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[LPF] Rescue at Boar's Ridge


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A few hours into his want, Mesem suddenly tenses at the sounding of the horn, so out of place within the well-established aural landscape. Nothing comes of the alien sound, however, and Mesem takes it to be a simple consequence of their nearing of the fort. When he and Lem awaken Menik, Ru, and Reianne for the final watch, he is sure to tell them what he's heard.

*---*---*

The morning of the third day carries with it the tension accompanying the knowledge of their impending arrival at the fort. Mesem feels slightly uncertain with all the tactical discussions.

"What you say sounds wise, Galandra, although it would seem likely that the goblins' apparent hatred of horses would be transferred to the ponies, too. I imagine we should opt to stow them somewhere further beyond the ridge."


[sblock=OOC]soulnova's plan sounds like a good basis, although I do feel as though bringing the ponies further in runs the risk of them getting found; still, arriving before dark is pretty imperative, methinks. M12 seems a good spot to ditch the horses, though. We'll have to keep an eye out for signs of patrolling the ridge's outer perimeter before we do so, but they should be safe.[/sblock]

mesem-adrarda-portrait-small.jpg


[sblock=Stats]Mesem Adrarda
Status: Bound
[sblock=Bound Stats]Initiative: +1, Perception: +7
HP: 9/9 real + 11/11 temporary
AC: 13 (Touch: 11 Flat-footed: 12) CMB: +5 CMD: 16
Fort: +1 Ref: +1 Will: +6 (+8 vs enchantments)

Natural Weapons:Bite (+5, 1d6+4), 2 Claws (on feet) (+6, 1d4+4)
[/sblock][sblock=Unbound Stats]Initiative: +0, Perception: +7
HP: 10/10 real
AC: 10 (Touch: 10 Flat-footed: 10) CMB: +0 CMD: 10
Fort: +2 Ref: +0 Will: +6 (+8 vs enchantments)[/sblock]Current Weapon in Hand: None

Summon Monster I: 4/4
Spells: 0 - Infinite, 1 - 2/2

Active Magic: None
[/sblock]​
 

Ru Brike, human ninja

Ru finds himself especially tense for his watch after hearing Mesem's report on the horn. Thankfully, another night passes seemingly without incident.

He nods his agreement to Mesem's modification of the plan.

"The more I think on it, the less likely it seems gobbos have the sense to tell a horse from a pony. It'll slow us down, but I think we should still be able to scout the fort in the light if we leave all our rides in the same place and do the rest by foot."

[sblock=ooc]Okay, so each square is worth 20' base speed (yes, I should have figured out that math a while ago. Math is not my friend).

Which means, if I have this right: we can make it to M12 in two hours (L9,M10,M11,M12) by quadruped. Tie off the horses and ponies (leaving them food and water to try to keep them docile), and it takes us the other 6 to get to the fort.

Now, that's an 8 hour travel day, but my general assumption is that the sun is out for more than 8 hours during the real day on E'n, yes? So we should still have a few hours of light left for scouting, and since we were only walking 6 of the 8 hours, no endurance checks should be necessary.

Ugh. K. Hopefully that all made sense.[/sblock]

[sblock=mini stats]Ru Brike
AC: 16 (Touch 14, Flatfooted 12)
HP: 11/11

Initiative: +4
Perception: +4 Sense Motive: +4
CMB: +0 CMD: 14 Fort: +2 Reflex: +6 Will: +1

Wakizashi: +4, 1d6
Wakizashi (TWF): +2/+2, 1d6/1d6
Nunchaku: +4, 1d6
Shuriken: +4, 1d2
Conditional Attack mods: +1d6 Sneak Attack (when denied Dex), +1 Dirty Fighter (flank)

Conditions: None

In Hand: None

Consumables:
Alchemist's Fire: 3/3
Liquid Ice: 1
Shuriken: 10/10
[/sblock]
 

[sblock=OOC]I've been avoiding a full breakdown of the math myself, jk. You're a better man than I am for doing so!

Awaiting confirmation of jk's assessment, although it sounds good to me.[/sblock]
 

Simultaneously bored and elated that nothing happens during her watch shift, she pales a bit hearing about the horn in the distance. She nods in agreement to Mesem and Galandra's plans, "I think you all have the right of it. As long as we are reasonably sure the horses are safe from those goblins, I'm good with this. Plus a little bit of light to see this place wouldn't hurt." Reianne sighs, "Always been envious of seeing in the dark. Would have made sneaking around as a kid so much easier."

[sblock=ooc]
whew, long shifts at work. thanks for doing all the math there! ^.^
[/sblock]
 

"Sounds like a good plan to me" Menik says. "The horn may have been the goblins' guards' signal. We'll just have to plan as we go once we know more."
 

With the plans laid out, after gathering your water and food, you set out. Finding a nice secluded swail, you leave the horses and ponies just outside the beginning of the ridge rise and hopefully out of danger. Ru attaches several feed bags and waterskins to the trees so as to provide well during your absence.

Moving forward on foot, you approach straight east for a while to stay clear of the main path coming out of the fort. As the fort appears on the rise, you turn northeast to make the final approach. (M12-M17-L18) So far, you have met no resistance.

Broken stone walls and collapsed guard towers show that this fort has been used and abused more times than you could count.

[sblock=map] 2 hours before sunset. There is enough rolling hills, scrub brush and small trees that you think you have not been detected.

grey=stone.
You are off map at any safe distance you want to the southwest. Sorry for the rotation. Forgot directions until I was all done drawing.
Approach.png
[/sblock]
 

Galandra will try to spot if there are any patrols in the area from a vantage point. She nudges Messem to follow her ahead as he also has good sight.
 

Lem takes a look around as he approaches Galandra. "Do you think we should camp at a decent vantage point and go on in first thing in the morning, or should we press on without rest as time is against us?"
 

[sblock=OOC] I'm under the impression that we are already on the last day. We would have until midnight to stop the necromancer. Am I mistaken? [/sblock]
 

Into the Woods

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