• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Adv: The Path of Light; DM: ScorpiusRisk; Judge: Ozymandias79

Oye, first wata' now horsies! I need a drink. Who wat ta see wat kinda stout dis place got?

Dane makes his way to the tavern for a few drinks before he has to head back out on the road.

[sblock=OOC] I don't want to side track the game much. Dane is ready to continue on when everybody else is [/sblock]
 

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Georg pulls some bland looking trail rations from his pack and continues pouring over his spellbook during their pause. I'm ready

[sblock=OOC] Standard Adventurer's Kit!
[/sblock]
 

Incarnation stands near the town center as the others gather what they need. At the comment about 'a wagon' he glances briefly at the horses, but decides not to add anything.
 

[sblock=ooc]Soooo. . . Incarnation is heavy. As in he weighs a fair amount.

I had it in my head, that buying a wagon, and attaching it to horses, would allow him to move faster. This is not the case. You need a wagon that could connect to four horses, and then the wagon would only move just as fast as Incarnation (which is still slightly faster than the dwarves).

Additionally, I handed out an Obsidian Steed in aNatO. I really thought that horse had a higher strength. So Rurdev kinda got stuck with it. (I'll fix this later).

. . . So really I'm just warning you that I apparently didn't think through this enough. I'm asking you not to either. Suspend you're disbelief!
[/sblock]

The Warden returns with a covered wagon, drawn by four riding horses, as well as three warhorses, all with bit and bridle. He finds Incarnation in the center of town, and soon everyone has returned from their drinking, shopping and exploration.

"I hope everyone was discreet." The Warden says plainly. "Let's get moving."

The party travels away from the town, and the terrain quickly changes to only the occasional home or farm, outside the town. This area of the Empire seems relatively peaceful. You occasionally pass a farmer or other traveler on the road and they either eye you suspiciously or nod their heads in silent greeting. The only time this changes is when you pass a contingent of soldiers, who seem to be coming away from a battle somewhere.

The soldier's stop you and ask you to state your name and purpose. The Warden quickly speaks up, stating that he is a former student of the Academy of Radiant Truth, on a mission for his master. When asked for his name, he asks to speak to the Captain in private which is allowed. The party is then allowed to move on.

You travel for three days before reaching the village of Meikai. Its a small village designed to support and help organize the outlying farms but it does contain an inn and tea house. There is a clear economic disparity between it and Seiho. It's late so The Warden calls for a stop for the night, indicating you will get to the Academy the next day.

[sblock=ooc]Ok I'm fast forwarding here, since it seems people have pretty much got most of their curious RP out of their system.

If you want to jump in anywhere above for RP, just go ahead and do so now. You never know what will be useful later on.

What I need to know is where people are riding. The wagon can hold four people. 1-2 people in front (with one designated as driver), and 1-3 people in the back. People in front have cover. People in the back have superior cover. The three warhorses each need one rider, or if you think he bought too many horses, say so now and we'll retroactively sell one back at Seiho.

Rurdev also has his Obsidian Steed, which The Warden, did not know about.

I'll also take an initiative roll from everyone.[/sblock]
 

Rurdev ready to set out readies his steed. The dark stone horse, bears him without difficulty and the shifter rides on the left side of the wagon, lightning axe in one hand, reins in the other.

[sblock=Stats/Init]I'll spend a surge to give the steed temp hp.

init (1d20+4=18)

Rurdev - Male Shifter Ranger 5
Passive Perception: 20, Passive Insight: 15; Low-light vision
AC:21, Fort:18, Reflex:17, Will:16 -- Speed:5
HP: 51/51, Bloodied:25, Surge Value:12, Surges Left:7/8
Resist 10 Force
Action Points: 1, Second Wind
Powers
Twin Strike
Marauder's rush
Disruptive Strike
Off-Hand Strike
Yield Ground
Longtooth Shifting
Blood Fury Battleaxe
Jaws of the Wolf
Snarling Wolf Stance
Brooch of Shielding
Lightning Battleaxe
[/sblock]








[sblock=Mount]
Obsidian Steed
Large natural animate (mount)


Initiative as conjurer Senses Perception +9
HP 8+12; Bloodied 4
AC 17; Fortitude 17, Reflex 14, Will 14
Speed 8
Z2a.gif
Kick (Standard, at-will)
+6 vs Armor Class; 1d6+5 damage.
Charger (While mounted by a friendly rider of 5th level or higher)
x.gif
Mount
The obsidian steed grants its rider a +5 bonus to damage rolls on charge attacks.
Alignment Unaligned Languages --
Str 21 (+7) Dex 14 (+4) Wis 14 (+4)
Con 18 (+6) Int 2 (-2) Cha 10 (+2)
Description: When you activate a figurine, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn.
A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you’ve taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks.
Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears.[/sblock]
 

"I hope everyone was discreet." The Warden says plainly. "Let's get moving."

-''Well, I didn't mention our mission, that's for sure. However, I did buy a used violin. I even got an encore at the market when I tried it out. Not too shabby, uh?'' Hadrak says proudly, displaying the instrument.

He hops in the back of the cart and starts playing competently the first notes of 'The Highwayman' on his new purchase.

[sblock=OOC]
1: Initiative 2:Perception (1d20+4=12, 1d20+8=23)[/sblock]
 

Dane appears to have a look of disgust on his face he returns to the party.

Dat ale is like wa-ta. Worse din wat human women drink. N' hot too, burned mi beard. Need to get a dwaf in her' to get a good brew. Oye!

It appears the Dane came in the direction of one of the tea houses.

The dwarf looks at the horses with disgust and climbs into the front of the wagon.

I've driven mi da's merchant cart befer, but if any body got more experince go ahead.

[sblock=OOC]
Dane will drive the wagon unless somebody else wants to or has a better Nature roll (+5)

Dane's Initiative (1d20+2=21)
[/sblock]
 

Georg seems uncomfortable in the foreign lands and keeps his nose in the books. When the Warden returns with mounts, unlike the other dwarves he walks over to the smallest one and strokes its side. Fine animals and trained to respond to a rider, though I am not too skilled yet. He mounts and while holding his staff in one hand, holds the reins steady in the other.

[sblock=OOC] First 3 games with fights on ships at the same time, now 2 games with warhorses :)
Initiative 1d20+3=18
[/sblock]

[sblock=ministats]
Triggers: Staff of Defense (if any defense hit by less than 4) and Shield (if AC/Ref hit by less than 4)
Status:
Init: +3 Speed: 5 Perception:14 Insight: 19
AC: 19 NAD:17/17/17
HP: 44/44 Surges: 10/10 Surge Value: 11 AP: 1
Languages: Common (Allarian), Dwarven
Str:8 Dex:13 Wis:15 Con:18 Int:18 Cha:10

Powers:
At Will: Winged Horde, Thunderwave, Cantrips
Encounter: Burning Hands, Fire Shroud, Second Wind, Shield, Staff of Defense
Daily: Horrid Whispers, Summon Magma Beast, Staff of Fiery Might, Cloak of Resistance

Full Character Sheet
[/sblock]
 

Incarnation kept his hood on, keeping to the back of the wagon. He had seen the odd stares of the country folk. The warforged of Allaria were less known here and the Warden wanted to keep a low profile.

OOC: Init Init 18
 

[sblock=OOC]Sorry for the extended silence there ... I am a horrible multitasker ><

Mind if I say Raiyek grabbed another 10 days of rations while in the town? That should be sufficient, I hope.

About horses ... I don't think they really thought about the weight limits on them carefully enough. A warhorse isn't able to bear an average plate wearing warrior-type adventurer into combat. I mean, Raiyek isn't that heavy (he's an elf for goodness sakes!), but he can't ride a warhorse without slowing it. :erm:

So, unless we're suspending more disbelief, I guess Raiyek's on the wagon, lol.

Initiative (1d20+4=19)[/sblock]Raiyek lifts a finger and looks about to mention something to Dane, but then just smiles and climbs into the front of the wagon beside him. "Glad you're driving," he comments to Dane. "I was wondering who'd get stuck with that when he mentioned a wagon. Not exactly my cup of tea," he finishes with a wink to the dwarf. He keeps his shield ready, but leaves his weapons sheathed as they travel.
 
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Into the Woods

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