The Adventurer's Guild


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Diplomacy

I walk up to villager busily boarding up his home.

"Friend...can I help you with that?" I grab the board he is trying to lift into place and offer my assistance. While helping I ask him:

"My comrades and I have heard of troubles in this area. We can't help but notice the atmosphere of this town is not as it would normally be this time of year. We're here to help. Can you give us news of what's been happening?"
 

Brocc remembers his history well. The village of Elkridge, home to only the most essential professions, was once protected by a caretaking warlord in search of peace and quiet. Since he died, the village has been well maintained but is now vulnerable to attack. For this reason more than any other, the villagers of Elkridge find themselves completely unprepared for conflict. The fact that cottages are so widely spread throughout the region, rather than centralized in one place, only makes this problem worse.

The villager that Nicodemus is helping is thankful for the assistance, if a bit surprised to see adventurers in the area. "My name is Grannt. And you are right, we have canceled our celebrations. Giant flying drakes have been attacking our village for no reason, and it's getting worse every day! Until yesterday, they were content to just hunting our livestock, but they killed a young man yesterday morning. A lad by the name of Barnum, he wasn't no older than 20."

Grannt starts to go on, but is interrupted by a woman's scream from a few cottages over. A middle-aged man is running past and calls out to Grannt and the adventurers "The drakes are back! Landis' farm! We have to help them!" and he points back towards a small farm about 150 yards away.

You then hear a horrible, bestial screech coming from that direction, gripping the villagers with fear and rooting them to the ground. The sound of claws raking through timbered planks in unmistakable, coupled with the excited flapping of leathery wings. The creature is nearby and eager to feed.

You run to the farm and see a drake on top of the farmhouse trying to tear through the roof. Another one is on the ground trying to get into the far side of the house, and a third is on top of a barn where the farmer has presumably locked up his animals for protection.[sblock=Map]
drakes0.png
[/sblock]
GM: You all have initiative/surprise, as the drakes are distracted with trying to break into the cottage/barn.
[sblock=Enemies]Drake 1 - uninjured
Drake 2 - uninjured
Drake 3 - uninjured

Warwing Drakes are large enough to hold a rider, but these drakes are rider-less and appear to be feral.
AC-18
FORT-17
REF-15
WILL-16[/sblock]
 

OOC: I think I should probably try to subjugate one into being a mount but I think that'd be too much work for the DM! ha!


Die, reptillians! You'll not break your fast here today!


[sblock="Mallick's Actions"]

Move -- to J7

Minor -- Hunter's quarry on Drake 2

Standard --

Shadow Wasp Strike



[/sblock]

OOC: 23 damage total
 
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Brocc widens his stance and raises two fingers to his temple.

[sblock=Brocc's Actions]
minor, Distract on Drake 2, grants CA to next attacker before the end my next turn
standard, Mental Trauma on Drake 1, hit makes vulnerable 5 psychic, save ends
[/sblock]
OOC: Sigh, miss does half damage.
 

GM: I forgot to add some map details.


The door to the farmhouse is at J5, the double-doors to the barn are at P8 and Q8. They are made form old timbered wood and have a break DC of 20 (Strength check, standard action).

The windows can be forced open with a DC 15 Strength check as a standard action. Open windows provide superior cover to those inside. It costs 2 squares of movement to climb through an open window.

Fence: It costs 2 squares of movement to climb over the fence.

Walls. These 6-inch thick walls are made from heavy timbers. They can be climbed (Athletics DC 15) or broken (DC 25).
 


I rush within reach of Drake 2 and next to the farm house door. While swinging at the drake I yell to anyone inside.

"Anyone in there? We are here to help you. Open the door and I will take you to safety! Hurry!!!"

[sblock]

Move to J6
Standard: fearsome smite
Minor: talon amulet: any melds attack deals 1d6 damage to attacker until end of encounter.

[/sblock]

Target takes +2 penalty to attack EOMNT.
 
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