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  #91  
Old 06-29-2010, 01:11 AM
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"If the gnolls were indeed looking for the focusing crystal then you will not find any gnolls at the location of the crystal and the guide had mentioned hills and rocky terrain several miles north of the gate so you should begin your search there." The Archivist said to the Group after you have asembled. "I won't be joining you for the search as I am needed to help direct preparations for opening the gate but if you still wish to see the guide I believe I saw him heading towards the gate earlier this morning."
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  #92  
Old 06-29-2010, 03:31 AM
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Well then, we can either go and find the guide, or we can try and find the lair of...whatever has the crystal ourselves. I think we should go and get the guide first. He is familiar with the land already. It will save us time. Kroth says as he finishes some of the generous spread.
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  #93  
Old 06-29-2010, 11:14 PM
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" I vote we hunt them to their lairs, and caves, and other subterranean dwellings, Slit their throats in their sleep, and take what is ours." The tiefling looked around expecting horrified looks at his statement. "It is the only way we will get it back, and the only way to make sure we wont be followed."
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  #94  
Old 06-30-2010, 03:50 AM
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I like the way you think Parley. Why give them the chance to harm us, or anyone else. The world will be a better and safer place with a few less gnoll's in it...There is a small problem however. We do not know if it is the gnoll's who have the crystal. Perhaps there is someone else in possession of it and they took it for reasons we don't know of yet.
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  #95  
Old 07-01-2010, 12:05 AM
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"Regardless of whether they have the crystal or not, they are a serious danger to any good, honest folk they come across. I would be willing to battle them on that basis alone," Syra says, looking around and hoping for some support. "That they have possibly tampered with such powerful, important magic as the Gate only proves the point."

She squeezes her prayer beads, hoping for some sense of inspiration. None comes, but she continues according to reason. "And what's more, if the gnolls are being directed somehow to interfere with the Gate, it's all the more necessary to put a stop to them. I vote we track down and destroy them in their subterranean lair as soon as possible."
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  #96  
Old 07-01-2010, 12:46 AM
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Ire pours himself a mug of water from a nearby pitcher, downs it, then rises from his seat in a swift and graceful motion, though his composure suggests subtle annoyance. "Of what use is that sneaky guide!" He exclaims, his contempt for those who abandon clearly audible in the tones of his voice. He calms down instantaneously however, and his features once again radiate peace as only an elf can. He speaks again, his voice far softer, as if that strange event had never occurred."I believe it is time to hunt down those gnolls, my skills will be of use. So we leave post haste. Are we not agreed?"
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  #97  
Old 07-01-2010, 03:17 AM
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Kroth listens to Syra's words with interest, she had a good point. You are correct Syra, we should hunt down those gnoll's that escaped and eradicate there foul presence.

Ire had a good point too, he had hoped the ranger would offer to follow the trail so that they wouldn't need to use the guide again. There was something about the guide that Kroth didn't like, he wasn't sure what it was, but there was definitely something...
Yes Ire, a fine idea, let us begin the journey...Um, Syra...did you receive the blessings of your deity today? If so may I ask you to use one of the spells granted to heal my leg fully. I may need to be at my best today, we never know what we are going to run into.
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  #98  
Old 07-01-2010, 03:50 PM
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"Indeed, the gods have blessed my devotion this morning." Syra stands and approaches Kroth, taking out her prayer beads and kneeling by his leg. Muttering some strange words, she puts her hands together and slowly they begin to radiate a pure white light. Touching Kroth's wound, it quickly heals over (painfully however) and soon he's able to move it naturally once more, the leg able to sustain his full weight.

OOC
Dice Cure Light Wounds:
1d8+1 (5)+1 Total = 6
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  #99  
Old 07-03-2010, 01:09 AM
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The party Head out of the inn and down to a now trodden path to the Gate, the weather remains sunny and warm, with the sounds of life in the tall grass on the way to the gate keeping to their uplifting song. As you near the gate, much activity as people run around preparing the Area for the arrival of Visitors from Lanra, all evidence of the fight with the gnolls here has been obliterated. The corpses removed and the Area cleared to flat easily walkable area. The Guide leads a ground of men setting up a tent just south of the gate.

OOCOk, So we've moved on to the Last place where you encounter the Gnolls, you know one had fleed Northeast several hundred feet before you lost sight of it. That Area Remains untouched by the men at work. There is rocky area several miles north, with reports of caves or rocky openings. Let me know how you wish to proceed. Rolls included.
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  #100  
Old 07-03-2010, 05:42 AM
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Ire leaves the group, and says to them over his shoulder "I will look for tracks. If I can not find any however, then consult the weasel." He walks at a rapid pace the the north east of the gate, ignoring all of the commotion happening around him, and once he departs from the beaten track, drops and crouches slightly. His eyes are scanning the ground rigorously and search for any disturbances in the grass that could have been made by a Gnoll, or, perhaps something more sinister...

Track Roll
The track roll is just a "survival check", right?
Dice Track:
1d20+7 (12)+7 Total = 19
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  #101  
Old 07-03-2010, 04:09 PM
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Back at the townThank you Syra, I feel almost as good as new now. It's good to be able to move freely again.

At the gateWell Ire do you see any tracks? I'll bet if you look around the area and (take 20)spend some time on it you will be sure to pick up the tracks. The gnolls cannot be that skilled in covering their tracks.
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  #102  
Old 07-03-2010, 06:02 PM
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Cerris jumps down and paws at a shiny rock inquisitively, while Rin scratches his head.

I'd help look for tracks and such, but I honestly don't know how much help I'd be. He digs a toe into the dirt, moodily. Rin hasn't quite gotten over his uselessness at the fight yesterday, and seems dejected.
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  #103  
Old 07-04-2010, 02:17 AM
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Ire manages to pick up the tracks of the gnoll, a singular set of prints heads northeast at a high rate of speed, you would guess the gnoll was fleeing, you follow it for about a mile heading mostly north and some east. the terrain changes from tall grass to rocky barren land, you come to a small stream where the gnoll likely stopped, there is evidence of only one person here. and the track discontinue at this camp.

OOCYou will need to roll again if you wish to pick up The tracks where they left off.
As for taking 20 on tracking, while it is possible, It assumes many failures, Which would take many hours to find the tracks, assuming you don't Destroy them in the process.
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  #104  
Old 07-04-2010, 04:06 AM
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OOCSo me and everyone else is now at this new location, right?
Also, I'm guessing I need ether a 11 or a 16...


Ire grimaces, then says to the others "Stay back, please. I need a little time to find the tracks again, and the more people that walk around here the harder it is." He begins to sniff the air around the small camp, and slowly walks around it, moving lightly and without sound, hoping not to disturb any tracks.

Dice Track:
1d20+7 (6)+7 Total = 13
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  #105  
Old 07-05-2010, 12:46 AM
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After several minutes of Searching, while you determined that the gnoll had rested here, you cannot make out any tracks leading away from the camp.
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