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[Adventure] Kingmaker (DM:renau1g; judge: garyh)

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I've updated the House Rules page with the information on traveling/exploring the Stolen Lands. You'll receive xp for each hex that's fully explored. Right now as speed is of the essence you'll just be moving through one of the hexes.

4e Kingmaker Conversion | House Rules | Obsidian Portal
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The party leaves after gathering some supplies, the group looks to move towards the bandit camp and get the drop on Kressle and company. Miles of easy plains are covered with little difficulty, but as the party arrives at the Narlmarches, the way is far more difficult.

Speed is of the essence, but the forest is not an easy place to move through, the tangled woodlands seeming to fight against the party's efforts.

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Skill Challenge!

Move through the woods and locate the bandit camp.

0/8 successes
0/3 failures

Each failure will result in either a lost surge, or lost time.

Almost any skill is available, provided a solid IC justification is used. Note that using the same skill in subsequent rounds results in a compounding -2 penalty (i.e. if you use nature in round one, next round it's -2 to the check, if you used it again, it's then -4 on round 3).
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The druid is eager to be back in the woods. He sometimes excuses himself from the group and the others can see a furred haunch disappear among the tress, the druid reappearing out of breath and smiling a few minutes later. After one such outing, he turns to Ruarc
I just had a thought, if this land is so unexplored that Brevoy has no maps, then how are there nobles here to be taking from them? I could send a small friend back to camp to ask Scorpius to find out who these nobles are and to whom these nobles have allegiance. What do you think? I hope that we are not being led astray.
. Elurin keeps his eyes open for trail of the bandits.
 

Faustus, Tiefling Avenger of Lauto

Faustus strides ahead of most of the group, trying to move as stealthily as possible (Stealth +7) and look for signs that anyone else has passed this way recently (Perception +9).
 

Ruarc moves confidently through the woods, his time in the wild serving him well as he looks for disturbances in the natural order.

[sblock=OOC]Well, that sucked![/sblock]
 
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Mari

As the going seems unnaturally difficult, Mari concentrates on the magical realm considering the powers that might cause such an effect and how it could be overcome. She lights a long thin cigar and puff a bit calling on her spirit companion. The smoke seems to coalesce into a vaguely man-shaped form and then it drifts into the surrounding foliage. A wavering form of foliage seems to shadow her as she moves along. It manifests as a face-like shape seen in the bole of a tree or a rustling of vines here and a swaying of branches there. As she walks she observes and occasionally speaks to the spirit. Using the knowledge she has gained, she orders the spirit to make their way easier.

OOC: Speak with spirits for a bonus of +4 to skill check. Unfortunately, it is an encounter power and I used it up on a roll I made by a wide margin anyway.
 
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Ezmerelda sets forth with all the seemingly boundless enthusiasm and energy of the sea itself. She walks at the head of the group, slashing at tough vines and shrubs with her sword, and occasionally darting ahead a little, or climbing to a tree's lower branch to get a better look at what's to come.
 

The druid seems to pass effortlessly through the vines. When he pushes on a tangle, it parts as if there were no tangle. When he steps through vines they do not pull on him. When others are stuck he gingerly frees them. Elurin has a look of far off concentration on his face, as if he is calling to the vines. If asked his says: "I love doing this; it helps me see the heart of the forest."
OOC: +1 to Insight and Nature for allies (Half-Elf Spirit Speaker). +1 to Diplomacy.
I am sorry I did not notice that Faustus had done Perception last round.
Also my question to Ruarc was serious: there should be no nobles out here. The point of nobles in a feudal world is to protect people from bandits. Elurin is coming to the opinion that there are no nobles, putting everything else Happs said into question.

Sorry, the die roll was for Nature (+9)
 
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The group is making good time, when Ruarc points out a path he's sure that deer use, but the way leads into a thick briar patch that causes no small amount of pain to extricate the large goliath from.

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Only 1 failure, 1 surge from Ruarc.

Skill Challenge!

Move through the woods and locate the bandit camp.

6/8 successes
1/3 failures

Each failure will result in either a lost surge, or lost time. Elurin's gone in the second "round", so everyone else up.

Almost any skill is available, provided a solid IC justification is used. Note that using the same skill in subsequent rounds results in a compounding -2 penalty (i.e. if you use nature in round one, next round it's -2 to the check, if you used it again, it's then -4 on round 3).
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Irritated at himself for leading the group astray in what should be his native element, Ruarc breaks into a ground eating lope once he's extricated from the brier patch.

[sblock=Ruarc Sléibhín]Ruarc Sléibhín—Male Goliath Ranger 01
Initiative: +05, Passive Perception: 18, Passive Insight: 12
AC: 15, Fort: 13, Reflex: 14, Will: 13 — Speed: 6
HP: 23/26, Bloodied: 13, Surge: 08, Surges left: 05/06; Powerful Athlete, Stone's Endurance
Action Points: 1, Second Wind: Not Used

Powers -
Hunter's Quarry
Throw & Stab
Twin Strike

Stone's Endurance
Plant to the Hilt

Sudden Strike

L4W Character Sheet
Obsidian Portal Character Sheet[/sblock]
 
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Mari

As the continue to move along, Mari speaks further with her spirit companion seeking for the best route. Unfortunately, what makes the best route for a spirit is not always the best route for a woman.
 

Into the Woods

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