Ranger Trials

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May 26, 2024 6:17 pm
I like the thought of the Underdark but whichever is easiest
May 26, 2024 6:59 pm
OOC:
I'll get Stee there starting tomorrow
May 26, 2024 8:30 pm
Thank you sir
May 27, 2024 2:07 pm
Taking the cloak and making your way back toward known, if never previously visited landmarks and trails Stee feels good about the resolution. The Calygraunts seemed reclusive enough that he doubts there will be trouble for the local and wonders if his old master already knew about it . Making your way back to familiar lands you leave word at one of the outermost homesteads that there were two fey at odds, a small trickster that could teleport and the other that was knowledgeable and could be negotiated with. Knowing the word would spread to give a recount of your exploits to the family in exchange for a meal and bed for the night and wonder what the tale will be like when you return.

Heading back out to the unknown you make your way this time to check out the bandits. The woods are welcoming as you move through the hills and cross new streams. As you near the area where the attacks were held you move off the trail and begin your search for their track. Sigh, perhaps you should have paid more attention to your masters lectures of propper tracking. The are is more rocky with several of the hills having stoney crowns and dry creek beds that fill only after a rainstorm. You assume the bandits are taking advantage of these to hide their camp and tracks.

Roll to find sign 3d6 then track 2d6 to see how long your search takes. Add ideas and details on your efforts
May 27, 2024 2:50 pm
After the resolution with the fey Stee can't help but think about the bandits he was told about. He gives his farewells to the homesteaders and heads out in search of bandits. As he searches the area looking for any print, scrape, drag mark, or possible broken twigs or trampled weeds he just thinks to himself there has to be sign somewhere.
OOC:
I will also check with the local population for info if there are any around.
Last edited May 27, 2024 2:52 pm

Rolls

find sign,track - (3d6, 2d6)

3d6 : (655) = 16

2d6 : (12) = 3

May 28, 2024 1:14 am
Before you headed to the region you asked the family about the bandits and got the latest news as well as a name of whom to contact. You had stopped by one than another homestead to talk about the bandits. It seems they only strike at night. At first is was a few minor thefts of tools and small animals but recently they started attacking merchants who were on the road in the area at night as well. Beyond that little is known.

As you try to track the bandits you come across signs of people outside a household that was recently stolen from. The tracks are humanoid bare footed with other tracks that indicate they may have been creeping on all fours. It makes you think of movements of "primitive" people but as far as you know there are no such tribe in the area. Even if there were they might steal animals but why attack the merchants?

Stee has trouble tracking them to anyplace conclusive and it starts to get dark. Do you want to head back to a household or try and lure them out with yourself as bait?
May 28, 2024 1:38 am
With the problems I have had tracking I feel like I should head back to a household and hope they come there tonight. I will ask the family for a meal and lodging for the night. I will offer them 2 gps for said services. I will find a place outside and wrap myself in my new cloak to blend in.
OOC:
Is there someone to help me deal with these bandits if I lure them out? If so I will try and lure them out if not my above action is good. Also do you edit the character sheet to show the new equipment?
Last edited May 28, 2024 1:44 am

Pell

Psybermagi

May 28, 2024 12:32 pm
Taking a trail to a nearby homestead Stee negotiates a meal and bed in the woodsmans barn for 2 silver. As you eat the woodsmand and you chat about the area and the bandit troubles.

Pell

I'm not much of a fighter myself but I can hold my own with my bow and stave. I've been lucky enought to not had to deal with the bandits but being on my own has been a concern.
It seems the bandits are either few in number or just plain cowards. Working only at night and mostly taking thinkgs left outside or lone travelers. Words been going around about getting organized but that was just talk until we realized a couple of the wandering tradders, a merchant and tinker, have gone missing. If you stick around and are up to leading them we can likely get a handful or more of stout men to back you up.


After the simple but filling meal you retire to the barn with a lantern set with a low flame you can instantly raise. Fortunatly you are a light sleeper and you seem to have fortune smile on you, ,though Pell might wish otherwise, as you hear soft, stealthymovements somewhere nearby.

Roll a Perceptive test
OOC:
Added leaf to your sheet. you can do this as well. I will rework your sheet later tonight so your magical items are more easily visible and not inside the Equipment spoiler
May 28, 2024 1:28 pm
I thank Pell for the meal and bed.

I thank you for the meal and bed. That is disturbing about the missing people. I will track them down to their camp and if you would talk to locals and see if they could be ready to move on them when I find a location.

I then retire for the evening to the barn. As I awaken to sound I will investigate the noise and follow at a distance any would be bandits and track them to their camp.

Rolls

Perception - (3d6)

(322) = 7

May 28, 2024 3:01 pm
https://i.imgur.com/4fnMME3.jpeg basic map
Stee wakes to soft sounds from the animals outside. Pell is inside his house with his dog. Between the shed your are in and the ghost is a pen holding several goats as well as a chicken coop. To the east of a small cliff that curves a bit and another small cliff is further west being Pell's yard.

You are not certain what it was but something changed that woke you.
May 28, 2024 3:51 pm
That is weird I feel different somehow. I will turn up the lantern and head outside to the house to see if Pell heard anything see if his dog is acting any kind of way. Also ask to see if he has mirror so I can look at myself to see if anything is different.
May 28, 2024 6:11 pm
Quote:
you hear soft, stealthy movements somewhere nearby.
OOC:
sorry if that last wasn't clear.
The change wasn't you but something nearby
May 28, 2024 6:33 pm
Psybermagi says:
Quote:
you hear soft, stealthy movements somewhere nearby.
OOC:
sorry if that last wasn't clear.
The change wasn't you but something nearby
Sorry I think it was worded different earlier about the change.

I will slide out of the shed bow in hand and start checking the area starting around the goat pen then moving to the trees by the west cliff. Then follow that back around the shed then move up by the house. Always listening, smelling, and watching.

Just in case
Last edited May 28, 2024 8:56 pm

Rolls

Perception - (3d6)

(356) = 14

May 29, 2024 5:26 am
OOC:
Yeah, I reworded the end of the post with the map a bit to clarify before reposting the ealier comment
As you move to the shed door and eash it open it creaks a bit on the leather hinges but they are well oiled so it makes little noise. Moving to the corner of the pen you peek around the corner and freeze. The goats are all bedded down for the night but there is an extra form moving amung them. Not it is grabbing them and the goats are not stirring at all. Goats do not normally allow strangers to grab them in the middle of the night so how.... The figure carries the goat, that you now see is as limp as if dead, or drugged, then holding the goat above their head hand it off to another figure that lifts it up the rest of the way to the top of the cliff. A scan of the area reveals no other figures in sight. But if you dont do anything the two will soon have all of Pell's litle herd up the cliff then likely taken away well before sunrise.
May 29, 2024 11:18 am
Well look there I think to myself what luck. I nock an arrow pull string to cheek and say

Hold there! What do think you are doing?! Drop the goat!I will yell to PellPell bring your stave and dog and a light we have intruders.

We will try to take the one grabbing the goats alive to question. As Pell comes out I will watch the cliff face for more bandits.
Last edited May 29, 2024 11:35 am
May 29, 2024 1:33 pm
At your shout the two figure burst into action, no longer concerned with stealth. The one at the top of the 15'-20' cliff to the east quickly scrambles up followed closely by the other, who leaps up to graba and the cliff to follow the first. Both climb at very high speed. In the house you hear the clatter of Pell moving through the house calling his dog, whos barks begin echoing from within. Even with all of this the goat herd has yet to stir.

Both are still visible but the one atop the short cliff will easily be able to move out of sight quickly. The one still climbing will be out of sight just a few seconds behind the first. You currently stand at the short fence enclosing the herd between the house, hut, and cliff.
You can shoot one of the figures, and might be able to get 2 shots off on the lower climber before it gets over the cliff and out of sight.
You might be able to leap the short fence and jump up to grab the climber but if you miss it will be gone.
May 29, 2024 8:44 pm
Surprised at how quickly they move I sight, focus and loose on the climber. Nock another arrow and loose.

Rolls

to hit - (2d6, 2d6)

2d6 : (66) = 12

2d6 : (41) = 5

May 29, 2024 8:46 pm
Damage for both if allowed two shots

Rolls

Damage - (1d6, 1d6)

1d6 : (2) = 2

1d6 : (5) = 5

May 29, 2024 8:49 pm
Quick Pell sick your dog on it.
OOC:
If he falls from the cliff face.
Last edited May 29, 2024 8:50 pm

Pell

Psybermagi

May 29, 2024 9:03 pm
[ +- ] Combat
[ +- ] Unconscious & Death
OOC:
All attacks deal 1 point of damage unless they state otherwise. However I do allow Critical hits for rolls with 2 or more 6's. This usually does not come up till characters are veterans but that was a good roll and you finished your Roockie thread so 2 points of damage
The lower figure falls out with a cry of pain and the other only pauses a moment before vanishing out of sight.

Pell

Pell comes stumbling out of his house with lanter, stave, and his large hound that he releases at your call. The dog rushes over to pounce on the fallen figure which tries to fight back with a flurry of blows to the dog atop of it. Though still groggy Pell takes a moment to look around before focusing on his dog and calling out a command HOLD! to his dog

Rolls

Hound - (3d6)

(435) = 12

Fallen Figure - (2d6, 2d6, 2d6)

2d6 : (24) = 6

2d6 : (61) = 7

2d6 : (63) = 9

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