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[IC] Wandering Star : Heroes of the Middle Reaches (Part One)

Once again staying in the front of the group as they travel through the streets, Varilar carefully studies the building indicated by the young candlekeep. He hadn't spent much time in this area of Helen's Reach, compared to the hours he had spent in more populated neighborhoods at least. He didn't recognize the building, or know much about its layout, much to his frustration. Still, he is determined to have more information before committing to a course of action. He turns to hsi companions and nods toward the building. I'm going to try to sneak around and get up onto the balcony from the back. At the very least it should give us some extra surprise, he says to the others.

[sblock=ooc] Initiative: 18

Starting Point: F28

Actions: Unless objections arise, Varilar will attempt to use stealth, taking 10 for a 19, to move around the building to M17 [/sblock]
 

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"You absolutely sure?" Zarathas asks the girl, though the sword in his hand already told that he needed little convincing. He nods at Varilar. "That's good, wait there until the ruckus starts. Charlotte, would you take round around the house. Make sure there's no backdoor out. We'll wait for your signal."
 

"Oooh, this is gonna be good. I'll be ready to charge in when things get messy. Let me know if you need a distraction."

Horto sighs, muttering to himself. "Seems a shame to bust up a perfectly good dice game..."

[sblock=Elven]
"Careful very be. Yes. Luck have, Varilar."
[sblock=OOC]
Horto's Elven is rather poor, in case you didn't notice.
[/sblock]
[/sblock]

[sblock=Initiative]
Rolled 11 for initiative
[/sblock]
[sblock=Starting Position]
F29 unless there are any objections
[/sblock]
 
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As the others discuss further tactics, Jorje takes a position where he is able to attack the guard drakes if they start to run into their direction. He wishes he would know more about this creatures.

[sblock=OOC]
Initiative (1d20=3)

Nature (1d20+7=8)
regarding guard drakes :.-(
Starting Point: E 30
[sblock=Mini stat block]
Jorje
Perception: 12 Insight: 17 Normal Vision
AC 16 Fortitude 13 Reflex 15 Will 15
Hit Points: 24 / 24 Bloodied: 12
Temporary Hit Points: 0
Action Points: 1 Second Wind: 1
Healing Surge: 6 Surges per day: 8 / 8
At-Will Powers: Magic Missile, Cloud of Daggers, Illusory Ambush
Encounter Powers: Grasping Shadows
Daily Powers: Phantom Chasm

[/sblock][/sblock]
 

Horto whispers to the others. "Watch out for those Drakes. They've got keen eyes and keener ears. Hopefully these ones don't spit..."

[sblock=OOC]
Nature check on drakes = 19
[/sblock]
 

As the others discuss further tactics, Jorje takes a position where he is able to attack the guard drakes if they start to run into their direction. He wishes he would know more about this creatures.

You think about it and conclude that Horto is correct.

Guard drakes do have keen eyes and ears and are sometime found in the company of spitting drakes. Thankfully, neither of the creatures on the porch seems to be a spitting drake.

[sblock=OOC]Jorje's passive nature check of 17 get's him everything that Horto said, which is what's listed in the MM.[/sblock]
 

Horto whispers to the others. "Watch out for those Drakes. They've got keen eyes and keener ears. Hopefully these ones don't spit..."


Right after you share what you know about guard drakes, you remember a story related to you by an old tracker. He and his companions were being hunted by a pack of guard drakes near Belltower. Like wolves, they used pack tactics, but didn't nip and nibble at the flanks as wolves tend to.

The best way he could explain it was that they were like a squad of foot soldiers. When spread apart, each was only as strong as the individual. When bunched up, they worked together to rend and tear flesh in a fearsomely effective manner.

[sblock=OOC]Horto's nature modifier wasn't high enough to give him any knowledge through a passive nature check, but he rolled high enough with the check to get everything that a passive check would give plus some extra detail.

I tend to make pretty extensive use of passive checks.[/sblock]
 

"Sure Zara, on my way." Charlie tiptoes to the corner of the alleyway and then sets off towards the back of the target building, moving as quietly and silently as possible in the night time shadows.

[sblock=OOC]Although I can get to to the map I can't access the initiative page or Initiative tracker. Initiative page just gives a red X and the tracker is error 404. Initiative therefore is 22 (http://invisiblecastle.com/roller/view/1717495/ )[/sblock]

[sblock=OOC 2] I will start at F30 and, like Varilar, will take 10 for stealth (19) and will head for the same general area although checking for a back door rather than a back way to the balcony[/sblock].
 

Ranver puffs along behind his companions and the little candlekeep. His armor and robes are heavy and made heavier by the soaking earlier. He's rather unaccustomed to the added weight and... binding. He uses his hands to shift some straps, hoping the robes hide his unseemly fidgeting. He sternly tells himself to ignore the chafing. Which makes him think about it.

Mercy of the Goddess! Ranver! This is important! Body and mind together! Focused!

He shifts one last time and schools his face to a stillness befitting an initiate of Ioun's faithful. He focuses his mind and attention on the building ahead. His sharp eyes dart over the facade and the surroundings.

The men beyond seem common thugs. Hirelings. Not anyone who would know the Feather's significance. Ranver himself hadn't. An ordained priest. A shiver runs down the young man's back, a ripple in the pall of foreboding that had settled over him since seeing the blasphemous wreckage at Sailor's Hope.

Because the others are doing so, Ranver readies a weapon, his weapon of choice, a spear. He rather hoped he could get through whatever happened next on the right end of it.

The young cleric keeps his eyes and ears sharp for anything that would give him a clue to the greater mystery - Who had called for this? Varilar and Charlotte move out quietly. He follows them for a while and then looses them in the dark and the shadows.

He closes his eyes and whispers a fervent prayer for their safe and swift return.

[sblock=OOC]E30, until Varilar leaves. F30 after.
Initiative: 13
[/sblock]
 

The shadows are dark, but not so dark that the visual sense is useless. In fact, the thin slivers of light penetrating the boarded up windows (and they're all boarded up, even those on the 2nd story) provide enough illumination for the Elven rogue to see with perfect clarity. For Charlotte, things are a bit more murky.

A few tens of feet down the alley between the two buildings, a set of steps descends to what was once an entrance into the basement of the building the vandals are holed up in. Perhaps there's even a door down there. If so, it's all but inaccessible underneath the rubble that half fills the stairwell.

The noise of the dice game continues inside the room, though little can be seen without getting closer to one of the boarded up windows.

[sblock=OOC]What will Charlotte and Varilar do next?

Zarathas still doesn't have a starting location or an initiative.

Also, I'm not sure what's wrong with the initiative board. I just posted the html pages for the condition and initiative boards, so that may help with the problem. Here are the links again:

Initiative Board
Conditions Board
Encounter Map (800 X 600)
Encounter Map (1666 X 1254)

[/sblock]
 

Into the Woods

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