LoF: The Carrion King; Day Six - Taking Back Kelmarane

The wishes unleashed over the ages by two genies have warped the Pale Mountain region to keep alive both a terrible beast and a heroic protector. These wishes have subtly warped the weave of the world to put a handful of adventurers on a trail to Kelmarane. It is these adventurers who will tread the path of fate at its most treacherous juncture, and it is they who will ultimately chart the course of history.

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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Benji » Wed Jul 21, 2010 3:23 pm

Casting the spells would give away any element of surprise we could have. If tonight is going to be a full moon, then I suppose we could manage, Katja might struggle a bit, but I'm sure she could handle it. He affectionately rubs his companion's head as he speaks.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby larenee » Wed Jul 21, 2010 11:22 pm

Looks like tonight it is. I'll go with east, as well.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby admin » Wed Jul 21, 2010 11:57 pm

Ok that settles it. Lets gather information from afar in preparation for tonight then Ox says.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby UnknownDobo » Thu Jul 22, 2010 4:09 pm

I'd like to head north if we're going to watch their movements, maybe i can get a clearer idea on what sort of heavy gear they have. Eli says.

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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Arpat » Fri Jul 23, 2010 4:49 am

Erin starts preparing herself for the battle to come...
thinking over what she all has seen and heard.. THINKING: harpy's werewolves... all bad things... and ... how does one kill those creatures??
if one of our enemys is a werewolf, what do we know about those creatures? we need to be sure that we know what we are up against.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Duniagdra » Fri Jul 23, 2010 9:29 am

 OUT-OF-CHARACTER:   
Are we looking at a scouting mission, or is someone going to climb the rock formation you're nestled in to gain a better view of the town?

Currently, where you are is slightly below town, because Kelmarane is on a low plateau. The Monastery is at a higher elevation than Kelmarane and then there's the mountains, a slightly further distance.

A Climb Check is needed for the rock, DC 15 I think. Then a Perception Check, or few.

A small group, of two or three, might be feasible to slip into town and scout about. Might incur a stealth check or diplomacy/intimidate check depending on if there's an encounter.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Arpat » Fri Jul 23, 2010 10:21 am

Erin looks to see how to climb the rock
let me try to climb the rock to get a better view...
she grabs her climbing kit (+2 bonus) from her gear and she climbs the rock for better view (1d20+11+2=24)
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Duniagdra » Fri Jul 23, 2010 11:34 am

Arpat wrote:Erin looks to see how to climb the rock
let me try to climb the rock to get a better view...
she grabs her climbing kit (+2 bonus) from her gear and she climbs the rock for better view (1d20+11+2=24)

Erin scampers to the top and scans the scene. She can see a group of roughly a dozen humans moving about, but they are not all positioned as one group. They are in smaller quads, but all within easy reach of each other. There's activity within town, but it seems to be just commoners living their lives. She spots enough suitable terrain that she expects the group could get within ranged attack fair enough and remain unnoticed, but knows that some amount of stealth would be useful.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Arpat » Fri Jul 23, 2010 2:14 pm

Erin scans the location to try to find out if there is something that gives away where the harpy or the werewolf could be.
She holds her hand above her eyes and follows everything she can see, looking for clues (1d20+8=21) when she knows enough she climbs down again and reports every detail
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby tdsprouse » Fri Jul 23, 2010 2:26 pm

“I'm all for getting some more information through scouting, but I couldn't be stealthy if i stripped down to my cloth.” Simi says quietly.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Benji » Sat Jul 24, 2010 7:58 am

Laron once again sends Katja into the air to keep surveilance, asking her to help Erin with her recon.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby larenee » Sun Jul 25, 2010 11:17 am

Kroft joins the scouting team. He focuses on the western approach, but circles the entire town (if possible). Keeping to the ruins, using their cover to avoid detection.
Stealth (1d20+10=23)
He carefully observes the disposition of the enemy watchers and guards, trying to get an idea of their capabilities and to confirm the numbers determined earlier.
Perception (1d20+6=24)
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Duniagdra » Sun Jul 25, 2010 11:26 am

Arpat wrote:Erin scans the location to try to find out if there is something that gives away where the harpy or the werewolf could be.
She holds her hand above her eyes and follows everything she can see, looking for clues (1d20+8=21) when she knows enough she climbs down again and reports every detail
There's no hint of the harpy and cannot make out where this werewolf thing is. The building make it difficult to see everything she would like.
Benji wrote:Laron once again sends Katja into the air to keep surveilance, asking her to help Erin with her recon.

Katja returns to the sky and soars up high. Soon the bird returns and relays to Laron, who then tells you all, nothing really new. two groups of a dozen humanoids at the east and west, a group of six dog-men at the bridge with equipment, a group of four dog-men and a wolf-like creature to the south in the ruined cemetery. There are no signs of lookouts about or on the battle market, it has no windows and only one balcony near the top. She does note that humanoids entering and exiting from the doors of the market.


I'm thinking we have enough detail. says Hargk.

The fades on and the sun soon sets. As Hargk said, the moon is full and bright. While not the best of light to see far, it's well enough that none of you need light to move about.

 OUT-OF-CHARACTER:   
Sorry, I messed you the direction. The Bridge is to the east, so the information remains the same, just that the bridge guard is west, the dozen are north and south, and the quad and the beast are west.
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Torches are lit at each location and the guard posts are easy to see. They seem to be sitting and waiting.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby admin » Sun Jul 25, 2010 11:45 am

 OUT-OF-CHARACTER:   
So we are crystal clear, could you please clarify the meaning of "G1/3" and the other tags Please? Thank you!!
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Duniagdra » Sun Jul 25, 2010 12:06 pm

admin wrote:
 OUT-OF-CHARACTER:   
So we are crystal clear, could you please clarify the meaning of "G1/3" and the other tags Please? Thank you!!

 OUT-OF-CHARACTER:   
Wow. I didn't expect that would be hard to make out, but...

G1 = Group 1 - 3 of the 12 as indicated in the above posts.
G2 = Group 2 - 3 of the 12 as indicated in the above posts.
The Six = The six and equipment at the bridge as indicated in the above posts.
The 4 & 1 = The four gnolls and one creature as indicated in the above posts.

This was all clearly given and explained in the above posts. I don't see why I need to do this, But I'll be sure in the future to to spell every little detail out since it's so hard to follow. :thumb1:

Since that was so hard to figure out, I'll remind you that East is at the top of the map. No, I'm not going to rotate the map. Make due. :D
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