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(LHHS) The Light Hearted Hack n' Slash Game (II)

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"Well, I'm sure we'll hear something about it later - that was an awfully BIG boom.

Shall we go now, on the road to Allimon?"

Brawn offers to carry anyone who doesn't feel like walking.

OOC: cs, i'm re-reading all the stuff you've been handing to our PC's - it's hilarious.
An umbrella from the drow, a stuffed animal from the blink dogs, brawn got tic-tacs.... ROFL
 

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Anyway... let's move this on relatively quickly... I'm going to skip a great deal of description on the -no encounter- hours... so...

The next four hours pass, as it starts to get darker, and you can begin to see the stars again. Your trip has almsot come to a full day. All seems well, until Krindor becomes trapped in a web.

Apparantly you are completely surrounded on 3 sides by extremely thick webbing, covering every inch of forest. It's hard to stay out of the tangle, but everyone save krindor manages to stay still enough to avoid the problem.

As Mak (assumption) cuts down the webbing, he notices that there are hundreds of little brown leather bags layed out around the forest. From each bag, a froth of webs is sprung out, going up and down the forest.

As you cut through a little more brush trying to make it through this winding road, your troubles remain. For almost an entire mile of road, there is a constant cover of this webbing, and soon enough you hear something. Everyone hear's it.

A group of scruffy, strong looking, unkempt elves come out of the woodwork, with repeating crossbows all. Mak, Yorick, and Brawn are all paying close enough attention to count 6 of them, and they are most likely dangerous. Krindor reacts by identifying the nature of 5 of them to be of evil alignment with a little concentration. They move through the webs easiliy, and apparantly know the small path-ways in between the intentional hazard.

None of them appear aware of your group's location yet, but they are moving closer, and following your trail. They may have been tracking you.

(Initiatives and actions.)
 

Init 16 (15 rolled)

"They're evil, we should devise a plan to subdue them and then force them to remove these webs from haunting the innocent."
Krindor attaches her shield and then draws her heirloom sword.
 

Brawn gets his Tower Shield out, providing cover for many people behind him.
He whispers, "I say we attack them before they get a bead on us." and looks to see the most viable path to do so.

OOC: cs - what's the lay of the land? and can we barge thru the webbing to get them? what penalties, if any, would that cause?
 

reapersaurus said:
Brawn gets his Tower Shield out, providing cover for many people behind him.
He whispers, "I say we attack them before they get a bead on us." and looks to see the most viable path to do so.

OOC: cs - what's the lay of the land? and can we barge thru the webbing to get them? what penalties, if any, would that cause?
It will be difficult, but I'll try and get a grid up...
 

This map should take care of your needs Brawn. When combat engages, if it is ranged primarily, I'll use this (without the text bubbles). If you close in enough, I'll use a much more precise map. The trees are not really 30 feet wide... but I did put them in for color to give you an idea of the overal shape of the area.

It isn't possible to completely remove the webbing in a single round, and as such I doubt anyone would try. It's thick, but there are a few ways around it.

A walking player (half speed) can move through the webbing by making an escape artist check (DC 10). You can attempt to move your full speed by succeeding at busting through the webbing (DC 20). Running through is impossible, but double moves are no problem (as you are moving your full speed) with the strength check. The webbing doesn't provide any cover (any weapon with enough power to pierce your armor would easily pierce the webbing.

Failure results in the loss of your move action for that round, and failing by 5 or more can result in a tangle. A tangle is the equivelent of being prone, and you must make the DC 20 strength check to burst out. Someone else can aid a tangled player as usual, and such.

I think that resolves everything. If you have another way to get through the webing (possibly another skill check) then ask. Also, the lighting is dim, but anyone aware of an opponent can see them.
 
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initiative roill: 7 + 1 = 8

isn't DC 20 high for webbing?
Good chains are 'only' DC 26 (remember, there's no skill bonuses that come into play on a straight strength check...)

I know you know this, but I have to ask, because it sounds kinda strange to have iron-webbing. :)
 

Well if anyone else has an opinion, I'm interested. Currently DC 20 stands, and the logic is that it is DC 20 to move at your full speed (A fast but controlled jogging speed) through the webbing if your trying to just power through. That's pretty difficult. It's also DC 20 for a Tangle, which would involve being tied down by multiple layers of webbing in strange and perplexing ways, thereby taking quite a bit of force to break.

Mayhaps 15 fits... but I'll wait for at least 1 other opinion.
 

OOC: No, 20 is perfectly fine as it is less then a web spell. Which is DC 25 escape artist check to move in if you are caught. By the way you should probably make it a DC 15 str check for those that wish to just move through it.


Yorick fiddles with his pouch and pulls out a potion. He waits to see if the party is going to do something.


OOC: Yorick will drink his potion of flaming fists if it appears that they are going to start a fight. Otherwise, he will hold onto it until the elves pass.
 

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