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

(CSRHoD) Creamsteak's Red Hand of Doom [IC]

OOC: I can't imagine we actually brought the hobgoblin into town with us. I'd imagine we left him tied to a tree somewhere, in the hopes that something unpleasant will eat him- he's just lucky Warren didn't get him...
 

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Warren the halfling, HP 39/39, AC 23

Warren gathers what trail rations and water he can and puts them in Serrin's saddlebags for the journey ahead. Once the horse is loaded up, he thanks Lianna for the grub and then finds the others.

"So, where next? I'll scout ahead on the ground while Avril's in the air, but where exactly are we going to next?" He looks at Lianna and wonders if they should be helping her get to Brindol safely. Feels kinda obligated, but he's already committed to the army-disruption plan.

(ooc: Actually, Warren wouldn't kill anyone who surrendered, and he was there when the hobgob did so. Had he not run off doing the prudent thing, he would've insisted that they free the surrendered hobgoblin. He's got few morals, but he's still got his warrior's code.)
 

OOC: There seems to be some confusion. It may help to reference the map on the first page. Terrelton is just east of Drellin's Ferry. North of here is the Witchwood. Further north is the fallen city of Rhest. You could cut that way, across the country. However, your original plans were to head east till Talar or Brindol and then go north and take the Rhest Trail.

You also have maps with unidentified markings north of Terrelton, and with another mark or trail leading deeper into the Witchwood. You're also not a particularly fast traveling group at the moment, and won't be any faster than Lianna's Wagon in this case, unless you buy more mounts. Then there's a rumor of a blockade along the Rhest trail.
 

"Perhaps we might buy some more mounts," Tyrla opines as the discussion of travel routes continues. "Is there anyone who might sell such things?," she asked the innkeeper. "I'd trust Avril's assessment of their condition when we're shopping, and we have the coin to spend, I think. It just seems like this army keeps getting ahead of us..."
 

You can purchase mounts in Terrelton, but the price is 50% higher than normal given the circumstances and the demand for them. So a heavy warhorse, for example, will run you 600.
 

Pender, Male Human Fighter 6

Pender would really like to buy a new warhorse if at all possible, to replace Northwind. However, he does not have enough personal coin on hand. He will explain to the rest of the group that he is well-trained in fighting on a horse, and that he will be more valuable to the group with a horse. He will then ask if they are willing to share party treasure (loan if needed) to purchase a warhorse.

Also, Pender has no desire to get any closer to Brindol than needed, just yet. So he will do his best to lobby for going north sooner rather than later.
 


"Yes, mounts for us all could be very useful," Siobhan notes. "We would be able to make much better time if at least I could have a mount so I wouldn't slow us down quite so much."
 

Larian rummages through the saddlebags of the larger of the two warhorses and produces a purse full to bursting with platinum pieces. I think we can afford to purchase whatever is available. I suggest heavy warhorses for Pender and Siobhan, and the lighter variety for the rest of us. That should mean one more of the larger version, and three more of the smaller. He counts out 150 platinum and hands it to Avril. There, that should be enough for the four horses and their saddles, bags and other necessities. I agree with Tyrla that you are most likely to find us good mounts.

-->600(heavy warhorse)+3x225(light warhorses)+4x30 (military saddles)+4x3 (bit and bridle) + 4x6(saddlebags)=1,431 gp. Right?

[sblock=spells] Spells Prepared
0- Mage Hand, Read Magic, Detect Magic, Detect Magic
1st- Feather Fall, Color Spray, Mage Armor, True Strike, Magic Weapon (Trans.)
2nd- See Invisibility, Hypnotic Pattern, Scorching Ray, Invisibility, Bull's Strength(Trans.)
3rd- Dispell Magic, Fireball, Fireball, Haste (Trans)


Spells in Effect
Mage Armor --12 hours

Rod of Extend-- 2 uses left
Pearl of Power--available
[/sblock]
 
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Into the Woods

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