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Tall's PotA Campaign - IC
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<blockquote data-quote="TallIan" data-source="post: 7159960" data-attributes="member: 6853819"><p><strong>Desairn Valley,</strong></p><p>Day 6 Morning</p><p></p><p>[GM]There are two small boats tied up at the landing. I'm not sure if this came out clearly, but there is The Dark Stream, which runs from the basin in Riverguard to the underground city. The secret entrance is a tributary to this and joins the Dark Stream about 10 yards from the landing. What you have seen of the The Dark Stream it is large enough for a medium boat (capable of carrying around 12 people), two could pass each other if they were careful. However the secret entrance is too small for any boat to fit, it is only a foot or two deep and has very little overhead room, you had to crawl most of the way in and out.</p><p></p><p>Magic Weapon isn't on any of the casters spell lists so no one can cast it. I'd say that with mythical beings being fairly common in FR that your characters are likely to know that silvered weapons would be effective as well.[/GM]</p><p></p><p>After dealing with Jolliver the group makes their way back out of the keep. From the secret landing it is easy to see why the bandits seemed to be unable to find the entrance, even from inside the keep. The little tributary that forms the secret entrance is all but invisible in the gloom and the heroes only find it because they knew it was there.</p><p></p><p>The trip back is as gruelling as the first, made all the worse by the sullen mood brought about by low sprits. As much as they believed it necessary, the act of killing Jolliver did not sit easy with anyone.</p><p></p><p>They emerge from the tunnel into the bright dawn light and a great weariness strikes the group and they find a safe place to rest for a few hours. They find a suitable re-entrant only to find it occupied when the arrive.</p><p></p><p>Angry shouts alert them to something and as they crest the hill they see five wolves harrying a flock of sheep. The shepherds are shouting and throwing stones, but the wolves appear intent on their prey.</p><p></p><p>[GM]</p><p>Initiative, or you can just leave.</p><p>Shepherd leader: 4</p><p>Shepherds: 2</p><p>wolves: 17</p><p></p><p>Three of the wolves are about 100ft away from you in a rough line about 20ft apart They are in a standoff with the sheepdogs about 20ft past them. The other two wolves are circling the flock, stopping them from fleeing en mass, but at being hampered in their efforts by stone and arrows from the shepherds. The four shepherds are huddles together on a small mound of earth, unwilling to risk their lives to save the sheep, but unwilling to lose their livelihood either.</p><p></p><p>[SBLOCK=Enemies]<strong>WOLF</strong></p><p>Medium beast, unaligned</p><p>Armor Class 13 (natural armor)</p><p>Hit Points 11 (2d8 + 2)</p><p>Speed 40ft.</p><p>STR DEX CON INT WIS CHA</p><p>12 (+1) 15 (+2)12 (+1) 3 (-4) 12 (+1)6 (-2)</p><p>Skills Perception +3, Stealth +4</p><p>Senses passive Perception 13</p><p>Languages -</p><p>Challenge 1/4 (50 XP)</p><p></p><p>Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. </p><p>Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.</p><p>ACTIONS</p><p>Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.</p><p>[/SBLOCK]</p><p></p><p>Conditions:</p><p>Errol 31/36 HP</p><p>Illvilious 27+6/27 </p><p>Duran 16+6/23</p><p>Nariah 29+6/33HP </p><p>JV 30+6/36HP</p><p></p><p>Wolf 1: 11/11</p><p>Wolf 2: 11/11</p><p>Wolf 3: 11/11</p><p>Wolf 4: 11/11</p><p>Wolf 5: 11/11</p><p></p><p>Shepard leader: 16/16</p><p>Shepard 1: 4/4</p><p>Shepard 2: 4/4</p><p>Shepard 3: 4/4</p><p>Sheepdog 1: 5/5</p><p>Sheepdog 2: 5/5</p><p>Sheepdog 3: 5/5</p><p>Sheepdog 4: 5/5</p><p>Sheepdog 6: 5/5</p><p></p><p>Around 300 sheep</p><p>[/GM]</p></blockquote><p></p>
[QUOTE="TallIan, post: 7159960, member: 6853819"] [B]Desairn Valley,[/B] Day 6 Morning [GM]There are two small boats tied up at the landing. I'm not sure if this came out clearly, but there is The Dark Stream, which runs from the basin in Riverguard to the underground city. The secret entrance is a tributary to this and joins the Dark Stream about 10 yards from the landing. What you have seen of the The Dark Stream it is large enough for a medium boat (capable of carrying around 12 people), two could pass each other if they were careful. However the secret entrance is too small for any boat to fit, it is only a foot or two deep and has very little overhead room, you had to crawl most of the way in and out. Magic Weapon isn't on any of the casters spell lists so no one can cast it. I'd say that with mythical beings being fairly common in FR that your characters are likely to know that silvered weapons would be effective as well.[/GM] After dealing with Jolliver the group makes their way back out of the keep. From the secret landing it is easy to see why the bandits seemed to be unable to find the entrance, even from inside the keep. The little tributary that forms the secret entrance is all but invisible in the gloom and the heroes only find it because they knew it was there. The trip back is as gruelling as the first, made all the worse by the sullen mood brought about by low sprits. As much as they believed it necessary, the act of killing Jolliver did not sit easy with anyone. They emerge from the tunnel into the bright dawn light and a great weariness strikes the group and they find a safe place to rest for a few hours. They find a suitable re-entrant only to find it occupied when the arrive. Angry shouts alert them to something and as they crest the hill they see five wolves harrying a flock of sheep. The shepherds are shouting and throwing stones, but the wolves appear intent on their prey. [GM] Initiative, or you can just leave. Shepherd leader: 4 Shepherds: 2 wolves: 17 Three of the wolves are about 100ft away from you in a rough line about 20ft apart They are in a standoff with the sheepdogs about 20ft past them. The other two wolves are circling the flock, stopping them from fleeing en mass, but at being hampered in their efforts by stone and arrows from the shepherds. The four shepherds are huddles together on a small mound of earth, unwilling to risk their lives to save the sheep, but unwilling to lose their livelihood either. [SBLOCK=Enemies][B]WOLF[/B] Medium beast, unaligned Armor Class 13 (natural armor) Hit Points 11 (2d8 + 2) Speed 40ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2)12 (+1) 3 (-4) 12 (+1)6 (-2) Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages - Challenge 1/4 (50 XP) Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. [/SBLOCK] Conditions: Errol 31/36 HP Illvilious 27+6/27 Duran 16+6/23 Nariah 29+6/33HP JV 30+6/36HP Wolf 1: 11/11 Wolf 2: 11/11 Wolf 3: 11/11 Wolf 4: 11/11 Wolf 5: 11/11 Shepard leader: 16/16 Shepard 1: 4/4 Shepard 2: 4/4 Shepard 3: 4/4 Sheepdog 1: 5/5 Sheepdog 2: 5/5 Sheepdog 3: 5/5 Sheepdog 4: 5/5 Sheepdog 6: 5/5 Around 300 sheep [/GM] [/QUOTE]
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