As you enter the large hut, you easily spot your belongings on the floor in a pile. You also notice a crate in the corner marked with symbols you don't understand. There is also an object about your size, wrapped in brown paper.
Varis
As you stand in the center of the camp you see the tall, pointed wall that makes a full circle around you. You see 3 full sized lookout towers, as well as several small catwalks around the top of the wall. You see many small huts, that look as if they could house one individual comfortably. Directly behind you is the large common hut. It is about 12 feet tall with a domed roof. You see an area that could be used for a very large bon fire, and a large pile of wood, debris, and building material in the far corner.
All Players
Colter and Jana sit in shocked silence until the orc horde is out of sight, they then move to tend to the body of the Halfling. The gray haired elf moves into the common area and starts rummaging through a bag that you assume is his. Umoks words echo in all of your ears, you wonder what exactly he meant, and why you haven't been killed outright yet.
You approach the object in the brown paper, and see blood slowly seeping out of the seams of the paper onto the dirt. You peel back the first layer and see a very large wild boar. It is skinned and coated in what seem to be herbs and spices. There is a bright red apple in it's mouth. Despite being a skinned animal left in the warmth of the day, you think it smells rather appetizing.
This post has potentially manipulated dice roll results.
"Possible books?! Yes, my name is Varis Xiloscient, a cleric of Yalasna. May he.." A bit perplexed as to which god this half elf may possibly ascribe himself, "...bless you. And you are? I would love to take a look at this crate."
Varis follows Guido into the hut to examine the crate.
Grimnir studies the lovers carefully, all the while wondering how it is that they are still alive after having been forced to face the carnage of the arena.
'Had they fought?' he pondered.
His mind begins to overanalyze the situation to the point of where he entertains the idea that they are not even captives but willful participants in this charade.
He shakes his head and puts those thoughts away. They are certainly more than what they pretend to be, however, of that much he is certain. Perhaps everyone in this encampment is his enemy...
The crate in the hut piques Grimnir's curiosity.
Could this have some further meaning as to why he is here?
Perception check:
6
Rollback Post to RevisionRollBack
|PbP: Divisions| Grimnir the Walker - Human Barbarian (3)
|PbP:| Relaerys Andulin - Eladrin Wizard (1)
|PbP:| Subotai the Black - Half-Elf Rogue (1)
"Ósnjallur maður hyggst munu ey lifa, ef hann við víg varast; en elli gefur honum engi frið, þótt honum geirar gefi."
You open the lid of the crate and see a few things. You see enough rations to feed everyone in the camp for 3 weeks. You see carpentry tools, masonry tools, tinder, flint, a first aid kit, metal pitons, thick wire, and a vial of a green liquid. You get the impression that these could easily be used to fortify, trap or otherwise prepare for an invasion.
Grimnir
You see all of the aforementioned supplies, and you also see a trail of loose rock and gravel in a path from the crate to the doorway. You get the impression that this was moved here recently.
This post has potentially manipulated dice roll results.
"It's all very well about the books. I'm sure these orcs wouldn't have provided great, religious literature or anything to my liking any way."
Varis grabs the vial to get a better look at it.
Perception check, as well: 20
He is cautious with it as he is still unsure of it's contents. "Without further inspection, fair Guido, I am not sure what it is. Though, I may be able to cast a spell to discover if it's poisonous."
"Grimnir, the Walker, fine warrior. I am Vairs Xiloscient, a cleric of Yalasna. May the Creator bless you. I, too, am curious as our companion Guido, do you have any insight for a way to escape this 'new home'?"
This post has potentially manipulated dice roll results.
Grimnir raises his hand up in a polite but negating manner to Varis.
"Save you blessings, holy man. I mean no offense to you or your god, but they are wasted on me."
He chuckles lightly with a tight-lipped smile.
"As for our current situation, I did not notice anything earlier, though I was preoccupied dealing with the headache I woke with after the beating we received yesterday. I will scout the vicinity, in any case, it would be folly to not."
Grimnir turns to walk out of the hut but stops within the doorway. Looking back over his shoulder he remarks, "Newlyweds, an elven spell-flinger, a grifter songbird, and a man of the cloth who can turn orcs to ash. I suppose I've seen militias made of stranger groupings."
Once outside, Grimnir stretches his arms out with a deep, bellowing yawn. He squints his eyes for a minute from the harshness of the sunlight until they adjust to being outdoors and he slowly begins examining the compound for any strategic advantages or weaknesses.
Perception check
16
^ Hope it's bigger than the single digits this time! hahaha
Rollback Post to RevisionRollBack
|PbP: Divisions| Grimnir the Walker - Human Barbarian (3)
|PbP:| Relaerys Andulin - Eladrin Wizard (1)
|PbP:| Subotai the Black - Half-Elf Rogue (1)
"Ósnjallur maður hyggst munu ey lifa, ef hann við víg varast; en elli gefur honum engi frið, þótt honum geirar gefi."
As you swirl the liquid around in the vial, you both come to a similar conclusion, it appears to be Torpor Poison, and there is enough for 2 doses.
Torpor: A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 4d6 hours. The Poisoned creature is Incapacitated.
Grimnir
You see a few strategic advantages. Above the gate you see an unset net trap, you see the trip wire coiled up on the ground, it appears that you only need to set the wire properly and it would be operational. You also see a partially dug tench around the inside of the fence, you think it could either be used for cover or you could make sharpened poles and make a pit trap.
Falling Net
Mechanical trap
This trap uses a trip wire to release a net suspended from the ceiling.
The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves’ tools breaks the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
When the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and Restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section.
Spiked Pit. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or Iron spikes at the bottom. A creature Falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any Falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
Cover: A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
Ander
You don't see any obvious weaknesses, the wall is very well fortified. You see the lever that operates the gate, you could open or close it at your convenience.
Varis, pleased with their conclusion though not yet fully trusting of his companions, puts the vial away on his person while saying, "I'll hold onto this for now, until we find the best use for it." He then heads out of the hut to see what Grimnir has discovered about the camp. He sighs, a bit too loudly, over the confidence he just exerted over the vial, "Come along, great musician, let us see what Grimnir has discovered."
Varis approaches Grimnir and petitions, "Oh, great Grimnir, the Walker, what have you found about the camp? Is there any easy way of escape?" The second question being much quieter than the first, just in case their are good ears listening in on the war games participants.
This post has potentially manipulated dice roll results.
Grimnir looks deep in thought as he stares at the tripwire system set in place in the compound.
He does not make eye contact with Varis but begins speaking to him authoritatively, "We are not meant to leave this place. At least not yet."
Walking off a few steps towards the traps, he gestures to Varis to follow him and begins pointing out all of the strategic fortifications that are in place around the perimeter of the camp.
"I won't assume your understanding of martial tactics," he states matter of factly, "but I will tell you this: every item in this area has been well planned out to withstand an attack from a sizeable force."
He finally pivots his large frame around and makes eye contact with Varis as he begins speaking once again, "This is a scenario in which an attack is coming. There is no doubt of this. Rather than attempting to flee from this place, our new task is to ensure it holds up against whatever is out there," he motions towards the land beyond the defenses with an outstretched arm.
Placing both hands on either shoulder of Varis he steadies his gaze intensely into his eyes and says, "There is much work to be done. We must gather the others and begins immediately."
'That green vial,' he thinks to himself, 'could it be a poison?' He remembered seeing similar implements used before in the defense of towns and ports, but he was no alchemist.
Grimnir then turns and walks in the opposite direction, looking for supplies that he may use to further bolster the already established trap system.
I'd like to call upon his prior experience as a mercenary in finding useful materials to strips from huts of anything in the vicinity that would allow the captured to shore up the defenses. For now, I'll roll a perception roll as he examines the camp, to see if he discovers anything of value.
17
Rollback Post to RevisionRollBack
|PbP: Divisions| Grimnir the Walker - Human Barbarian (3)
|PbP:| Relaerys Andulin - Eladrin Wizard (1)
|PbP:| Subotai the Black - Half-Elf Rogue (1)
"Ósnjallur maður hyggst munu ey lifa, ef hann við víg varast; en elli gefur honum engi frið, þótt honum geirar gefi."
You find a saw for cutting wood, a hammer, a box of nails, a 100 foot length of rope, a dozen empty glass jars, and a small container of some type of oil. The interesting thing though, is the area you find on the wall that looks as if it has been burned in the past.
Guido
You find a will on the northern side of the camp near the wall and the common hut. You also deduce that the huge fire put must also be for burning waste. You also notice that the smaller huts are all closed with small makeshift doors
This post has potentially manipulated dice roll results.
Varis decides that if he is going to be prepared for the incoming invasion, he is going to need to sleep and spend a small time in meditation in order to be ready to use his spells.
He decides to search out the best place for a rest, going from hut to hut to find one to his suiting.
Perception for huts: 14
After examining the huts, Varis approaches Grimnir, "Most skilled barbarian, may the Creator bless you. I am going to rest in order to be prepared with my magic for the impending raid. Afterwards, I will can help in other preparations or keep watch as others rest."
Don't know if these are needed reminders, but: as an elf, I have Trance, so my "long rest" is only 4 hours. Also, as a cleric, I can reset my spell list with a minute of meditation per spell.
"Sleep. Your spells will be needed at full strength," Grimnir tells Varis before watching him take his leave and disappear into the hut.
He examines the char patterns on the wall in muted contemplation.
"This is all starting to make sense in a twisted way," he mutters to himself.
Grimnir wastes little time before beginning work on the defensive network. He attempts to enlist those around him, including Colter and Jana to help out with the arduous tasks.
Would this be a charisma check? Let me know and I'll roll whatever die is appropriate for this. :D
He secures the trip wire connected to the net trap first, hoping it will work correctly when the time comes.
Let me know if I need to make a roll for anything in order to complete this action, including the size die I'll need to cast.
Dropping his weapons and pulling off his tunic, he labours to finish the partially completed trench within the walls of the compound by dismantling the makeshift doors from the huts and sawing them down into smaller sections with sharpened ends.
He spreads the nails out on the ground a few feet behind the tripwire to serve as caltrops.
For his final act, he fills as many of the jars as he can with the oil, hoping that when the time comes they can be used as incendiaries with the proper support of his magical companions.
Exhausted, he slumps down against the wall of the hut and stares at the section of rope, trying to come up with a use for it.
His eyes heavy, he falls into a deep sleep, not knowing what the morning will bring.
Also, if others want to contribute to the defensive effort, feel free. I was just afraid to go to sleep without preparing something in case tomorrow brings a horde or orc warriors down on our heads.
Rollback Post to RevisionRollBack
|PbP: Divisions| Grimnir the Walker - Human Barbarian (3)
|PbP:| Relaerys Andulin - Eladrin Wizard (1)
|PbP:| Subotai the Black - Half-Elf Rogue (1)
"Ósnjallur maður hyggst munu ey lifa, ef hann við víg varast; en elli gefur honum engi frið, þótt honum geirar gefi."
This post has potentially manipulated dice roll results.
I am going to roll Ander's int. roll real quick, just because this is probably the only time I will have today to get this big post in (Sorry Ander!)
9
Grimnir
You feel satisfied with the job you did on the traps. You feel that you have fortified the outpost to the best of your abilities. When you went to recruit Colter and Jana to the plan, they were happy to help. They did not add much of their own ideas, but helped you in securing your traps. After they offered their help they walk to a small hut to spend the night.
Varis
You find a hut on the east side of the camp, about 10 yards away from one of the look out towers. It has been cooled as the sun set and feels rather nice. There is a bed roll and a small table and just enough room for you to place your belongings. On your way into the hut you see the gray haired elf atop the lookout tower standing guard.
All Players
As you settle in to rest, your mind races with all the possibilities, you comb over every possible scenario feeling a sense of helplessness. You imagine in one moment the orcs coming over the wall with hooks, and as quickly as you shake that thought you envision them battering through the gate with a battering ram. Grimnir; right as you settle into your bed roll, you realize that you sat your sword down by the gate and have to go get it. It is an inconvenience and you are pretty annoyed by it. Varis and Ander; in the middle of the night, a realization pulls at your stomach like an anchor. You never considered it, as you haven't had a moment to think, but now, in the middle of the night it hits you. Why are there Orcs on Ersa, and who taught them to speak common.
All Players
The night passes quietly. Aside from the crickets and the breeze you barely hear a sound. You wake up in the morning and find that Colter and Jana have started breakfast over a small campfire. Everything is just as you left it. The old Gray-Haired Elf is still perched on the lookout tower, but you think he may be asleep.
Guido
As you enter the large hut, you easily spot your belongings on the floor in a pile. You also notice a crate in the corner marked with symbols you don't understand. There is also an object about your size, wrapped in brown paper.
Varis
As you stand in the center of the camp you see the tall, pointed wall that makes a full circle around you. You see 3 full sized lookout towers, as well as several small catwalks around the top of the wall. You see many small huts, that look as if they could house one individual comfortably. Directly behind you is the large common hut. It is about 12 feet tall with a domed roof. You see an area that could be used for a very large bon fire, and a large pile of wood, debris, and building material in the far corner.
All Players
Colter and Jana sit in shocked silence until the orc horde is out of sight, they then move to tend to the body of the Halfling. The gray haired elf moves into the common area and starts rummaging through a bag that you assume is his. Umoks words echo in all of your ears, you wonder what exactly he meant, and why you haven't been killed outright yet.
||PbP: Tarvyn's World... DM||
Guido
You approach the object in the brown paper, and see blood slowly seeping out of the seams of the paper onto the dirt. You peel back the first layer and see a very large wild boar. It is skinned and coated in what seem to be herbs and spices. There is a bright red apple in it's mouth. Despite being a skinned animal left in the warmth of the day, you think it smells rather appetizing.
||PbP: Tarvyn's World... DM||
"Possible books?! Yes, my name is Varis Xiloscient, a cleric of Yalasna. May he.." A bit perplexed as to which god this half elf may possibly ascribe himself, "...bless you. And you are? I would love to take a look at this crate."
Varis follows Guido into the hut to examine the crate.
Perception check: 10
|PbP: Divisions| Varis Xiloscient | Elf Cleric (3)
Grimnir studies the lovers carefully, all the while wondering how it is that they are still alive after having been forced to face the carnage of the arena.
'Had they fought?' he pondered.
His mind begins to overanalyze the situation to the point of where he entertains the idea that they are not even captives but willful participants in this charade.
He shakes his head and puts those thoughts away. They are certainly more than what they pretend to be, however, of that much he is certain. Perhaps everyone in this encampment is his enemy...
The crate in the hut piques Grimnir's curiosity.
Could this have some further meaning as to why he is here?
Perception check:
6
|PbP: Divisions| Grimnir the Walker - Human Barbarian (3)
|PbP:| Relaerys Andulin - Eladrin Wizard (1)
|PbP:| Subotai the Black - Half-Elf Rogue (1)
"Ósnjallur maður hyggst munu ey lifa, ef hann við víg varast; en elli gefur honum engi frið, þótt honum geirar gefi."
- Hávamál 16
Varis
You open the lid of the crate and see a few things. You see enough rations to feed everyone in the camp for 3 weeks. You see carpentry tools, masonry tools, tinder, flint, a first aid kit, metal pitons, thick wire, and a vial of a green liquid. You get the impression that these could easily be used to fortify, trap or otherwise prepare for an invasion.
Grimnir
You see all of the aforementioned supplies, and you also see a trail of loose rock and gravel in a path from the crate to the doorway. You get the impression that this was moved here recently.
||PbP: Tarvyn's World... DM||
"It's all very well about the books. I'm sure these orcs wouldn't have provided great, religious literature or anything to my liking any way."
Varis grabs the vial to get a better look at it.
Perception check, as well: 20
He is cautious with it as he is still unsure of it's contents. "Without further inspection, fair Guido, I am not sure what it is. Though, I may be able to cast a spell to discover if it's poisonous."
"Grimnir, the Walker, fine warrior. I am Vairs Xiloscient, a cleric of Yalasna. May the Creator bless you. I, too, am curious as our companion Guido, do you have any insight for a way to escape this 'new home'?"
|PbP: Divisions| Varis Xiloscient | Elf Cleric (3)
Grimnir raises his hand up in a polite but negating manner to Varis.
"Save you blessings, holy man. I mean no offense to you or your god, but they are wasted on me."
He chuckles lightly with a tight-lipped smile.
"As for our current situation, I did not notice anything earlier, though I was preoccupied dealing with the headache I woke with after the beating we received yesterday. I will scout the vicinity, in any case, it would be folly to not."
Grimnir turns to walk out of the hut but stops within the doorway. Looking back over his shoulder he remarks, "Newlyweds, an elven spell-flinger, a grifter songbird, and a man of the cloth who can turn orcs to ash. I suppose I've seen militias made of stranger groupings."
Once outside, Grimnir stretches his arms out with a deep, bellowing yawn. He squints his eyes for a minute from the harshness of the sunlight until they adjust to being outdoors and he slowly begins examining the compound for any strategic advantages or weaknesses.
Perception check
16
^ Hope it's bigger than the single digits this time! hahaha
|PbP: Divisions| Grimnir the Walker - Human Barbarian (3)
|PbP:| Relaerys Andulin - Eladrin Wizard (1)
|PbP:| Subotai the Black - Half-Elf Rogue (1)
"Ósnjallur maður hyggst munu ey lifa, ef hann við víg varast; en elli gefur honum engi frið, þótt honum geirar gefi."
- Hávamál 16
Ander Begins to wander the perimeter searching for any weaknesses in the walls around the camp.
Perception 1
Varis and Guido
As you swirl the liquid around in the vial, you both come to a similar conclusion, it appears to be Torpor Poison, and there is enough for 2 doses.
Torpor: A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 4d6 hours. The Poisoned creature is Incapacitated.
Grimnir
You see a few strategic advantages. Above the gate you see an unset net trap, you see the trip wire coiled up on the ground, it appears that you only need to set the wire properly and it would be operational. You also see a partially dug tench around the inside of the fence, you think it could either be used for cover or you could make sharpened poles and make a pit trap.
Falling Net
Mechanical trap
This trap uses a trip wire to release a net suspended from the ceiling.
The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves’ tools breaks the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
When the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and Restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section.
Spiked Pit. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or Iron spikes at the bottom. A creature Falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any Falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
Cover: A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
Ander
You don't see any obvious weaknesses, the wall is very well fortified. You see the lever that operates the gate, you could open or close it at your convenience.
||PbP: Tarvyn's World... DM||
Varis, pleased with their conclusion though not yet fully trusting of his companions, puts the vial away on his person while saying, "I'll hold onto this for now, until we find the best use for it." He then heads out of the hut to see what Grimnir has discovered about the camp. He sighs, a bit too loudly, over the confidence he just exerted over the vial, "Come along, great musician, let us see what Grimnir has discovered."
Varis approaches Grimnir and petitions, "Oh, great Grimnir, the Walker, what have you found about the camp? Is there any easy way of escape?" The second question being much quieter than the first, just in case their are good ears listening in on the war games participants.
|PbP: Divisions| Varis Xiloscient | Elf Cleric (3)
Grimnir looks deep in thought as he stares at the tripwire system set in place in the compound.
He does not make eye contact with Varis but begins speaking to him authoritatively, "We are not meant to leave this place. At least not yet."
Walking off a few steps towards the traps, he gestures to Varis to follow him and begins pointing out all of the strategic fortifications that are in place around the perimeter of the camp.
"I won't assume your understanding of martial tactics," he states matter of factly, "but I will tell you this: every item in this area has been well planned out to withstand an attack from a sizeable force."
He finally pivots his large frame around and makes eye contact with Varis as he begins speaking once again, "This is a scenario in which an attack is coming. There is no doubt of this. Rather than attempting to flee from this place, our new task is to ensure it holds up against whatever is out there," he motions towards the land beyond the defenses with an outstretched arm.
Placing both hands on either shoulder of Varis he steadies his gaze intensely into his eyes and says, "There is much work to be done. We must gather the others and begins immediately."
'That green vial,' he thinks to himself, 'could it be a poison?' He remembered seeing similar implements used before in the defense of towns and ports, but he was no alchemist.
Grimnir then turns and walks in the opposite direction, looking for supplies that he may use to further bolster the already established trap system.
I'd like to call upon his prior experience as a mercenary in finding useful materials to strips from huts of anything in the vicinity that would allow the captured to shore up the defenses. For now, I'll roll a perception roll as he examines the camp, to see if he discovers anything of value.
17
|PbP: Divisions| Grimnir the Walker - Human Barbarian (3)
|PbP:| Relaerys Andulin - Eladrin Wizard (1)
|PbP:| Subotai the Black - Half-Elf Rogue (1)
"Ósnjallur maður hyggst munu ey lifa, ef hann við víg varast; en elli gefur honum engi frið, þótt honum geirar gefi."
- Hávamál 16
Grimnir
You find a saw for cutting wood, a hammer, a box of nails, a 100 foot length of rope, a dozen empty glass jars, and a small container of some type of oil. The interesting thing though, is the area you find on the wall that looks as if it has been burned in the past.
Guido
You find a will on the northern side of the camp near the wall and the common hut. You also deduce that the huge fire put must also be for burning waste. You also notice that the smaller huts are all closed with small makeshift doors
||PbP: Tarvyn's World... DM||
Varis decides that if he is going to be prepared for the incoming invasion, he is going to need to sleep and spend a small time in meditation in order to be ready to use his spells.
He decides to search out the best place for a rest, going from hut to hut to find one to his suiting.
Perception for huts: 14
After examining the huts, Varis approaches Grimnir, "Most skilled barbarian, may the Creator bless you. I am going to rest in order to be prepared with my magic for the impending raid. Afterwards, I will can help in other preparations or keep watch as others rest."
Don't know if these are needed reminders, but: as an elf, I have Trance, so my "long rest" is only 4 hours. Also, as a cleric, I can reset my spell list with a minute of meditation per spell.
|PbP: Divisions| Varis Xiloscient | Elf Cleric (3)
"Sleep. Your spells will be needed at full strength," Grimnir tells Varis before watching him take his leave and disappear into the hut.
He examines the char patterns on the wall in muted contemplation.
"This is all starting to make sense in a twisted way," he mutters to himself.
Grimnir wastes little time before beginning work on the defensive network. He attempts to enlist those around him, including Colter and Jana to help out with the arduous tasks.
Would this be a charisma check? Let me know and I'll roll whatever die is appropriate for this. :D
He secures the trip wire connected to the net trap first, hoping it will work correctly when the time comes.
Let me know if I need to make a roll for anything in order to complete this action, including the size die I'll need to cast.
Dropping his weapons and pulling off his tunic, he labours to finish the partially completed trench within the walls of the compound by dismantling the makeshift doors from the huts and sawing them down into smaller sections with sharpened ends.
He spreads the nails out on the ground a few feet behind the tripwire to serve as caltrops.
For his final act, he fills as many of the jars as he can with the oil, hoping that when the time comes they can be used as incendiaries with the proper support of his magical companions.
Exhausted, he slumps down against the wall of the hut and stares at the section of rope, trying to come up with a use for it.
His eyes heavy, he falls into a deep sleep, not knowing what the morning will bring.
Also, if others want to contribute to the defensive effort, feel free. I was just afraid to go to sleep without preparing something in case tomorrow brings a horde or orc warriors down on our heads.
|PbP: Divisions| Grimnir the Walker - Human Barbarian (3)
|PbP:| Relaerys Andulin - Eladrin Wizard (1)
|PbP:| Subotai the Black - Half-Elf Rogue (1)
"Ósnjallur maður hyggst munu ey lifa, ef hann við víg varast; en elli gefur honum engi frið, þótt honum geirar gefi."
- Hávamál 16
Ander Takes the rope And attemps to create a snare near the entrance to the camp
survival check 5
And He goes into a hut to rest.
Everyone roll me an intelligence roll before I resolve the last few actions.
Just 1d20+(int. modifier)
And Grimnir roll me a survival also.
||PbP: Tarvyn's World... DM||
Intelligence check: 12
|PbP: Divisions| Varis Xiloscient | Elf Cleric (3)
Intelligence check:
6
Survival check
22
|PbP: Divisions| Grimnir the Walker - Human Barbarian (3)
|PbP:| Relaerys Andulin - Eladrin Wizard (1)
|PbP:| Subotai the Black - Half-Elf Rogue (1)
"Ósnjallur maður hyggst munu ey lifa, ef hann við víg varast; en elli gefur honum engi frið, þótt honum geirar gefi."
- Hávamál 16
I am going to roll Ander's int. roll real quick, just because this is probably the only time I will have today to get this big post in (Sorry Ander!)
9
Grimnir
You feel satisfied with the job you did on the traps. You feel that you have fortified the outpost to the best of your abilities. When you went to recruit Colter and Jana to the plan, they were happy to help. They did not add much of their own ideas, but helped you in securing your traps. After they offered their help they walk to a small hut to spend the night.
Varis
You find a hut on the east side of the camp, about 10 yards away from one of the look out towers. It has been cooled as the sun set and feels rather nice. There is a bed roll and a small table and just enough room for you to place your belongings. On your way into the hut you see the gray haired elf atop the lookout tower standing guard.
All Players
As you settle in to rest, your mind races with all the possibilities, you comb over every possible scenario feeling a sense of helplessness. You imagine in one moment the orcs coming over the wall with hooks, and as quickly as you shake that thought you envision them battering through the gate with a battering ram. Grimnir; right as you settle into your bed roll, you realize that you sat your sword down by the gate and have to go get it. It is an inconvenience and you are pretty annoyed by it. Varis and Ander; in the middle of the night, a realization pulls at your stomach like an anchor. You never considered it, as you haven't had a moment to think, but now, in the middle of the night it hits you. Why are there Orcs on Ersa, and who taught them to speak common.
All Players
The night passes quietly. Aside from the crickets and the breeze you barely hear a sound. You wake up in the morning and find that Colter and Jana have started breakfast over a small campfire. Everything is just as you left it. The old Gray-Haired Elf is still perched on the lookout tower, but you think he may be asleep.
||PbP: Tarvyn's World... DM||
int 13