| DM J |
Sorry about the delays, fellas. Work and Family have kept me very busy lately. Also, last night the Pirates decided to play a 19 inning baseball game, which absorbed my attention.
Telias and Ragar manage to fend off the grabbing weeds, and are able to continue to control their horses, which are spooked.
Ragar, we are now moving into Round 1 from the surprise round. There are no rules that I see as to how to break ties on initiative with Haunts, so benefit goes to the player. You're up! The terrain around you is difficult terrain, but you will be able to ride out of it with a DC 10 Ride check if you wish (due to the haunted nature of the area and the spooked nature of the horses).
Initiative
Ragar -> 10
Haunt -> 10
Telias -> 9
Ryarg -> 8
Tom -> 7
Bern -> 6
| DM J |
Despite Ragar's best efforts, his steed refuses to move forward, its eyes wide with panic and fear. The grass continues to attempt to wrap around the legs and necks of the horses, forcing them to redouble their efforts to remain unentangled.
A reflex save from Tel and two from Ragar, same bonus as before (+5). Tel, if you make yours, a DC 10 Ride check will allow you to ride out of the other side of the problem area.
Round 1 Initiative
Ragar -> 10
Haunt -> 10
Telias -> 9
Ryarg -> 8
Tom -> 7
Bern -> 6
| Telias Markan |
1d20 + 5 ⇒ (2) + 5 = 7 Reflex oh ffs
and
1d20 + 2 ⇒ (19) + 2 = 21 Ride seriously? seriously dice?
As Telias's horse starts to get held down he curses. "Stop bellowing like a wounded animal or you'll attract soemthing far worse than angry grass."
| DM J |
Ragar's horse valiantly fights to keep the clutching grass away, but eventually it is overwhelmed by the foliage, slender blades of grass tangled en masse around it's flanks. Likewise, the grass entwines Telias's steed.
Both horses are now entangled.
Creatures in area make a Reflex save.
Fail = entangled
Success = may move as normal
Any who enter the area make Reflex save immediately.
Fail = entangled and movement ends.
Success = may move normally
Any who remain in the area at end of casters turn must save again.
Can attempt to break free as a move action by making Strength or Escape Artist check vs. DC of the spell.
Telias, your horse was entangled on the Haunt's turn. If you'd like, I can use your second roll as a Strength check for your horse to break free as a move action on your turn, which would succeed. It's standard action could then be used to push through the effected area. Want to play it that way? This way, we don't waste the good roll, and you yourself would still have all your actions. OK?
Everyone, please make a perception check on your turn until otherwise notified (Ragar and telias, I made yours for you this round, so don't worry about it). Bern does not need to make this check. Pending Tel's confirmation of my suggestion above, Ryarg, Tom, and Bern are up.
| DM J |
| DM J |
Oh, but at 1st level, it CAN! Don't worry, things will get more difficult.
As Tom completes a brief incantation and gestures toward an area within the grass, the foliage suddenly stops writhing around violently. The wind blowing through the valley gives a final gust, sounding eerily like a sigh. An arrow rises from the tall grass, controlled by Tom's magic, and floats harmlessly near Telias. A skeleton on the ground where the arrow emerged from crumbles into dust instantly. The ordeal is over nearly as quickly as it began, with only some spooked horses and a weathered arrow - but remarkably intact - arrow to show for it.
Bern growls quizzically, as if to say "What the hell was that?"
| Tom of Redfield |
Oh, but at 1st level, it CAN! Don't worry, things will get more difficult.
Bern growls quizzically, as if to say "What the hell was that?"
"My sentiments exactly Bern. The poor bastard is likely at rest now." "Tel, is this arrow worth keeping? It seems to have survived quite well."
| Tom of Redfield |
"Can't say." Telias says riding back toward them with the arrow. "Does it come with its own hateful grass?"
"I suppose it is possable. That arrow was pinning the haunt here." "Eh, I take a look at it tonight. See if anything rubbed off."
"Everyone all right?" "We should press on, sometimes these things wake up again."
Tom points his horse in something vagely like the right direction.
| DM J |
15 Pharast, 1:30PM
The group ventures through the valley for roughly another hour, signs of long-ago battle everywhere underfoot. Most if not all of the armor and weaponry is rusted beyond repair, however, just as the group is preparing to climb out of the valley on the opposite side, you happen across a well-preserved - oddly so - suit of studded leather armor fitted on a very worn-away skeleton. The grass is thinning here, and is only knee-high.
Investigate, or ride by?
| Tom of Redfield |
"I could use it." Telias mutters. "But...Tom should check it first. Just don't touch it yet. This is the land of the dead here. They probably won't take kindly to us taking souvenirs."
"Well." Tom contemplates the scene. "It is at least very well made and most likely enchanted. Didn't want to do this right now but Tel has a point." "Sorry Reynard."
Tom raises his left hand to his brow, for a moment the carved wooden ring on his middle finger seems to move.
Bonded item casting Detect magic. Might show a haunt, might not.
| Tom of Redfield |
** spoiler omitted **
Thank you.
While the spell is up I might as well check the strange arrow and the 'small figurine shaped like a swan with wings extended',the 'clear vial containing a shimmering silver-colored liquid', and the 'gemstone of medium size and amber color brilliantly faceted', that we got from the spider."Telias hold out that arrow again please. I might get something from it."
"The armor is enchanted. There seems to be no sign of any more 'Angry grass'. I believe it is safe, or safe-ish at least."
| Tom of Redfield |
Something tells me I should listen to the strange rat.
Spellcraft I 1d20 + 7 ⇒ (5) + 7 = 12
Spellcraft II 1d20 + 7 ⇒ (13) + 7 = 20
Spellcraft III 1d20 + 7 ⇒ (4) + 7 = 11
Spellcraft IV 1d20 + 7 ⇒ (8) + 7 = 15
Spellcraft V 1d20 + 7 ⇒ (12) + 7 = 19
Hmmm 2 possibles. Not great but better than I expected.
| DM J |
Apologies, folks, we've been implementing a project at work, so I'm not getting the spare time I'm accustomed to. If you can bear with the slow pace for a little longer, I will pick back up.
Ryarg moves to inspect the area around the armor, as Tom inspects several of the items that the party found previously. To Ryarg's trained eye, the land tells a tale, but it is not an exciting one. The grass in this area has grown naturally up through the skeletal remains and the armor, with no disturbance save that of some crows, and even those will have been long gone by now. To all appearances, this is merely an unscavenged body wearing a fine coat of armor.
The arrow radiates Faint Evocation Magic, but you're unsure precisely what purpose this particular dweomer serves.
The figurine of the Swan is in fact a Feather Token, Swan Boat (CR Page 512).
The liquid radiates faint transmutation magic, but that's all you're able to determine.
The gem radiates moderate conjuration magic, but again, the purpose of this item is just beyond your reach today.
The armor, when retrieved by Ryarg, will show itself to be a suit of +1 Studded Leather armor.
| Tom of Redfield |
Ryarg, grab that armor for Telias and let's move on out of this exposed valley. Tom, anything good in the trinkets?
Tom replies as he rides, stowing the items in a beltpouch and magehanding the arrow back to telias.
"Yes, suprisingly. First That armor is enchanted. That is probably the body of an officer there. That leather will turn blows as well as chain for a fraction of the weight. It is a good find. Secondly the arrow and all these strange 'trinkets' are also enchanted. I do not know what all of then can do, yet, but this little swan here will call a large and graceful cousin if we toss it in some water. The called swan will be large enough for all of us including the horses to ride on comfortably. It will not fly but it can travel across water faster than anything with sail or oars.
The other items are still obscure. I suspect it will take a day or so to pry out their secrets.
I dont know what our friend was doing in the forest but he or she was very well equipped."
| Tom of Redfield |
Well, I for one will feel safer on your boat than any other, I guess.
Two-Fisted smiles a toothy grin at Tom, and he then rubs his brow...deep in thought...
Great...more boats...just what we need...
"Well this boat only lasts one day. So it will be a short trip but if we need to outrun some persuit and can reach a river or the coast we will escape."
| DM J |
Yes, V?
The group heads for a narrow pass in the hills ahead leading out of the valley, at which point some quick glances at the map indicate that you have passed out of Nirmathas and into Molthune. There is, as of yet, no sign of Molthuni patrols or soldiers.
At the far end of the pass, which takes about a half hour to navigate, a brilliant view awaits: the visibility here is excellent, encompassing a swath stretching many miles to the south and east, all the way to Lake Encarthan. Many miles of plains lie ahead, as far as the eye can see. A path descends from the pass into a narrow road through the bracken. Far into the distance, the untamed growth turns to what are obviously farmed fields. A few farmhouses and barns can be seen along the horizon.
By dusk, the party is nearing the first of these farmhouses, an old grey stone building standing off to the left of the road.
It's camping time! Let me know what you want to do, or if you have any questions or want to make any checks. You're about 8 miles into Molthune.
| Ragar "Two-Fisted" Coughlin |
Just making sure you are still alive DM J...
Telias, we should probably make camp now, or ask for a barn to sleep in. We still have 4-5 days journey to the destination, right? We are heading to the western edge of the Witherbark Forest, still?
I am not looking forward to speaking with the locals...I hope we sleep under the stars!
| Telias Markan |
"I'm a terrible liar." Telias admits. "This close to the border it would be wisest to avoid anywhere where too many questions will get asked. I only wish it were a forest the whole trip. This structure imposed on the landscape is...unnnerving."