The False DM |
The party gets the wagons loaded and ready to roll very efficiently and sets off in the direction of Elara's Halfway House by way of a hard-packed dirt road. The going is steady, if a bit bouncy, and the party makes good time on the road. There are various trees and thorny bushes growing along the road(by no means a wooded area!) but with plains and grasslands beyond. A lot of rabbits seem to make the strip of bush/trees their home and are constantly seen hopping along as the party approaches. After a while the party sees a fallen tree blocking the path. No easy way around it is apparent. The tree looks to be a fair sized one and appears to have been dead for some time before falling.
DC 12 Survival or Nature-
The party can decide to remove the obstacle or backtrack and try to find a break in the brush to go around.
DC 10 int check (add intelligence modifier)-
Jaden Thorm |
Jaden sees the tree across the trail, he brings the wagon to a stop, gets out and gives the old tree a look.
Jaden should be able to see the tree was rotten.
prof woodworker 1d20+5=15
craft rolls to cut and move it 1d20+7=12, 1d20+7=10, 1d20+7=19, 1d20+7=24
"Should not take long to move this. Keegan can i get a hand?"
Keegan Cawley |
Jaden sees the tree across the trail, he brings the wagon to a stop, gets out and gives the old tree a look.
Jaden should be able to see the tree was rotten.
prof woodworker 1d20+5=15
craft rolls to cut and move it 1d20+7=12, 1d20+7=10, 1d20+7=19, 1d20+7=24
"Should not take long to move this. Keegan can i get a hand?"
"Two or three, maybe, eh?"
Aid another: 19
Effan Effluvium |
Survival, Intelligence check (1d20=18, 1d20=8) +2 Intelligence means Effan can see the obvious. Wooohooo!
Effan takes the opprotunity to get out of the wagon and stretch his legs. While he looks out at the countryside, Catharine jumps down from the wagon, creeps up behind him and begins to rub the side of her face against his pant-leg.
"What!? Catharine? I thought I left you at home. " He struggles to pick up the big grey cat. "Well, you've only yourself to blame if it rains and you end up looking like a plump weasel again." It seems however he holds her some part of her always manages to ooze to the ground.
After a few minutes he is left awkwardly holding her hind end, which he drops hastily with a quick look all around.
He looks over to where the big men are working to clear the tree. He's impressed by their strength and effectiveness, but can't quite admit it to himself.
The False DM |
The fallen tree is no match for the expert woodsmen and the path is cleared without any hassles after a bit. With the minor inconvenience of the blockage the party should arrive at the Halfway House in the early afternoon.
Survival DC 10-
The rocking bounce of the road has a lulling effect on the party as they travel on, growing ever closer to the woods and the Halfway House nestled just within it's borders. The sun hides behind a few clouds and the air gets a little chill.....
The False DM |
I love that someone took ranks in a profession and craft to simulate their backstory. All too often that is ignored in face-to-face games in favor of ekking out a slightly higher "more relevent" skill. Thanks guys!
Jaden spots an old, crushed bird's nest under the fallen tree's remains that has some eggshells in it.
Knowledge Nature DC10-
Effan Effluvium |
Jaden finshs toping the rotten tree, and then gathers the shells before leaveing.
"Keegan. Effan. Might seem silly, but these shells might be a good buy for Laurel. Would eother of you want them?"
know nature roll 1d20+3=18
Effan examines the shells, "Are these brush-willow swallow eggs? My aunt Ethelrode used to brew up an arthritis elixir from the shells! I'd think Laurel would be glad to have them. Well spotted, Jaden. I'll hold them in my pack."
added to party treasure
The False DM |
The wagon and cart chug onward, closing on their final destinations and as they get ready to enter the treeline the thickening clouds continue shutting off light from the sun, making the wood seem dark and cold. A couple hundred feet off the Halfway House materializes out of the gloom. Windows are shuttered and doors are closed. Not a sound can be heard and nothing moves until a spooked grouse takes flight to the left of the group, startling all.
Spot Check DC20-
Abernathus Burbuckle |
The False DM |
The house is a large 2-story sprawling farmhouse with a wrap-around porch, shrubs along it's edge, and a large children's playhouse/gazebo off to the left side of the blue-painted house. A happy little flower garden is nestled in a footpath that leads from the circling cart-path before the gazebo.
Roll Initiative as the carts hit the entrance of the cul-de-sac.
Perception DC 18 lets you go in the surprise round and to see the spoiler. Small guys start in the smaller cart, bigger fellas in the bigger cart, It costs an extra 5' of movement to get down from the carts unless a DC10 jump check is made, failure doesn't cause a fall, it just costs the extra movement.
1d20 8=10 initiative.
MAP!
Abernathus Burbuckle |
Perception: 1d20=5
Initiative: 1d20+2=17
Abe is busy looking at the claw marks on the door.
Can Abe start mounted on Leo instead of in a cart?
Effan Effluvium |
Perception, Jump and Initiative (in Order) (1d20=3, 1d20=9, 1d20=10) can't see anything, can jump down, 16 initiative
Thoughts of food on his mind, Effan prepares to jump from the wagon.
The False DM |
Initiative: 1d20+2=17Abe is busy looking at the claw marks on the door.
Can Abe start mounted on Leo instead of in a cart?
Sure, L25 is your spot on Leo. Everyone is still 60-70 feet from the house and still moving towards it on the wagons when all this goes down.
Just a few more initiatives.....Hozs Ferryman |
Waiting on Morganst and Keegan to post initiatives.....
Hozs eyes have been glazed a while. As he begins to return to himself he mutters something about 'ticking up', 'Enraged Firespirits' and 'Dark Moons'...
I have been afk for a while and have some catching up to do. 1d20+1=5, I think invisible castle knew that... O:)
Hozs Ferryman |
1d20+5, 1d20+5=[11, 5], [14, 5] spot, perception
Hozs jumps off the wagon and steps next to the tall tree. Planting one end in the ground he readies Miss stick against the furry critter.
All caught up now, jump: 1d20+2=13 , move to L19, ready against a charge. Ini is still a low 5.
Morganst Loreane |
init- 1d20+6=8
perc- 1d20+8=16
Sorry I've been slacking. My internet connection has been flakey from home and I've been swamped (3 month old kid). I'll be better, promise!
Morganst stands on the back of the cart stretching his legs. His bow and gear on the cart next to him.
"Yes, no kids. It seems too quiet for anyone to be around."
The False DM |
Initiative chart- Keegan, Faldor and Hozs will go in the surprise round after the wolf-creature thingy.
Abe-17
Effan-16
Jaden-14
She-wolf?-10
Keegan-9
Morganst-8
Faldor-6
Hozs-5
Wolfie in the yellow dress lets out a bone-chilling howl and moves forward in a hunching two-legged run, using hands on occasion to help propel itself toward the party- moves to H15.
Keegan, Faldor and Hozs.
Hozs Ferryman |
....Keegan, Faldor and Hozs.
"Arrooo Rooo? Rowl?" asks the big man. After no response he will charge with Miss Stick held high. 1d20+5, 1d6+3=[9, 5], [4, 3]charge puts my AC -2
Keegan Cawley |
wow, my bbc code stinks!
Morganst looks around to see the others drawing weapons. "Uhhh... Am I missing some-" He stops when he sees the furry running toward them. "Aww nuts."
Heh. Furries. Nice, man.
Kruelaid: you do realize that it says "scrubs" on the map instead of "shrubs," right?
Jaden Thorm |
Seeing Hors and Keegan in action, and a bolt go flying from the cart, Jaden snaps his crossbow to his sholder and send a bolt to the running form.
start at M22 move to M20
quick draw crossbow
attack beast 1d20+6=24
damage1d8+1=7
all rolled with point blank feat
after he shoots, he lets the crossbow fall in it's sling and snaps his axe to his hands.
The False DM |
Morganst Loreane wrote:wow, my bbc code stinks!
Morganst looks around to see the others drawing weapons. "Uhhh... Am I missing some-" He stops when he sees the furry running toward them. "Aww nuts."
Heh. Furries. Nice, man.
Kruelaid: you do realize that it says "scrubs" on the map instead of "shrubs," right?
Stop picking on the DM's mapping skills and take your turn.:)
Keegan Cawley |
Keegan Cawley wrote:Kruelaid: you do realize that it says "scrubs" on the map instead of "shrubs," right?Stop picking on the DM's mapping skills and take your turn.:)
Did you see the knowledge check posted above ^ to see what the hell this thing is?
Keegan shrugs, then charges the beast, morningstar outstretched.
"KICK OUT THE JAMS, MOTHERF!$*ER!"
Attack (morningstar, skirmish): 15 + 2 = 17; damage: 1d8 + 1d6 + 1 = 11, which just so happens to be one louder than normal damage.
Abernathus Burbuckle |
Effan Effluvium |
1d20=15 Know (nature) +3 = 18 Does Effan know what it is? Or will Keegan just blurt it out already.
Effan whips his wand out of his sleeve, but holds back from blasting with it. Might hit the others.
The False DM |
1d20=15 Know (nature) +3 = 18 Does Effan know what it is? Or will Keegan just blurt it out already.
Effan whips his wand out of his sleeve, but holds back from blasting with it. Might hit the others.
Yes, Effan knows what it is. Also both know that werewolves are resistant to normal damage unless a silver weapon is used.
A voice echos out of the house, "Please Jeva! Don't kill them girl! I know you are in there still! Try to resist! Please, newcomers, don't kill her! She is a good girl but under a horrible curse! I have had a cure sent to administer to her so if you can just capture her, I can lock her up until the cure arrives from town!"
The Werewolf looks toward the voice and lets out a confused scream/howl before attacking Keegan and missing with her claws.
Effan Effluvium |
"Wererwoof? Thererwoof. Heh heh heh..."
Yes, Effan knows what it is. Also both know that werewolves are resistant to normal damage unless a silver weapon is used.
Effan takes two beats before he realizes what Keegan meant. That's not good. The men can't kill the beast. He starts to scramble back to the cart for the silversheen. He's searching for the vials when the call comes from the house.
A voice echos out of the house, "Please Jeva! Don't kill them girl! I know you are in there still! Try to resist! Please, newcomers, don't kill her! She is a good girl but under a horrible curse! I have had a cure sent to administer to her so if you can just capture her, I can lock her up until the cure arrives from town!"
The Werewolf looks toward the voice and lets out a confused scream/howl before attacking Keegan and missing with her claws.
Capture? I could do that! Maybe Effan begins searching for his ropes. "Faldor! Get the silversheen. The men can't hurt the beast with normal weapons. Maybe I can put it to sleep, but if that doesn't work we'll have to kill it."
Effan finds the rope and starts toward the fight. On the way he yells, "Get away from it you can't hurt it. Faldor's got the silversheen."
Fakey, that's probably about a round of getting ready. How close can Effan get to the fight?
Keegan Cawley |
A voice echos out of the house, "Please Jeva! Don't kill them girl! I know you are in there still! Try to resist! Please, newcomers, don't kill her! She is a good girl but under a horrible curse! I have had a cure sent to administer to her so if you can just capture her, I can lock her up until the cure arrives from town!"
The Werewolf looks toward the voice and lets out a confused scream/howl before attacking Keegan and missing with her claws.
"Ain't no cure 'cept we be killin'!"
Keegan dodges one of the werewolf's blows, and begins backpedaling towards Effan and Faldor.
"You's been holding out on this one, eh? Give a good Jack some o' th' silver, sharpish."
Jaden Thorm |
Jaden hears the bulk of what Effan and Faldor have planed, and plans to add in the take down. He sees Effan ready the rope, and drops his shield to his arm, and readys a strong bull rush after the rope hits.
"Throw the rope Effan! Me and Keegan will put it to the ground! One way or the other."
Charge/bullrush after Effans throws his rope1d20+5=25
The plan, as i am hopeing, to hit the bound werewolf and take it to the ground.
Effan Effluvium |
Next time he's up on initiative...
If everyone is clear of the werewolf:
If anyone stays within 10' of the werewolf:
Animate Rope
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One ropelike object, length up to 50 ft. + 5 ft./level; see text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You can animate a nonliving ropelike object. The maximum length assumes a rope with a 1-inch diameter.
Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope’s diameter by half.
The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth). You can give one command each round as a move action, as if directing an active spell.
The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hempen rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.
The rope itself and any knots tied in it are not magical.
This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope.
The spell cannot animate objects carried or worn by a creature.