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(CSRHoD) Creamsteak's Red Hand of Doom II [IC]
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<blockquote data-quote="Creamsteak" data-source="post: 4930802" data-attributes="member: 552"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>[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:</p><p></p><p>Expediant Travel (faster)</p><p>Normal Travel</p><p>Cautious Travel (slower)</p><p></p><p>The dangers of faster travel are in terms of threats risked (encounters, both mundane and monstrous), while slower travel methods cost precious time.[/OOC]</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 4930802, member: 552"] 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.[/OOC] [/QUOTE]
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