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

After some time, the group leaves the cavern and seperates from the remaining townsfolk in the small village. Collectively, they are uncertain if they should make their way to Brindol, but they see nowhere else they can go in these times.

Once the adventuring group is on the road, they pass for a few more miles before nightfall. The next day, you come to the edge of the existing road. From here on out, you will be crossing into the wastelands known as the the Thornwaste.

After negotiating the tangled tracks of the Witchwood and the flooded reaches of the Blackfens, one could think that you've already come up against the worst the wilderness could offer. They're wrong.

The Thornwaste is the least civilized region in Elsir Vale. Even the Wyrmsmoke Mountains are more densely settled, albeit by goblinoids. The Thornwaste is desolate in comparison, popuplated only by a few roving tribes of feral barbarians. The Thornwaste is home to all manner of nefarious and dangerous creatures, from packs of lions and dire lions to more fantastic creatures such as chimeras and bulettes.

A maze of broken hills, briar choked ravines, and thistle-clogged fissures, this treacherous landscape provides no comforts. Overland movement rates are reduced by half, as if traversing trackless forest. Worse, the countless thistles and thorns have a way of working themselves into armor and clothing. Once an hour, a creature that spends any amount of time moving through the waste on foot must make a DC 15 Reflex save to avoid taking 1 point of damage from these thorns (or 3d8 points per day, save for half). Those who take damage from the thorns have their movement speeds reduced by half as if they had been damaged by caltrops. Creatures with a natural armor bonus of at least +3, the woodland stride ability, or at least 5 ranks in Survival can move through the Thornwaste without fear of taking damage from the Nettles and thorns.

OOC: At this point, I would like to know the party's preparations and strategy for traveling through the Thornwastes. I would also like to know which general strategy you would like to use for your traveling from the three choices below:

Expediant Travel (faster)
Normal Travel
Cautious Travel (slower)

The dangers of faster travel are in terms of threats risked (encounters, both mundane and monstrous), while slower travel methods cost precious time.
 
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OOC: Obviously, Tyrla is going to be staying airborne for the duration using Fell Flight. For the most part, she is willing to stay just above the reach of the worst of the thorns, so that the group is within reach of her Cold Comfort aura. She is willing to act as an aerial scout, for both routes and threat assessment, though she wil be quite easy to see and has only minimal speed and sensory capabilities (move 30, Spot +3). This may still help avoid the most obvious hazards, though, and the worst of the terrain issues. Still looks to be a pain to move horses through the thorns... (Also, would Tyrla's Damage Reduction 2/Cold Iron cancel the potential thorn damage if she needs to stay on the ground?)

I would vote for expedient travel, in hopes of minimizing time spent in this environment, and in the belief that we are still under time-based pressure from the horde (directly or not).

Also, is everybody still with us (player-wise)? It looks like we're going to get ramped back up after a slow summer patch- just curious to know if everybody is here...
 


Warren is glad to be back on track, until the group reaches the Thornwaste. "Ah, crap. This place is going to play hell on Serrin's legs. It'd take a while t' hack our way through the scrub...."

[sblock=ooc]Warren would want to go slowly to more carefully hack his way through the brush for the horses and everything, but would also want to hurry to finish things faster...... So if Avril and Siobhan will ply their healing magic to keep the horses and everyone in reasonable health over the course of the journey, Warren will agree with Tyrla to just hurry through and accep thte thorny nuisance along the way.

If that's untenable, then Warren will opt to just leave the horses behind and spare them the suffering. Warren himself will walk on foot and hack his way through as needed, since he's agile enough to probably avoid most of the thorns. He'd just rather have Serrin (the lighter horse of the two) carry his backpack and such.[/sblock]
 

Siobhan gazes at the growing tangled mass before them. She is loathe to enter the reaches, however it is where their path leads them next. With resolution in her eyes, she readies herself for what may lie ahead.


OOC
[SBLOCK]
Siobhan will plan on keeping everyone healed up. I am fine with the expedient travel rate. If there is a river anywhere I could use water walking on us all for almost an hour and a half. Unfortunately we'll be going slow as soon as someone gets pricked by the thorns. I'll use up my 0's and 1st's on cures and if we still need healing after that I'll switch to the wand.
[/SBLOCK]
 

Pender pats the neck of his heavy warhorse sorrowfully. "Well, I don't think you'll be able to come with us after this point, old girl" as he dismounts and looks at the others.

[sblock=OOC]
I'm good with expedient as well, after spending time poking around the villiage, we probably need to book it to keep ahead of the horde. Pender likely will be hit by the thorns, but thems the breaks.
[/sblock]

[/sblock]
 

Entering into the entanglement with Avril's wards provides a significant barrier against the thorns and dangers, as well as allowing the group to travel at an excellent pace through the wastelands.

After one uneventful day of such travel, the thistles and briars become a ghostly white, sharp as broken glass and just as brittle. When the group reaches their limits for the day, you set up camp - if only for a short respite. Even with Avril's spell providing something of a ward, it is difficult to find a place where the nettles and burrs don't find some way to work into your clothing and equipment.

As the hours approach midnight, the moon provides the only hint that you are still in the same world you know, as the alien fauna and landscape blot out any semblance of the normal.

A howl rings out, proud and shaken. Sounding like it comes from all directions at once, the thundering roar of a large cat tears through the jungle of thistle. Everyone is immediately alerted to the approaching danger, though unable to pinpoint it's location in any way, shape, or form.

On the map, the grey squares are the squares effected by Avril's persistent spell (I'm assuming you cast enough of the spell to maintain the effect all day, which should be 4 times, I believe). You can choose to start anywhere inside the red grid. Everyone has a full round to act before I roll initiative.
 

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Warren stirs with a start, and gets up, drawing his sword and taking a defensive position next to Larian, saying "Form a defensive perimeter! Tyrla, Larian, stay in the center of camp."

[sblock=ooc]Y'know, I've forgotten if we had any kind of watch order arranged, though I know we had one at some point. So I dunno who would be armored and such right now. I assume Warren is armored, though, since light armor doesn't fatigue him after sleep.....

Warren assumes his Island of Blades stance, and takes total defense for +6 AC thanks to his Tumble ranks if he has the time.[/sblock]
 

Leaping from her bedroll, Siobhan looks around in confusion. The noises coming from all directions made it seem as if an army was approaching. Ignoring her armor she hefts her shield and warhammer, looking incongruous in her sleeping clothes. She calls out in a loud voice a chant to Kord, asking a boon for their protection.

OOC
[SBLOCK]
Start her near the bottom left corner. Siobhan is casting Mass Shield of Faith, giving everyone a +3 deflection bonus.
Her AC without armor is 17.
[/SBLOCK]
 


Into the Woods

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