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[LPF] No Loitering

Wilmorn, human male

[sblock=MiniStats][SIZE=+1]Wilmorn[/SIZE] Human Ranger 1
Initiative: +2 Perception: +6

AC: 16 (12 touch; 14 flat-footed)
HP: 12 Current: 12
CMB: +5 CMD: 17 Fort: +3 Ref: +4 Will: +2

In Hand: Bardiche
Conditions: Poisoned, reduced strength (-2),
Medium Encumbrance (+3 dex max, -3 ACP, 20' move)
Favored Enemy:
  • Human +2
  • Bluff, Knowledge, Perception, Sense Motive and Survival
  • Weapon Attack and Damage
  • May ID creature untrained (look, it's a human!)
Wild Empathy: 1d20-1
Skills:

Acrobatics +7, Handle Animal +2, K(Dungeoneering) +5, K(Geography) +5, K(Nature)+5, Perception +6, Stealth +6, Survival +6, Survival(Track) +7

Notes for this trip:
Chain shirt (equipped; removed studded leather)
[/sblock]
Wilmorn stays a short distance away, watching for possible disturbances while following the groups' attempt to motivate these goblins to move away from the group's next destination. Kill them, and eliminate the uncertainty...

The young ranger shakes his head, as if to drive away the thought. Is that truly what Master Martin would have done? Suddenly, the woodsman shivers, realizing he did not know his master as well as he thought he did, given their years together.

Wilmorn walks over and stands by Erin. "So, um..." Flushed, he realizes he didn't have anything to say. So, the ranger stands awkwardly next to the tiefling, wondering whether to come up with something or to walk away.
 

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[sblock=ooc]
Ooc: Azsar is not aiding, he rolled independently.

Ah, sorry about that. I misunderstood.

Also, unless there's some "act in your sleep" feat I missed, you can't use any skills except Perception in your sleep, FJ.[/sblock]

The goblins snort derisively as Erin conveys Kepli's threats. As the merman pushes his female companion aside, however, their eyes widen again.

[sblock=Translated by Erin]"No! Our souls is scrawny and sour, you no want them, remember?"

"Go! We cans go. Far and fast, even dragging big stupid head!"

"Yes! Far and fast. We only needs the untying, and we run and run and run and you never sees us again!"[/sblock]

The still-bound goblins cower together overtop of their still-unconscious leader, quivering as they babble in their fear.
 

Siddhartha the Hunter
[sblock=Mini Stats]Siddhartha the Hunter
HP: 5/9
AC: 18 FF:14 T:14
CMB: +5 CMD: 19
Fort: +1 Reflex: +4 Will: +3
Perception: +3 Initiative: +6
Unarmed: C. Longbow SR2 +5 d8+2
Armed: Longsword +5 d8+4
Arrows: 98/100
Common Modifiers: Deadly Aim -1/+2, Point-Blank +1/+1[/sblock]

The high-pitched squawks of the shiftless goblins finally awakens Siddhartha, and the reality of the situation returns to him. As they plead for their life, Siddhartha quietly gets up, gathers his belongings, and readies himself for the adventures that lie ahead.

[sblock=OOC]I rolled the aid first, and since is was crappy, I just had him sleep through his action. I figured it was a useless result so I just had him take a useless action. I'll RP it better next time :)[/sblock]
 

Kepli Stormborn, shaman

[section]
Kepli waits for Aszar to give her the okay before she unties the goblins.

"Make sure we have their weapons," she says to the others. "And be ready, just in case."

[/section]

[sblock=MiniStats][size=+1]Kepli[/size] Aasimar Shaman 1
Initiative: +1 Perception: +10 (+12 w/ Alertness); Darkvision 60 ft.

AC: 13 (11 touch; 12 flat-footed)
HP: 12 Current: 12
CMB: +1 CMD: 12 Fort: +1 Ref: +1 Will: +5

In Hand: shortspear
Conditions: None yet
Spells Prepared:
  • 1st level (DC 14): Cure Light Wounds, Sleep
  • Orisons: Daze, Detect Magic, Guidance
Special:
Concentration +6
Spirit Magic: Charm Animal 1/1
Stormburst: 5/6 (target treats foes as if they have concealment, 20% miss, for 1 round)
Alchemist's Fire 2/2 (w/ Aszar)
sling (9/10 bullets)

[size=+1]Scuttle[/size] Seagull Spirit Animal
Initiative: +2 Perception: +6

AC: 15 (14 touch; 13 flat-footed)
HP: 6 Current: 5
CMB: +0 CMD: 6 Fort: +1 Ref: +4 Will: +4

In Beak: Nothing
Conditions: None yet
Special:
Speed: 10 ft; fly 40 ft
Melee: Bite +4 (1d3-4); 0 ft reach
Improved Evasion

[/sblock]
 

View attachment 64791

"Untie them. If they try anything suspicious, eradicate them." He says with his usually ominous voice. He stands tall, spear at hand ready to skewer the goblins himself if they try anything funny.

OOC: I want Christopher Lee as Aszar Voice actor =).
 

The smaller goblins barely notice Kepli's hands as they keep their eyes pinned to Aszar. Once they realize they can move, however, they do so at their best speed.

As their leader has yet to awaken, "best speed" isn't particularly fast, mind you. They grunt under the unconscious goblin's weight, but stumble their way out of the clearing and backward along the path the party took to get here. The group hears several epithets of diminishing volume, which Erin assures them are a combination of condemnations of each other, or--as a flock of birds breaks through the nearby trees, their squawks completely at home with the voices of the goblins--curses against the local flora and fauna.

Even with their encumbered speed, the goblins are soon too far away for anyone to perceive. The only evidence of them now is the gear which the party has claimed as its own, and the bloodstained patch of flattened grass where the goblin trio spent their evening.

Captives un-captived and sent on their way, the only question which appears to stand hanging between the group is which of the strategies they pondered the night before will be the one they choose in the rising day.
 

Wilmorn, human male

[sblock=MiniStats][SIZE=+1]Wilmorn[/SIZE] Human Ranger 1
Initiative: +2 Perception: +6

AC: 16 (12 touch; 14 flat-footed)
HP: 12 Current: 12
CMB: +5 CMD: 17 Fort: +3 Ref: +4 Will: +2

In Hand: Bardiche
Conditions: Poisoned, reduced strength (-2),
Medium Encumbrance (+3 dex max, -3 ACP, 20' move)
Favored Enemy:
  • Human +2
  • Bluff, Knowledge, Perception, Sense Motive and Survival
  • Weapon Attack and Damage
  • May ID creature untrained (look, it's a human!)
Wild Empathy: 1d20-1
Skills:

Acrobatics +7, Handle Animal +2, K(Dungeoneering) +5, K(Geography) +5, K(Nature)+5, Perception +6, Stealth +6, Survival +6, Survival(Track) +7

Notes for this trip:
Chain shirt (equipped; removed studded leather)
[/sblock]
"What do you all think? Should we just go in, and see about finding a place advantageous to us, and harass them until they leave or come fight us?" Wilmorn scratches at his scrabbly beginnings of a beard as he contemplates. "I suppose we should go and see what we're up against. Should we go, and see if we can get a good look of the lay of the enemies?"

In truth, the poor ranger has no idea what's going to work here. However, he is ready to move, as doing anything, even the wrong thing, is better than having to face the gnawing sense of belief that his master might be both more and less than he seems.
 

Erin Vaneese

175px-Erin_vaneese_cropped.png

"Yeah, I think you're right Wilmorn. Let's go do a little reconnaissance and see what we're up against. Best not to go in unprepared." Erin shifts uncomfortably, looking around. "I mean, that's just what your scouts think. I'm not a real charge in type of woman, I'd rather sneak up on the enemy and get them unprepared."

Having said her piece, she moves over to Wilmorn with her back to the group. She says quietly "So, something on your mind?"

[sblock=Erin Vaneese Mini Stats]

Erin Vaneese
AC:16 (11 flat-footed, 15 touch)
HP: 5/8
CMB: +1 CMD: 15

Fort: +2 Reflex: +4 Will: +1
Perception: -1 Sense Motive: -1
Initiative: +4

Concentration: +5
Arcane Pool: 5/5
Level 0 Spells Prepared: Prestidigitation, Ray of Frost
Level 1 Spells Prepared: 1/1 Mirror Strike

Class Skills: Knowledge (Arcana) +8, Knowledge (Planes) +8, Linguistics +9, Profession (Cook) +3, Spellcraft +8, Stealth +11

Current Weapon in Hand: Wakazashi, +3, 1d6-1, 18-20, S or P
Current Conditions in Effect: Str -3
Temporary items in possession:
Items not currently in possession:
Items depleted: none
[/sblock]
 

Kepli Stormborn, shaman

[section]
Kepli nods her agreement to the scouting plan.

"Getting a better sense of what we're facing is a good idea," she says to the others. "I'll do my best to move stealthily and keep Scuttle quiet."

[/section]

[sblock=MiniStats][size=+1]Kepli[/size] Aasimar Shaman 1
Initiative: +1 Perception: +10 (+12 w/ Alertness); Darkvision 60 ft.

AC: 13 (11 touch; 12 flat-footed)
HP: 12 Current: 12
CMB: +1 CMD: 12 Fort: +1 Ref: +1 Will: +5

In Hand: shortspear
Conditions: None yet
Spells Prepared:
  • 1st level (DC 14): Cure Light Wounds, Sleep
  • Orisons: Daze, Detect Magic, Guidance
Special:
Concentration +6
Spirit Magic: Charm Animal 1/1
Stormburst: 5/6 (target treats foes as if they have concealment, 20% miss, for 1 round)
Alchemist's Fire 2/2 (w/ Aszar)
sling (9/10 bullets)

[size=+1]Scuttle[/size] Seagull Spirit Animal
Initiative: +2 Perception: +6

AC: 15 (14 touch; 13 flat-footed)
HP: 6 Current: 5
CMB: +0 CMD: 6 Fort: +1 Ref: +4 Will: +4

In Beak: Nothing
Conditions: None yet
Special:
Speed: 10 ft; fly 40 ft
Melee: Bite +4 (1d3-4); 0 ft reach
Improved Evasion

[/sblock]
 

[sblock=Question to Clarify]There are still two folks to chime in, but I figure it doesn't hurt to ask. When you're talking about scouting, which are you trying to scout?

1) The forward position you learned about from the goblin map, which your reading suggests will have an unknown number of individuals at it around the time you would be able to reach it (mid-day)?

2) The outer patrol border indicated on the map, which is slightly further than (1), and past which the document suggests "unescorted trespassers will be killed on sight"?

3) The main camp, which is past both the forward position and the patrol border?

If you want to re-reference what you know of the area, the map post is here

FYI, I have a pretty busy weekend. It will likely be Monday before I can act on any consensus, but that's part of why I wanted to pipe in with this now, so you aren't met with this question after waiting a few days.[/sblock]
 

Into the Woods

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