered softly to it. "There is more where that came from."

Name
Tame Animal - Nature
5
1d20 5
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Egan Ailerry - Half-Elf Rogue 1


HP: 18/18 | AC: 18 | Speed: 25ft | Hero: 0/3 

Perception: +7 | Fort: +5 | Ref: +9 | Will: +7

Consumables | Spells | Skills | Conditions: 

Bonuses and Abilities

Abilities:
-Surprise Attack
-Sneak Attack 1d6
-Darkvision
-Assurance (Athletics)
-Thief Racket

Actions:
-Twin Feint
-Battle Medicine (DC15 2d8)


While the others interact with the remaining tapir, Egan works with this one, which he affectionately named 'Buttercup'. He tries to teach it 'sit', 'stay', 'come', all to no avail as it just placidly grazes. He does try to remove the barbs from her paws though.

OOC/Actions

Other: roll Medicine to treat wounds

Free:

Action 1: 

Action 2: 

Action 3: 

Results:

Reaction: (None)

Exploration Activity: Scout

Gear

Worn

-Leather Armor: +1 AC/4 Dex
-Winter Clothes: Negate Damage from Severe Cold, Reduce Extreme Cold Damage
-Backpack: Ignore first 2 bulk of items in pack
-Belt Pouch
-Theives' Tools
-Quiver: 24x Arrows

Weapons

-Dagger: +7 | 1d4+4P/S | Agile | Finesse | 10'
-Rapier: +7 | 1d6+4P | Deadly D8 | Finesse
-Shortsword: +7 | 1d6+4P/S | Agile | Finesse
-Shortbow: +7 | 1d6P | 60' | Deadly D10

Containers

Backpack
-Bedroll
-2x Rations (1 week)
-Rope (50')-5x Sacks
-Climbing Kit: 50' Rope, 12x Pitons, Hammer, Grappling Hook, Crampons, Pulleys
-Soap
-Basic Crafter's Book
-5x Torches
-Waterskin

Belt Pouch
-Flint and Steel
-10z Chalk
-0gp, 2sp, 2cp

Name
Medicine
21
1d20+5 16
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Myriawen, using the branches provided by Qingalic, is still unsuccessful. However, The animal is not scared away and continues to eat. Since the Tapir is healed and not being threatened, it simply continue to eat and wait. Since Egan is having much better luck with the other Tapir it seems the group just need to wait through the process of Egan gaining the friendship of the Tapir.

 

Both of the Tapirs still have the barbs in their hoofs, although the one feels no pain it is obvious that the barbs need to be removed from their hooves. How would you like to go about this task. Also, Qingalic notices the traps they were caught in. Would any of you like to examine them more closely

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Qingalic Mølgaard

Qingalic MolgaardFighter 1


N
Medium
Dwarf
Strong-Blooded Dwarf
Humanoid

Perception +7; Darkvision
Languages None selected
Skills Acrobatics +4, Athletics +7, Lore: Hunting +3, Medicine +5, Stealth +4, Survival +5
Str +4, Dex +1, Con +3, Int +0, Wis +2, Cha -1
Items Hide, Healer's Tools, Backpack (2), Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Grappling Hook, Wooden Shield (Hardness 3, HP 12, BT 6)


AC 17 (+19 with shield raised); Fort +8, Ref +6, Will +5
HP 23
Shield Block action_reaction_black.pngTrigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Attack of Opportunity action_reaction_black.pngTrigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.


Speed 20 feet
Melee Guisarme +9 (Reach, Trip), Damage 1d10+4 S
Melee Clan Dagger +9 (Agile, Dwarf, Parry, Uncommon, Versatile B), Damage 1d4+4 P
Melee Light Hammer +9 (Agile, Thrown 20 ft.), Damage 1d6+4 B
Melee Fist +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 B
Ranged Javelin +6 (Thrown), Damage 1d6+4 P
Sudden Charge action_double_black.png (Flourish, Open) With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Additional Feats Strong-Blooded Dwarf, Titan Wrestler, Unburdened Iron

House of the Musk Ox (Totem: Bighorn Sheep) image.png.dd97adbbe0fc3dec71d57107d2ce6d3f.png

Strong-Blooded DwarfYou gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.; Megafauna HunterYou have a natural knack for tracking and taking down big game such as moose, saber-toothed tigers, and even wild mammoths.

Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.

You're trained in the Athletics skill, and the Hunting Lore skill. You gain the Titan Wrestler skill feat.
; Fighter (1)


 

HP: 23/23 AC: 17 (19): hide (shield) | Speed: 20' | Darkvision | Lang: Hallit, Dwarven

Perception (E): +7  Initiative: +7 | Fort (E): +8 | Ref (E): +6| Will (T): +5 | Hero Pts: 1

| SkillsTrained:
Acrobatics (+4); Athletics (+7); Lore/hunting (+3); Medicine (+5); Stealth (+4); Survival (+5)

Untrained:
Acrana (+0); Crafting (+0); Deception (-1); Diplomacy (-1); Intimidation (-1); Nature (+2); Occultism (+0); Performance (-1); Religion (+2); Society (+0); Thievery (+1)
 | AttributesSTR +4
DEX +1
CON +3
INT +0
WIS +2
CHA -1
 | AttacksUnarmed:

Fist +9/+5/+1 • Expert +5 • Str +4 • Item 0 • Damage 1d4+4 B • Agile; Finesse; Nonlethal; Unarmed

Melee:

Guisarme +9/+4/-1 • Expert +5 • STR +4 • Item 0 • Damage 1d10+4 S, Reach, Trip
Clan Dagger +9/+5/+1 • Expert +5 • STR +4 • Item 0 • Damage 1d4+4 P, Versatile B, Agile, Dwarf, Parry
Light Hammer +9/+5/+1 • Expert +5 • STR +4 • Item 0 • Damage 1d6+4 B, Agile, Thrown 20'

Ranged:

Javelin +6/+1/-4 • Expert +5 • DEX +1 • Item 0 • Damage 1d6+4 P, Thrown 30'
Light Hammer +6/+2/-2 • Expert +5 • DEX +1 • Item 0 • Damage 1d6+4 B, Agile, Thrown 20'
 |


The dwarf relaxed somewhat: whilst Myriawen appeared to have some difficulty earning the animal's trust, at least it did not seem hostile or likely to strike out defensively. He hoped her patience would be rewarded. Keep at it, he said in a low voice. The tapir just needs time to know you pose no threat.

Whilst observing Windhoof's reactions to the bard, he noticed the trap, partially hidden in the thick grass. Looking about, he saw Talyn farther away keeping watch, so he motioned to his other Musk Ox brother, Gol'garath, indicating by hand signs that there was something of interest on the ground.

As he waited for the spear-bearer to make his way over, he took an initial look at the trap, racking his memory in hopes of having recalled seeing its like previously or, at least, determining something of its mechanism.

 

OOC

I'll assume a Lore (Hunting) check. Well, I'd prefer to pocket that natural 20 for another time, but one shouldn't look a gift tapir in the mouth!

 

 

ACTIONS

1. Recall Knowledge Lore (Hunting)

 


 

 

 

Edited by Vedast (see edit history)
Name
Lore (Hunting) re: tapir trap
23
1d20+3 20
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On 12/11/2023 at 7:20 PM, Vedast said:

 

image.png

Qingalic Mølgaard

Qingalic MolgaardFighter 1


N
Medium
Dwarf
Strong-Blooded Dwarf
Humanoid

Perception +7; Darkvision
Languages None selected
Skills Acrobatics +4, Athletics +7, Lore: Hunting +3, Medicine +5, Stealth +4, Survival +5
Str +4, Dex +1, Con +3, Int +0, Wis +2, Cha -1
Items Hide, Healer's Tools, Backpack (2), Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Grappling Hook, Wooden Shield (Hardness 3, HP 12, BT 6)


AC 17 (+19 with shield raised); Fort +8, Ref +6, Will +5
HP 23
Shield Block action_reaction_black.pngTrigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Attack of Opportunity action_reaction_black.pngTrigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.


Speed 20 feet
Melee Guisarme +9 (Reach, Trip), Damage 1d10+4 S
Melee Clan Dagger +9 (Agile, Dwarf, Parry, Uncommon, Versatile B), Damage 1d4+4 P
Melee Light Hammer +9 (Agile, Thrown 20 ft.), Damage 1d6+4 B
Melee Fist +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 B
Ranged Javelin +6 (Thrown), Damage 1d6+4 P
Sudden Charge action_double_black.png (Flourish, Open) With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Additional Feats Strong-Blooded Dwarf, Titan Wrestler, Unburdened Iron

House of the Musk Ox (Totem: Bighorn Sheep) image.png.dd97adbbe0fc3dec71d57107d2ce6d3f.png

Strong-Blooded DwarfYou gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.; Megafauna HunterYou have a natural knack for tracking and taking down big game such as moose, saber-toothed tigers, and even wild mammoths.

Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.

You're trained in the Athletics skill, and the Hunting Lore skill. You gain the Titan Wrestler skill feat.
; Fighter (1)


 

HP: 23/23 AC: 17 (19): hide (shield) | Speed: 20' | Darkvision | Lang: Hallit, Dwarven

Perception (E): +7  Initiative: +7 | Fort (E): +8 | Ref (E): +6| Will (T): +5 | Hero Pts: 1

| SkillsTrained:
Acrobatics (+4); Athletics (+7); Lore/hunting (+3); Medicine (+5); Stealth (+4); Survival (+5)

Untrained:
Acrana (+0); Crafting (+0); Deception (-1); Diplomacy (-1); Intimidation (-1); Nature (+2); Occultism (+0); Performance (-1); Religion (+2); Society (+0); Thievery (+1)
 | AttributesSTR +4
DEX +1
CON +3
INT +0
WIS +2
CHA -1
 | AttacksUnarmed:

Fist +9/+5/+1 • Expert +5 • Str +4 • Item 0 • Damage 1d4+4 B • Agile; Finesse; Nonlethal; Unarmed

Melee:

Guisarme +9/+4/-1 • Expert +5 • STR +4 • Item 0 • Damage 1d10+4 S, Reach, Trip
Clan Dagger +9/+5/+1 • Expert +5 • STR +4 • Item 0 • Damage 1d4+4 P, Versatile B, Agile, Dwarf, Parry
Light Hammer +9/+5/+1 • Expert +5 • STR +4 • Item 0 • Damage 1d6+4 B, Agile, Thrown 20'

Ranged:

Javelin +6/+1/-4 • Expert +5 • DEX +1 • Item 0 • Damage 1d6+4 P, Thrown 30'
Light Hammer +6/+2/-2 • Expert +5 • DEX +1 • Item 0 • Damage 1d6+4 B, Agile, Thrown 20'
 |


The dwarf relaxed somewhat: whilst Myriawen appeared to have some difficulty earning the animal's trust, at least it did not seem hostile or likely to strike out defensively. He hoped her patience would be rewarded. Keep at it, he said in a low voice. The tapir just needs time to know you pose no threat.

Whilst observing Windhoof's reactions to the bard, he noticed the trap, partially hidden in the thick grass. Looking about, he saw Talyn farther away keeping watch, so he motioned to his other Musk Ox brother, Gol'garath, indicating by hand signs that there was something of interest on the ground.

As he waited for the spear-bearer to make his way over, he took an initial look at the trap, racking his memory in hopes of having recalled seeing its like previously or, at least, determining something of its mechanism.

 

OOC

I'll assume a Lore (Hunting) check. Well, I'd prefer to pocket that natural 20 for another time, but one shouldn't look a gift tapir in the mouth!

 

 

ACTIONS

1. Recall Knowledge Lore (Hunting)

 


 

 

 

You recognize that the trap is defiantly not the making of your hunters. This is something foreign. With that roll you are able to gain all the knowledge that can be gleamed as to how the trap works. Only the people that laid it are still a mystery. (Do you have any specific questions I should answer about the trap? )

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image.png

Qingalic Mølgaard

Qingalic MolgaardFighter 1


N
Medium
Dwarf
Strong-Blooded Dwarf
Humanoid

Perception +7; Darkvision
Languages None selected
Skills Acrobatics +4, Athletics +7, Lore: Hunting +3, Medicine +5, Stealth +4, Survival +5
Str +4, Dex +1, Con +3, Int +0, Wis +2, Cha -1
Items Hide, Healer's Tools, Backpack (2), Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Grappling Hook, Wooden Shield (Hardness 3, HP 12, BT 6)


AC 17 (+19 with shield raised); Fort +8, Ref +6, Will +5
HP 23
Shield Block action_reaction_black.pngTrigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Attack of Opportunity action_reaction_black.pngTrigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.


Speed 20 feet
Melee Guisarme +9 (Reach, Trip), Damage 1d10+4 S
Melee Clan Dagger +9 (Agile, Dwarf, Parry, Uncommon, Versatile B), Damage 1d4+4 P
Melee Light Hammer +9 (Agile, Thrown 20 ft.), Damage 1d6+4 B
Melee Fist +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 B
Ranged Javelin +6 (Thrown), Damage 1d6+4 P
Sudden Charge action_double_black.png (Flourish, Open) With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Additional Feats Strong-Blooded Dwarf, Titan Wrestler, Unburdened Iron

House of the Musk Ox (Totem: Bighorn Sheep) image.png.dd97adbbe0fc3dec71d57107d2ce6d3f.png

Strong-Blooded DwarfYou gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.; Megafauna HunterYou have a natural knack for tracking and taking down big game such as moose, saber-toothed tigers, and even wild mammoths.

Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.

You're trained in the Athletics skill, and the Hunting Lore skill. You gain the Titan Wrestler skill feat.
; Fighter (1)


 

HP: 23/23 AC: 17 (19): hide (shield) | Speed: 20' | Darkvision | Lang: Hallit, Dwarven

Perception (E): +7  Initiative: +7 | Fort (E): +8 | Ref (E): +6| Will (T): +5 | Hero Pts: 1

| SkillsTrained:
Acrobatics (+4); Athletics (+7); Lore/hunting (+3); Medicine (+5); Stealth (+4); Survival (+5)

Untrained:
Acrana (+0); Crafting (+0); Deception (-1); Diplomacy (-1); Intimidation (-1); Nature (+2); Occultism (+0); Performance (-1); Religion (+2); Society (+0); Thievery (+1)
 | AttributesSTR +4
DEX +1
CON +3
INT +0
WIS +2
CHA -1
 | AttacksUnarmed:

Fist +9/+5/+1 • Expert +5 • Str +4 • Item 0 • Damage 1d4+4 B • Agile; Finesse; Nonlethal; Unarmed

Melee:

Guisarme +9/+4/-1 • Expert +5 • STR +4 • Item 0 • Damage 1d10+4 S, Reach, Trip
Clan Dagger +9/+5/+1 • Expert +5 • STR +4 • Item 0 • Damage 1d4+4 P, Versatile B, Agile, Dwarf, Parry
Light Hammer +9/+5/+1 • Expert +5 • STR +4 • Item 0 • Damage 1d6+4 B, Agile, Thrown 20'

Ranged:

Javelin +6/+1/-4 • Expert +5 • DEX +1 • Item 0 • Damage 1d6+4 P, Thrown 30'
Light Hammer +6/+2/-2 • Expert +5 • DEX +1 • Item 0 • Damage 1d6+4 B, Agile, Thrown 20'
 |


Qingalic does his best, perhaps in consultation with Gol'garath, to determine any particulars regarding this trap. Is it made from an unusual material? Is the metal work (or is it made of something else?) particularly fine or crude? Put another way, is this trap's manufacture beyond what Qingalic would judge a typical dwarf craftman's ability to make or does it suggest "orc make" or the like? Any symbols or sign of a forgers mark? Is the triggering mechanism itself unusual?

Perhaps in a few moments (narratively speaking), the dwarf would ask Myriawen (Qingalic doesn't want to interrupt her attempts to calm the tapir) and Talyn to take a look to determine whether there are any residual magical energies i.e. did the trap utilize a magical lure or trigger?

I suppose a look about for any other traps would be warranted. We'd certainly bag one to take back to the main camp for further evaluation.

OOC

Anyone else should feel free to pose a question. Hate to lose a good roll because I don't think of an aspect to inquire about.

 

 

ACTIONS

 

 


 

 

 

Edited by Vedast (see edit history)
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