Alwyn Agnarrson |
It takes several hours but eventually the top is reached. To the west, the Storval Deep sparkles in the sun and Hook Mountain looms in the haze. Northwards, conifer-clad peaks like jagged knives stab at the sky, and eastwards they obscure any view of the plains beyond. To the south, the summits swiftly descend like craggy steps to the Varisian lowlands, and beyond them a broad smudge of dark green marks where the forests of the Sanos and the Ashwood lap at the base of the cliffs.The way onwards is the top of a wafer-thin ridge, descending gradually to the south-east into the forested valley below. From there, a route needs to be found to cross the next line of mountains at the far side.
"It is beautiful, no? Keep your eyes open, though - Cinderlanders are a notoriously surly bunch, and I'm sure they descend down here to hunt occasionally."
Survival: 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 15 ⇒ (4) + 15 = 19
Ivori Zalakura |
perception: 1d20 + 1 ⇒ (14) + 1 = 15
survival: 1d20 + 11 ⇒ (14) + 11 = 25
If that survival is to avoid becoming lost, there's a +2 for the Wayfinder, and a local map (if you want to adjust for it.)
Aubrey the Demented/Malformed |
Dravite, Camlo and Asher spot small black dots circling some of the mountains in the distance. As Dravite said earlier, these peaks are called the Wyvern Mountains for a reason, and a flight of the titular dragons are soaring in the thermals and updrafts. They are not close but nonetheless as intelligent and remorseless predators represent a real danger even from this far away.
However, the route ahead is clear. The height here provides a view of the way forward and Ivori, with his map, can identify the notch between to tall crags on the far side of the valley through which the adventurers will have to pass. From there it will be a zig-zag descent through rocky canyons to the Cinderlands.
But that is for the future. In the meantime they need to descend the narrow ridge they are on to the valley bottom. While Crag is laconically sure-footed, the horses are balking at the narrow way ahead with its sharp drops on either side.
Handle Animal checks, DC 15. If anyone makes the check:
If you manufacture blinkers for the horses, you may add 5 to the Ride checks below.
And Ride checks, DC 15. If you fail, the horse will not be riden down the slope and will need to be led on foot, which will mean you spend longer on the ridge. If you fail by more than 5, the horse panics...
Alwyn Agnarrson |
Camlo wont think about blinkers, so another 5 if someone thinks of it for him.... Oh, and that's untrained...
"Get the blinkers on the horse first. Unless you fancy a long tumble off the side of the ridge." Alwyn looks worried about the ride, and Camlo's nonchalance isn't making him happier.
Ride: 1d20 + 1 + 5 ⇒ (6) + 1 + 5 = 12
Alwyn and Camlo both fail the check, but only by 3. Thanks, blinkers!
Sefayll Valerian |
Sefayll continues to use her magic to fly, so she is leading the horse by the reins.
Where I’m from, blinders are used to keep a horse from seeing startling distractions. Seems like a great idea, whatever they are called.
Handle Animal: 1d20 + 3 + 5 ⇒ (12) + 3 + 5 = 20
Sefayll Valerian |
Eh, I'm not riding, but I thought I would still have to show some success at keeping the animal on the right track.
Tikrok |
I planned to be flying by this point. I was thinking giant vulture if I could. Otherwise just a hawk I suppose.
Tikrok flies closer to the group as the trail gets more treacherous. He'd rather have less distance to dive if something goes wrong.
Aubrey the Demented/Malformed |
I was wating for a few more people but then I realised the party is now quite small.
The horses are skittish but don't actually fall over the edge. But it is too dangerous to ride them for Camlo and Alwyn, even with the blinkers, as they are hard to control for relatively inexperienced riders. So in the end they end up leading their mounts down the ridge. This leaves the group out on the exposed ridge for longer than perhaps they might like with aerial predators circling in the distance.
Knowledge (Nature), DC 15:
You get +5 on the following Perception check.
Perception checks, please. If you get 15 or more:
If you get 25 or more:
Tikrok |
know nature: 1d20 + 16 ⇒ (6) + 16 = 22
perception: 1d20 + 17 ⇒ (5) + 17 = 22
fly to hover DC 15: 1d20 + 3 ⇒ (6) + 3 = 9
Tikrok tries to hover close to Seyfall so she can use her helm on him but the large wings are unwieldy and he can't maintain position without spooking horses. Instead he starts squawking and moving his claws very unlike a natural vulture. Suddenly Tikrok's voice come out of the beak of the vulture as he flys over the group. "Two wyverns approach from the south! Prepare yourselves!"
Cast beastspeak first. Casting barkskin as the wyverns approach. Prepare to cast extended strong jaw when they get closer
Aubrey the Demented/Malformed |
Wyverns 1d20 + 5 ⇒ (9) + 5 = 14
Dravite 1d20 + 3 ⇒ (15) + 3 = 18
Initiaives
Ivori 19
Dravite 18
Asher 16
Camlo 14+
Wyverns 14-
Alwyn 13
Tikrok 13
Sef 10
OK, the map depicts the ridge down which you are taking your horses. The light brown is the ridge 'path' - it is relatively level (albeit sloping downwards from west to east) but nonetheless difficult terrain. The dark brown is sharply sloping downwards on either side of the path and requires Climb checks to traverse.
Please place yourselves and your horses (I've done Dravite, who is out at front). If you are riding, you need only place your horse (with you on it). If you are leading your horse, you need to place you and them separately (a bit like I have with Dravite). Note that parts of the path are only 5' wide - these will require the horses to squeeze to get through safely, or you can try a Ride check of varying levels of difficulty. If you are flying or whatever, you can be where you like.
You will also notice green blobs. These are fir trees by the side of the path. You can use these to hide behind, climb or whatever. The wyverns cannot fly through these squares.
Ivori.
Ivori Zalakura |
Please put me in M/N-14/15, on my horse. After a move, Ivori will be in O15
"We'll need to show 'em there's no free lunch here..." Ivori mutters, easing out of the saddle. He keeps the trace - with a generous amount of slack, looped loosely around his left forearm as he pulls his bow.
Asher Merivingion |
Asher intends to shoot down the closest wyvern as quickly as possible with his crossbow. He uses a Full attack action with his Rapid shot feat and Deadly aim feat. He reloads as a Free action.
First shot: 1d20 + 13 ⇒ (7) + 13 = 20 for potentially: 1d10 + 8 ⇒ (4) + 8 = 12 damage, and
second shot: 1d20 + 13 ⇒ (18) + 13 = 31 for potentially: 1d10 + 8 ⇒ (9) + 8 = 17 damage, and
third shot: 1d20 + 8 ⇒ (1) + 8 = 9 for potentially: 1d10 + 8 ⇒ (7) + 8 = 15 damage, and
fourth shot: 1d20 + 3 ⇒ (10) + 3 = 13 for potentially: 1d10 + 8 ⇒ (7) + 8 = 15 damage.
Sefayll Valerian |
I think we have some horses and characters in the same squares already, so I will wait to see the current state of the map before I muddy things more. Sefayll's horse will be late in the line and Sef will be flying at more or less the same level close enough to hold its reins. Before or beside, it depends on the available space.
Camlo Zenovia |
Currently looks like....
Round: 1 (Surprise!)
Initiaives
Ivori 19 (Waiting for the wyverns to get closer?)
Dravite 18 (SA: Readying Bow)
Asher 16 (Fire single shot)
Camlo 14+ (SA: Ready Crossbow)
Wyverns 14- (Not Surprised)
Alwyn 13
Tikrok 13
Sef 10
Wyverns up