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Re: GREYFORGE: The Owl and the Behir
Posted: Tue Jul 28, 2015 7:45 pm
by Grendelthebrave
Milly swallows hard, firm in her and Mannish's interpretation of the Owl's potential wellbeing. She'll accept the 375 for the saddlebags, and wish the tribesmen her best. Milly will not be terribly excited to explain herself to Gurr.
Thann will show up with her and the owl at some point and let her know the plan is to leave in the morning. He'll pretend to be brave, shuffling up to the Owl like he wants to pet it, but back away at the slightest movement from the great bird.
--
By tomorrow at some point, I'll work out my remaining rations, and buy up to 3, or maybe 4 weeks of rations depending on encumbrance for LE & Baron Antlerson.
Re: GREYFORGE: The Owl and the Behir
Posted: Tue Jul 28, 2015 8:15 pm
by Longman
The traders look irritated and there's some chat in Aleuti as they still haven't worked out that Milly speaks this language.
'Do you think they'll fly her? She can go a long way...I mean, what if they notice..."
"Shut up. With any luck, they won't go that far north. They're interested in retaking their old valley, that's all."
After this, they pay up 375 gp (ka ching!) for the saddlebags and Mannish keeps the owl. They leave.
Gurr is not cross about this, although he does take 50gp as a tithe - you get 325gp in all. It is thought that some of the contents were probably magical but the less said about that the better, in his view.
---
Thann sidles up to the bird, who reacts immediately, lashing out with a claw in an attempt to swipe the dwarf's beard.
"She's challenging you!" says Mannish. "Stand your ground, son. She can sense your fear. Not that the rest of us can't! Look at the sweat on your brow!"
Thann and Milly depart, thinking that Thann learning to deal with the bird might have to wait until another day. For now, a new adventure awaits!
(End chapter unless you really have something else to add...)
Re: GREYFORGE: The Owl and the Behir
Posted: Tue Jul 28, 2015 9:37 pm
by Grendelthebrave
I'm good for end of chapter. The only thing I'll do is spend some gold on supplies, I'll calculate that up tomorrow morning.
Re: GREYFORGE: Maps, Loot, NPCS, Notes, etc
Posted: Tue Jul 28, 2015 10:36 pm
by Longman
Henry Darkledger - Expert level 1
Str 8
Int 13
Wis 12
Dex 9
Con 14
Cha 14
HP 5
AC 12 (Leathers)
Skills: Animal Handling, Animal Farming, Tanner
Gear: Backpack, leather armor, wood axe (1d4-1 damage), hand axe (1d6-1 damage). -1 to hit in melee, +0 with missile. Shortbow (+0). 10 days food at start of expedition 2. Firemaking equipment. A lute he can't play very well. Tackle gear, basic leather-working gear, whistle, blinkers, elk shoes, etc.
Re: GREYFORGE: Maps, Loot, NPCS, Notes, etc
Posted: Tue Jul 28, 2015 11:03 pm
by Longman
The Onyyxbreaker Clan militia force (so far)
Mangerin Ironshield F1
Str 15 (+1)
Int 11
Wis 9
Dex 12
Con 17 (+2)
Cha 11
HP 10
AC 15 (chain mail - 12 at night).
Critical range 19-20 with battle axe
Battle Axe +3 to hit, +2 damage
Nasty scar on left shoulder from behir bite. About 1000 exp.
Background skill - woodcutter / carver
Manning Ironshield F1
Str 15 (+1)
Int 12
Wis 6
Dex 13 (+1)
Con 14 (+1)
Cha 8
HP 9
AC 16 (13 at night)
+ 1 damage with battle axe - combat skill
Battle Axe - +3 to hit, 1d8+1
Background skill - woodcutter / carver
About 1000 exp.
Dwarvish axemen were the main style of troops in the dwarvish army and were very versatile opponents. In former times they used to carry shields and many clan names still refer to shields, but nowadays most dwarves learn to wield the weapon two handed, which adds no immediate bonus but which ultimately allows for better development of different skills and fighting styles.
Toby ''Moraddinson'' Hawker (F1, Bow specialist)
Str: 11
Int 14 +1
Wis 15 +1
Dex 16 +2
Con 14 +1
Cha 6
Shortbow specialty - never fumbles (combat skill)
Shortbow +3 to hit, 1d6
HP 9
AC 14 (leathers)
Background skill - bowyer / fletcher
Dwarves can't use longbows but are keen with shortbows. Crossbows are sometimes employed by guards and other kinds of troops used to operating in fixed positions, but for any outdoors activity most would use the dwarvish warbow. Their secondary weapon is nearly always a small mace.
Raddus 'Spetum' McMannus (F1, Pikeman)
Str 17 +2
Int 12
Wis 11
Dex 16 +2
Con 13 +1
Cha 9
HP 9
AC 17 (Chain) - AC 14 at night.
Pike specialty - add extra +2 to hit and to own AC when set against a charge
Pike +3 to hit, d8+2 damage, +5 to hit and 2d8+4 damage when set against charge.
Background skill - carousing / gather information at pubs
James ''Arnsty'' Threadgold - world's most gullible dwarf
Str 14 +1
Int 13
Wis 5
Dex 14 +1
Con 13 +1
Cha 8
HP 9
AC 16 (13 at night)
Pike specialty - can use as 2 handed weapon for 1d0
Pike - +2 to hit, 1d10+1 damage
Set against charge - +2 to hit, 2d10+2 damage.
Background skill - weaving
Dwarvish pikemen used to be employed primarily in defending underground corridors against invasion by goblins and other creatures. Some have kept up the skills and passed them on to a new generation.

Re: GREYFORGE: The Owl and the Behir
Posted: Wed Jul 29, 2015 1:19 pm
by Grendelthebrave
Spending 20gp on 14 days more rations. Which will put us at 63 days total, or 3 weeks rations for 3 PCs.
Is Henry supplying his own food?
Re: GREYFORGE: The Owl and the Behir
Posted: Wed Jul 29, 2015 7:47 pm
by Longman
He's got 10 days worth of his own stuff. If you stay out longer you will have to feed him. He hasn't got any more money to buy more.
PS - I am assuming you are keeping track of party funds.
Re: GREYFORGE: The Owl and the Behir
Posted: Wed Jul 29, 2015 7:51 pm
by Grendelthebrave
Yup. Funds in character thread are accurate. Milly is positively jingling with gold at the moment.
Re: GREYFORGE: The Owl and the Behir
Posted: Tue Aug 04, 2015 11:44 am
by Grendelthebrave
Sorry, starting to realize we're probably waiting on me to kick off our next expedition.
--
With groggy eyes, the weary fivesome will meet up at the stables to pick up Lord Elkminster and Henry with his cart, elk, and supplies.
"Well, we'll start slow and make it to the old village by nightfall" Chevo will tell the group.
"We could name that bloody town by now" Cholum will add with a chuckle.
"Hopefully we run into another Troll! Eh Henry?!" Thann will try his best to look tough to his cousin, though his eyes tell the others that he actually would rather have no part in any wandering troll's day.
--
The group will depart down the main road, branching off on the side trail to the East at H05. They will continue on this trail until the old Inn at N04. Regardless of EP left, this will be where they'll intend to camp out for their first night out.
Re: GREYFORGE: The Owl and the Behir
Posted: Tue Aug 04, 2015 7:52 pm
by Longman
check the new thread...