• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

[LPF] Scourge of the Howling Horde

Agno eats and bathes and spends an inordinate amount of time grooming his feathers. Keeling finds a perch safely away in Agno's room and falls asleep as the sun sets. Agno leaves the window open so that Keeling can exit to hunt early the next morning. While Keeling hunts Agno finds a spot where he can watch the sky to pray and dedicate his service to Issolatha. After his prayers Agno returns to the inn to break his fast and rejoin his companions.

"We are ready for the returnings to the cave."



[sblock=Actions/OOC]I agree Sylla & Iago should carry the Acid Resistance. Agno can't use the wand of magic missiles. He could use the potion of shield of faith but if someone else could get better use out of it they should carry it. I think it would do better for Iago or Boots for much the same reason they are carrying the acid resistance.
[/sblock][sblock=Mini Stats]Agno Phoenicus
Initiative: +3
AC: 16 (13 flat-footed, 13 Touch)
HP: 22 Current: 22
CMB: +2 CMD: 15 Fort: +5 Reflex: +3 Will: +8 (+10 vs. Charm & compulsion effects)
Speed: 40 ft.

Current Weapon in Hand:
Ammo (Arrows): 31/40 remaining
Current Conditions in Effect:

Lightning Arc: 6/6 Remaining
Channel Energy: 4/4 remaining
Agile Feet: 6/6 remaining
Hawkeye: 6/6 remaining

Cleric Spells:
Spells Remaining: 1st Level 3/3
Spells Prepared:
1st level: bless, divine favor, longstrider (D)
0-level: guidance, light, stabilize

Druid Spells:
Spells Remaining: 1st Level 4/4
Spells Prepared:
1st level: cure light wounds, faerie fire, shillelagh, aspect of the falcon (D)
0-level: detect magic, detect poison, flare, resistance[/sblock]
 

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Denizel joins the group, holding his head. As much as he'd like to blame it on too much wine and a night with the miller's daughter, in truth the voices in his head had him tossing all night with their bickering.

Doesn't the birds plumage look rather ravishing this morning. . . That is entirely improper. Denizel just sighs.

He stretches, and tries to get his bearings. "We're also ready." It's so nice to be included. Denizel quickly corrects himself. "I am ready. . . rather. . . hurray for killing dragons. . ." Obviously his enthusiasm was less that genuine.

Sliding his pack off his shoulders he begins to dig through, though he seems to be having a hard time finding what he is looking for. A brush seems to float out of one of the side pockets on it's own and begins to groom Denizel's hair.

[sblock=OOC]I have purchased the armor. It's the thing I actually want. The sword just seemed a waste to sell.

I agree that the Potion of Faith makes most sense with Iago or Sylla/Boots.

With more magic, more skills, and Bardic Performance reset, Denizel will likely be more of a supporting character to finish out this adventure.
[/sblock]

[sblock=Denizel's Stats]Denizel
AC: 17 (15 flat-footed, 12 Touch) (not adjusted for new armor)
HP: 20 Current: 20
CMB: 0 CMD: 12 Fort: +0 Reflex: +5 Will: +6
Speed: 20'

Current Weapon in Hand:Longsword/Wand of Cure Light Wounds 5 charges
Current Conditions in Effect:
Crossbow Bolts: 12

Key Skills: Bluff +12, Diplomacy +10, Disguise +11, Kn Arcana +9, Kn History +9, Kn Local +9, Kn Nobility +9, Kn Religion +9, Perform (Dance) +8, Profession (Courtier) +5, Spellcraft +6

Bardic Performance: 10/10 rounds per day

Bard Spells Remaining: 1st level 3/3
Bard Spells Known: 1: Charm Person (DC 15), Disguise Self, Hideous Laughter (DC 15)
0: Daze (DC 14), Detect Magic, Light, Message, Prestidigitation

Oracle Spells Remaining: 1st level 4/4
Bard Spells Known: 1: Cure Light Wounds, Sanctuary
0: Mending, Read Magic, Resistance, Stabilize, Ghost Sound, Mage Hand
[/sblock]
 

Sylla and Boots take over for Iago late at night - the elf's natural paranoia agrees with the half-orc's desire for a watch.

In the morning, Sylla raises an eyebrow at the flying hairbrush, but says nothing. However, Boots' eyes gleam as he sees the flying toy, and he hunkers low, readying to leap and snatch it out of the air. The eidolon's paws seem bigger this morning, and he's got a notch in his ear that might not have been there yesterday.

"Boots, leave it," Sylla says, an instant before he jumps. "Take point." She looks at the rest of the party critically, and without waiting for further talk, sets off toward the goblin lair.

[sblock=ooc]Iago can have Shield of Faith. Sylla's already got her hands full with all her wands and spells. We're each taking 2 CLW pots, correct?[/sblock]


[sblock=Mini Stats]Sylla the Grim
AC: 18 (14 flat-footed, 14 touch)
HP: 22/22
CMB: +4 CMD: 18
Fort: +1 Reflex: +4 Will: +3
Perception: +2
Initiative: +4

Current Weapon in Hand: Spear
Current Conditions in Effect: None
Spells Remaining (1st): 0


Boots
AC: 18 (16 flat-footed, 12 touch)
HP: 29/29
CMB: +5 CMD: 17 (21 vs. Trip)
Fort: +4 Reflex: +5 Will: +1
Perception: +6 (Scent)
Initiative: +2

Current Weapon in Hand: Natural weapons
Current Conditions in Effect: None[/sblock]
 



The weather this day is much like before. The innkeeper's breakfast is hearty. Mallie, Sten and even Arvel see you off and wish you luck.

GM: Sorry, been busy. But, we are still waiting on Denizel and Iago to be approved for level 3. Not sure if you guys posted in the thread to ask for their review or not, but I have DM preps to do before I can advance the scene that rely on them being done first. I would do if necessary, but I really think a different judge (i.e. SK) needs to lay eyes on them this time to double check my past approvals.
 




The journey on return to the howling caves is going smoothly as you make your way back through the forest following the narrow game trail you believe heads in that direction.
ForestScene.jpg



The forest suddenly grows a bit quiet, the birds chirping being ominously absent.


[sblock=Updated Map]
SHHEnc07Map00I.jpg
[/sblock]
GM: Alright, the Judges are working on your approvals. :)

You can adjust your marching order and spacing. Everyone roll a Perception check on your next IC post too. I also need a Survival Check to ensure you don't get lost.
 

Into the Woods

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