Resident Evil 4

Carl already in the passage replies to Bruce “Yeh, I can see why someone would want to kidnap her ;) . Well with the car wreaked it looks like we have a bit of a walk ahead of us, lets get moving.”

With that he moves down the stairs, out the door and off towards the town.
 

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Carl and Bruce head down the stairs and leave the house. The pathway to the villiage is to the east.

About 150 ft. down the pathway you find a shed. You can see a wolf trapped in a beartrap some 60 ft. beyond the shack.

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Character Stats:

Bruce
HP: 10/10 (NL 00)
Ammo: 11(STD) + 15(STD) + 15(STD)
Grenades: 1(WP)

Carl
HP: 12/12 (NL 04)
Ammo: 11(STD) + 15(STD) + 15(STD)
Grenades: 1(STUN)
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Opening the door reveals a dusty tool/storage shed (15 ft. x 15 ft.). In the corner of the shed Bruce notices a green herb plant.

OOC: Throughout the game there are 3 different herb plants available: green, red and yellow.

Consuming a green herb will heal 1d4 points of damage.

Consuming a red herb has no effect.

Combining a green and red herb (DC15 intelligence check) will heal 2d8 points of damage. Failing the DC15 check results in the herbs being less effective.

Consuming a yellow herb gives you a permanent +1 HP.

Combining a yellow herb with a green or green/red mix adds the +1 HP effect.
 

Carl thinks to himself “Wonder what will happen if I smoke the green herb” but quickly snaps out of it, instead checking the floor roof and walls of the shack for any traps.

If nothing is found he will wait for Bruce to pick up the herb and then move on down the path, stopping well short of the wolf to investigate further.
 

Bruce says, "Hey Carl, we have some green weed here... maybe I will take it as evidence and we can smoke it later! LOL". Bruce will stash the weed and proceed with Carl further down the road towards the town.
 

With the sight of the green herb bringing back many college memories of nights at the Blue Oyster Bar, Bruce recons it would be a good idea to hold on to such a treasure.

Bruce and Carl head over toward where the wolf is trapped, keeping a good distance.

Carl can see that the trap the animal is caught in is not in very good repair and quite rusty. Next to the pathway is a pole with 3 skulls hanging from it.
 


Bruce steps a little closer to the animal (ranged attack roll of 20!; a critical hit doing 16HP damage) and shoots it in the head putting it out of its misery.
 

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