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  1. - Top - End - #91
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    Dimers's Avatar

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    Default Re: Horror in the Small Valley ic

    Aranyel shrugs and shoulders his pack while Snowfang declines the honor. "Friend, we'll have to follow you whether or not you call yourself a leader -- who else here could trace the path? Let's move as long as we can with the sun, everyone. And keep your eyes and ears open."
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  2. - Top - End - #92
    Firbolg in the Playground
     
    AssassinGuy

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    Default Re: Horror in the Small Valley ic

    "No objections from me. If any of us feels uncomfortable with the leadership, we can switch around later."

    Mounted on his horse, Lief follows whoever is taking the rein of the group.
    Last edited by Yas392; 2020-08-31 at 09:27 PM.

  3. - Top - End - #93
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: Horror in the Small Valley ic

    The tracks lead up to a rill and then follows it upstream towards the Heights. At this point, really, you could say you're already "in" the Heights, though there are both hills and mountains of varied sizes around.

    You're heading northeast, just barely missing a village smaller than Dewsburgh north of you. At one point you can actually spot among the trees, in a distance, the faint road that connects this next village to the pieces of settled land you've been crossing, but the trail you're following stays at least a mile away from it.

    The wheat field where you found that barn was the last real farm you passed by. Now, the grasslands lose ground to rocky hills, piles of rocks and boulders. The grass is thicker, colder, and you'd only occasionally find small pieces of workable land. A citric smell in the air hints you about a nearby orchard.

    Rolls: Knowledge (geography), Listen, +

  4. - Top - End - #94
    Firbolg in the Playground
     
    AssassinGuy

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    Default Re: Horror in the Small Valley ic

    Lief sees if he can navigate through this land well as well as keeping his ears peeled for danger.

    Spoiler: Checks
    Show
    Listen: (1d20)[5]

    Untrained Knowledge (Geography) (DC 10 for basic knowledge): (1d20+3)[22]

  5. - Top - End - #95
    Ogre in the Playground
     
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    Default Re: Horror in the Small Valley ic

    Snowfang always preferred the way of sight as far as it comes to tracking danger, but even he knows the value of detecting enemies fro, behind cover, and tries his hand at that.

    Spoiler: Listen check
    Show

    (1d20+2)[8]

  6. - Top - End - #96
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: Horror in the Small Valley ic

    You ride all day long. Soon you and your horses will get too tired to keep up and road might become too dangerous. But "road" is not really a way to describe what you're on right now: troughout the morning you've been crossing woods and making way around hills, occasionally finding a road, path or a small orchard. You saw peasants and timbermen from "Little Dewsburgh" (as we'll call it) working and doing their own stuff, but they were easily avoidable. Now, as night falls, you're reaching a wilder piece of land, a region technically disputed by Fyodor and Hotys. However, since the rugged terrain makes it both impossible to grow crops and to move armies, none of them are really interested in it.

    But is it, though? You're now crossing some sort of slithering valley of brown, dusty rock, with room for at least six horsemen to travel side-a-side. It's way rougher in the sides and would still be a problem for a big army though. On top of that, as Sasha told the group, by the direction you're heading, you should stumble upon a large river called the Brown, which flows from the Heights to the Small Valley. This should make crossing the Heights impossible.

    You find an intersection in the road, a secondary path that branches off from this valley, slithers a few times and then blends into the high mountains, and the undead tracks lead you there. In the end of it, you find out many other tracks: at least ten ghouls might've been here, maybe more. It's a little confusing and you can't sort exactly when was it, it seems to be some sort of meeting point.

    But there are no signs of the ghouls elsewhere. Actually, the trails lead you deeper into the mountains, over a slope that seemed too high to cross but was actually pretty easy to. From now on, you have to pull your horses by the reins - they can still come, but it's a little dangerous to ride them.

    Behind the slope, you find a big cave hidden among the rocks. It's almost as large as the valley, about 20 feet wide, and it seems to lead down deep into the earth. The ghouls and their horses went there.
    Last edited by dangelo; 2020-09-04 at 10:18 PM.

  7. - Top - End - #97
    Firbolg in the Playground
     
    AssassinGuy

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    Default Re: Horror in the Small Valley ic

    As they follow the trail of the undead, Lief takes the opportunity to mark the trees and stone with his own mark so they can backtrack back to the village and camp when needed be without getting lost on their way back.
    Last edited by Yas392; 2020-09-05 at 12:21 AM.

  8. - Top - End - #98
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    Default Re: Horror in the Small Valley ic

    Aranyel peers as far into the cavern as he can. "I don't love caves, but I think we'd better keep after those ghouls. Does anyone need a light source or a blessing?"

    Spoiler: OOC version
    Show
    Do I see anything with 60-foot darkvision? And does anybody want a light spell (lasts 1 hour) or conviction (+3 morale bonus to saving throws, lasts 80 minutes)?
    Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun

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  9. - Top - End - #99
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: Horror in the Small Valley ic

    The cave leads to a tunnel large enough that your horses can walk. Despite the cave's rough walls, it's rock floor is leveled and easy to walk for both you and your mounts.

    It's not long before you reach a quick turn to the right where the cave opens up to large chamber. Somewhere in the dark, you hear a slow running river. Faint voices exchange a few words while someone seems to be piling up boxes. The voices are low, rattling and gross. The whole place smells like corpses, just like the tunnel and the weird meeting spot back in the entrance of the cave.

    "Too quick. Desperate move. I don't like that." A ghoul mumbles.
    To which some other ghoul replies, aggressively: "Shut up, you cursed beast. It's the plan, now, it's all you need to understand."

    You're hiding about 60 feet away from this underground river's shore. For those who can see it, the river is calm and quite large. There are a couple of boxes next to a small ship but the whole place seems to be often used to load or unload boats. This one particularly is a sloop, single mast, simple to manage, can be operated by a crew of two. To get from where you are to the "harbor" you just walk down a 60 ft. rocky slope (full speed, no rough terrain)
    Last edited by dangelo; 2020-09-09 at 01:55 AM.

  10. - Top - End - #100
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    Default Re: Horror in the Small Valley ic

    Aranyel gulps and whispers to his allies, "My holy symbol is ready if your blades are."
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  11. - Top - End - #101
    Firbolg in the Playground
     
    AssassinGuy

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    Default Re: Horror in the Small Valley ic

    Lief nudges Snowfang, signalling him to get into an optimal position or close to the ghouls or whatever he chooses to do due to his equipment make him undetectable to any undead.

    "Once my shroud of darkness is up, try to ambush them."

    His whispers is very soft that it is almost silent.

    After Snowfang positions himself...

    Lief arms himself his load crossbow and emanates a 60 ft deeper darkness from himself with but a thought. Within that darkness, he drops onto a Angel Radiance makeshift pendant onto Aranyel's hand.
    Last edited by Yas392; 2020-09-10 at 07:02 AM.

  12. - Top - End - #102
    Ogre in the Playground
     
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    Default Re: Horror in the Small Valley ic

    Snofang steps forward, and whispers.my armor hides me from the dead...I shall take a form that hides me from the living as well.


    Snowfang hasnt been to the mountains in a long time, but he still remembers them. The rocks, the caves...and the things that lived inside them. With a flash of brown-white-grey fur and leather, he transforms into a small cave bat and flies forward, scanning the area in front of jim and looks for a good spot to hang from.

    Spoiler: spot check!
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    (1d20+11)[19]

  13. - Top - End - #103
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: Horror in the Small Valley ic

    "Are you finished loading that, Crackjaw?" One ghoul hisses to the other. "We have to be there by midnight, if we don't wanna eat scraps."

    "Shut up, you're not my boss." The other replies, but after a quick pause it adds: "It's done, it is."

  14. - Top - End - #104
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    Default Re: Horror in the Small Valley ic

    Aranyel creeps forward as quietly as he can, orienting himself by the ghouls' voices. As he comes to the edge of the darkness, his stance changes completely and he strides out with his sun symbol held high. "Behold!" Before the ghouls can really react at all, they're stricken by the channeled presence of Pelor, the Brightest Light. The two creatures fall to ash.
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  15. - Top - End - #105
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: Horror in the Small Valley ic

    Silence in the darkness. The ghouls, now nothing but burning ashes scattered on the rock floor, couldn't see or resist what came for them. A large crate that was being carried over to the sloop by one of them through a narrow ramp falls on the shallow water, breaking apart entirely. It's contents are a mix of quality martial equipment; there are four cheap but durable streel helmets, some chain shirts and a dozen simple swords. These objects are not padronized, some pieces could've even come from distant baronies. It looks more like a bunch of spoils from a recent battle. There are other six crates aboard the ship with similar content.

    The cave itself is wide and the rock ceiling is over 30 ft high by the river's shores. The rock floor is smooth as riverside rocks usually are, and the river itself is so wide you can't see the othe side. There are three docks that look like they were built in the shortest time possible. It's unbalanced, many planks are missing and some of the support wooden trunks look like they could fall apart at any moment. Surprisingly, the whole thing supports everyone's weight. There is a single sloop in the harbor.
    Last edited by dangelo; 2020-09-14 at 02:21 AM.

  16. - Top - End - #106
    Firbolg in the Playground
     
    AssassinGuy

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    Default Re: Horror in the Small Valley ic

    Lief checks to see if there are more threats lurking around than the two ghouls.

    "By the way, Aranyel, return my light source to me when we are out of the caves. I am just lending it for the duration we are in the darkness since you cannot see properly."

    Spoiler: OOC
    Show
    Spot: (1d20)[12]

    Listen: (1d20)[1]

  17. - Top - End - #107
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: Horror in the Small Valley ic

    Like the meeting point outside the cave, it looks like there was a lot of activity here recently, but now it's a dead scene.

  18. - Top - End - #108
    Firbolg in the Playground
     
    AssassinGuy

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    Default Re: Horror in the Small Valley ic

    Retrieving back his trinket once he confirms that the cleric can see in the dark, Lief turns off his darkness. He waves to the ship.

    "We sailing on this ship?"
    Last edited by Yas392; 2020-09-17 at 08:02 AM.

  19. - Top - End - #109
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    Default Re: Horror in the Small Valley ic

    Snowfang, without shifting away from the form of the silent beast, growls from above
    folloeing the boat would be the best way to act. More chance to catch them

  20. - Top - End - #110
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    Default Re: Horror in the Small Valley ic

    "I agree," says Aranyel. "We're not on track for meeting up with the other troops anyway ... in for a penny, in for a pound. Remind me, Snowfang, how many ghouls did you think we might be following?"

    Spoiler: my contribution to sailing
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    It'll be a Survival check to aid, since I have no training in any of those three! (d20+3)[4]
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  21. - Top - End - #111
    Firbolg in the Playground
     
    AssassinGuy

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    Default Re: Horror in the Small Valley ic

    Lief shrugs.

    "Then let's get a move on."

    The masked man steps onto the ship. If he can load the horses, he will do it. If not, he won't.

    Spoiler: Survival & Spot
    Show
    Survival: (1d20)[8]

    Spot: (1d20)[10]

  22. - Top - End - #112
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: Horror in the Small Valley ic

    The sloop is pretty light for a ship, this one is single masted and can be sailed even by a single person. The horses are accommodated in a narrow space below deck, next to the crates loaded by the ghouls.

    Sailing the ship itself is not too tricky. The hardest part was actually setting it off, but eventually Lief managed to do it. At first the ship accelerated much more than expected, building up velocity as it sailed downstream, but with the help of the group it was aligned back and the sail was brought to the right position, quickly avoiding the rocks at the other side of the river.

    Iskar is not famous for it's sailors, no it isn't, as their rivers often meet waterfalls or race too much for a ship to be realiable. Still, many of the kingom's rivers are navigable in specific parts, specially in the eastern provinces,* so it's not weird that ships are being used in war.

    Backtracking: You're heading to the direction of the enemy, as they're expecting the two ghouls with the rest of the load to come that way. Since they're carrying spoils, they probably won a battle recently, but they probably didn't pillage or plunder any villages, as news would have spread immediately. They also didn't fight any of Fyodor's men, at least not that you're aware of.

    Now, actions:
    You have six rounds (roughly 5 minutes each) until something happens. During that time, you can take the following actions:

    - The sails must be constantly monitored and frequently adjusted. Roll Survival, Use Rope, Ride or Swim (DC 14, +5 for extra speed if so intended.) You need 3 successes on this action until the end of the sixth round to proceed safely. Going for extra speed and making it gives you two successes instead of one. Even after you get the three successes, at least one character must occupy themselves with steering the ship.

    - Someone needs to keep an eye on the surroundings for rocks hidden in the darkness, lurking enemies or incoming ships. Spot or Listen (+4 situational bonus for flying scouts). You only need to do this once, but since I'm not setting a DC, one might want to check again until they get a better result. Costs an action.

    - The horses are spooked and angry, it might escalate to a bigger problem. Roll Handle Animal (DC 14) or Heal (DC 17). (or Strength DC 18?). One action.

    - A ghoul in the ship! When investigating the lower deck, you find a remaining ghoul hidden among the crates, ready to make a surprise attack. One character must take a full round to kill it until the end of the six rounds. No consequence, no failing, someone just have spare a round to do it.

    - There are four cannons at each side of the ship, but they must be properly loaded. It takes a single round for someone to get them ready. Do it if you feel like you're gonna need it, but it's a bet.

    If you think of something important to do that I didn't consider up until now, let me know.

    Spoiler: Eastern Provinces
    Show
    The Geography of the Kingdom

    Iskar is politically divided in many fiefs but culturally divided in western and eastern provinces, and these regions' topography is a major symbol for their culture. While overall the entirety of the kingdom's land is fairly rugged, the western portion is even more bleak and desolate. Their culture is marked by long winters, harsh conditions and overall less internal political struggles. They often see the "eastern people" as somewhat "summerchilds", too busy with their vassal backstabing to appreciate their fortunate land. In the other hand, eastern folk often carry some prejudice against western people regarding their quote-unquote "bad mannered" or"rough" lifestyle. These cultures are vaguely related to the Lawful and Chaotic duality as both carry elements from all alignments.

    There are three western provinces and two smaller eastern ones. Demographic density varies wildly depending on a region's specific topography, it's assumed that it ranges from 40 to 100 people per square mile but demographic census are rather unaccurate.
    Last edited by dangelo; 2020-09-22 at 02:49 AM.

  23. - Top - End - #113
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    Default Re: Horror in the Small Valley ic

    Once he and the horses are safely aboard the sloop, Aranyel hears some sort of disturbance belowdecks and goes to investigate -- and finds a ghoul menacing the animals. "Where did you--!" Shocked, he lashes out with his morningstar, and after a brief, wild scuffle the undead creature lies still on the floor. Aranyel then uses his best 'bedside manner' to calm down the frightened animals. Individually they don't need much reassurance, but it takes a while to get the whole group settled at once. Then he grabs the ghoul by the armpits and drags it up the stairs to toss into the river. Once at the side of the boat, he notices something and points it out to his companions. "Look -- over there ..."
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  24. - Top - End - #114
    Firbolg in the Playground
     
    AssassinGuy

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    Default Re: Horror in the Small Valley ic

    Lief's role in the ship is minimal but impactful. With Aranyel multitasking in the tasks he chose, the masked man loads the cannons and aids Snowfang in steering the course of the ship.

    Spoiler: Aid Another
    Show
    (1d20)[2]
    (1d20)[3]
    (1d20)[8]

  25. - Top - End - #115
    Ogre in the Playground
     
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    Default Re: Horror in the Small Valley ic

    Snowfang looks at the small vehicle and smiles fondly as memories of river-hunting with his tribe rise anew. This thing is not like the slim and swift boats he is used to...but its not exactly dissimilar either- close enough that he could handle it properly.


    OUT
    Snowfang takes the driver's seat - going for regular speed
    Spoiler: boat rolls!
    Show

    (1d20+11)[12]
    (1d20+11)[28]
    (1d20+11)[18]
    (1d20+11)[12]
    (1d20+11)[20]
    (1d20+11)[14]

  26. - Top - End - #116
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: Horror in the Small Valley ic

    The sloop violently cuts the surface of the river. With Snowfang in charge of the main sail, the ship dashes around the corners of the tunnel.
    As Lief rushes around the ship bringing the ammunition upstairs to the deck and loading the cannons, he barely hears the skirmish between Aranyel and the ghoul going on. You all know everyone needs to contribute and you must trust each other to deal with crisis.
    As expected, when Lief was retrieving a second barrel of powder, he crossed paths with Aranyel as the clumsy but sturdy sun-touched dwarf drags the ghoul upstairs.

    The sound of the water hitting the rocks fills the cave, but suddenly something else screams in the darkness. Bats. Lots of them. They form thick swarms flying around the ship. When you look closely at them, however, it's clear that those are actually undead corpses that once were normal bats.
    Then the river makes a quick turn and Snowfang struggles to maintain the trajectory. Sasha, who was in her way to help him, occupies herself with blasting the swarms with her fire breath so the creatures wouldn't go near damaging the ship.

    New action required: One character per turn must keep the bat skeleton swarms away, so I figured Sasha's fire breath would be fit. This is a narrative skill challenge so no daily charges spent.
    Last edited by dangelo; 2020-09-29 at 04:36 PM.

  27. - Top - End - #117
    Firbolg in the Playground
     
    AssassinGuy

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    Default Re: Horror in the Small Valley ic

    As Snowfang stabilized the bearing of the ship and moderated the sails, Lief's hands are on the wheel. Although busied, he still helps around with undead matters with attempts of repelling them, keeping them at bay or sending them flee every once in a while with the release energies of turn undead. He also keeps a lookout for anything the party missed.
    Last edited by Yas392; 2020-09-29 at 10:24 PM.

  28. - Top - End - #118
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: Horror in the Small Valley ic

    When the river makes another turn, you suddenly start to see daylight. The cave opens up to a cliffside and the river keeps flowing through dense woods. You're on a really large rocky valley, pointy grey hills towering around you.

    In the end, you sail for over 2 hours when the river starts to get dangerously fast. At this point, Snowfang flies above the trees and manages to spot your destination: a small fishermen village thrives in the middle of the Heights, but the place is completely abandoned by their original inhabitants. Now, only a handful fishing boats are scattered around the river and the place is serving as base of operation for an entire squad of ghouls. A dozen, maybe more of them, are loading wagons to leave. A commander yells out orders to the rest of the undead.
    "We must be ready to leave as soon as Crackjaw and Bonecutter get back from the other side. Hurry, you beasts, they should be here already! Where are those lazy pieces of crap??"

    The party has 10 minutes before nearing the village.
    Last edited by dangelo; 2020-09-30 at 09:37 PM.

  29. - Top - End - #119
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    Default Re: Horror in the Small Valley ic

    Upon hearing Snowfang's report, Aranyel slowly shakes his head. "Not good. Lief, you look like you know how to handle a cannon -- can you brief me on what to do? Or would you rather fire them yourself?"
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  30. - Top - End - #120
    Firbolg in the Playground
     
    AssassinGuy

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    Default Re: Horror in the Small Valley ic

    Lief frowns at the report. He shrugs at the dwarf's question as he continues to turn the wheels.

    "Aranyel, I am occupied with manning the wheels. I could use some hands with the cannons. I do think you and Sasha should bombard them with the cannons until we are run out of ammo or unable to utilize the cannons. Don't think Snowfang should reveal himself until we have the advantage."

    He instructs Aranyel on how to use the cannons though his voice drones with fatigue and laziness due to the failed binding. After that, he looks at the distance.

    "So what's our attack plan? I plan to use my darkness as a cover to protect the ship and reducing potential damage as we close in to engage with the undead. I can turn it on and off at will therefore it will give us windows to make sneak attacks with our cannons at our enemy's base of operation at the same time maintaining our defenses and prevent obstruction of vision. My plan is by no means a finalized plan. Think of it as a part of a tactic than a realized one. Let's combine our intelligence. I figure together we can cobble up a better one than this half-assed plan of mine. Thoughts?"

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