Neverwinter Woods - Spring 1358 DR

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hedgeknight
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Neverwinter Woods - Spring 1358 DR

#1 Post by hedgeknight »

Early Morning, Mirtul 15th, 1358 DR

After a hearty breakfast of fish, eggs, and thick bread with honey, Darkstar, Greystone, and Tarrin set out from Rast's cabin on a cool spring morning which promises rain. Their goodbyes were brief, mostly said the previous night around the campfire. Cole and Nokrugh had decided to return to Grunwald to help install the new king, Adain. Rast had given no comment about splitting their group other than to say, "Only the gods know when your paths might cross again."

As the trio moved through the outer edges of the Lurkwood, their "escorts" went before (and above) them. Some of Rast's animal companions were scouting ahead, looking for danger, or possible alternate routes should the trail be blocked or overgrown with vegetation. A blue jay and two squirrels may not seem to be much of an escort, but these three were fairly efficient in their duties. Still, it took most of the day to reach the edge of the forest, the light in the western sky fading as they laid eyes upon the Long Road somewhere between Grunwald to the south and what Greystone knew to be Xantharl's Keep to the north. It would take them another day, maybe two to reach the Crags, and yet another to reach Neverwinter Woods. Their horses would be more helpful out in the open. But for now, it was time to make camp, get some food, and some rest.

I'll need somewhat of a "marching" order as you leave the woods. Please note the map at the bottom of this thread > viewtopic.php?f=68&t=1115 for a reference point. Actions for the night?
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Re: Neverwinter Woods - Spring 1358 DR

#2 Post by Alethan »

We will need to set up a watch for the night. With just three of us, how about 3 hour shifts? Tarrin first, then Greystone, then Darkstar. If the caster and Darkstar needs more rest still, Greystone can get up after that and take a second watch for a few hours in the morning.

Once camp is set up, Greystone will use the Bracelet of the Forest to ask the plants surrounding the camp ground to slow the approach of any creatures with hostile intent (hoping for something similar to an entangle spell).

In the morning, Greystone is happy to take the lead, bow in hand. Since we will all be on horses at that point, there probably isn't much need to separate very far.
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Re: Neverwinter Woods - Spring 1358 DR

#3 Post by Hoondatha »

((ooc: Marching order is going to somewhat amorphous, since all three of us are normally rear rank characters. Tarrin will just try to stay close to the two elves.

Tarrin needs 8 hours of sleep to memorize spells, so he'd suggest his shift being two hours. He can take either first or last watch, as desired. His preference would be for first.))

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Re: Neverwinter Woods - Spring 1358 DR

#4 Post by Alethan »

That's fine... Whatever works best.
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Re: Neverwinter Woods - Spring 1358 DR

#5 Post by Computer +1 »

Before the two groups split Darkstar stops by Adain for a moment to wish him well. You did your family proud and avenged them. Let them be at peace in your heart and hold on to the memories of their love. Farewell, may you find the wisdom and courage to lead your people in the days to come.

Darkstar bows deeply to Rast before leaving, Without your aid we would not have survived. Thank you friend Rast. If you should ever need my aid all you need do is ask.

Once on the trail Darkstar is content to either scout ahead or stay back. He is happy to be in the forest and feels a new sense of appreciation for the world around him.

Darkstar will do whichever watch and any marching order. He is comfortable in the front rear or wherever.

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Re: Neverwinter Woods - Spring 1358 DR

#6 Post by hedgeknight »

The first night for the traveling trio of adventurers passes uneventfully with only a few forest critters sighted by the sure-eyed elves during their watches. The morning breaks chilly and wet, something you are used to in the North, and after a quick breakfast and Tarrin preparing his spells for the day, you set off across the rolling plains toward the Crags.
The horses travel fast, glad to be out of the forest where they can stretch their legs and gallop along. The rain holds off although it remains cloudy and you may good progress toward the looming Crags in the distant west. Nightfall finds you making camp on the outskirts of the hills, setting watch, and settling in for the rest of the day. With no fire to warm you or your food, you eat a cold supper and Tarrin takes first watch.
His watch passes quietly with the wind blowing to the west and then Greystone takes his turn. It is roughly one in the morning when the elven scout's sharp ears hear the distinct sounds of footsteps. Having placed himself on a slight rise, Greystone follows the sounds and spies a group of figures coming in the direction of their camp. They seem to be tracking the progress of the horses. As the figures approach within 100 feet, Greystone counts six of them.
hob02.jpg
hob02.jpg (10.2 KiB) Viewed 1240 times
And he sees them for what they are > hobgoblins! Three are armed with bows and swords, while the other three carry a variety of weapons including morningstars and spears. They are quiet in their stalk, communicating with hand signals, sniffing the air for hints of their prey. Which would be you...
Actions?
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Re: Neverwinter Woods - Spring 1358 DR

#7 Post by Alethan »

Greystone grips his bow in his left hand and with his right, he digs his fingers into the tall grasses surrounding him and attempts to communicate with them through the bracelet.

He thinks the following as he does so,"Gently grasses, we pass in peace. But the six who approach would burn the land to nothing. Help us stop them! Hold them where they stand!"

He waits to see if the demeanor of the hobs changes (to indicate they are stuck) before doing anything.

If they get stuck, he will slip down and rest a hand on the shoulder of the other two in turn to wake them and whisper,"Hobgoblins. Close.". Then he will attack...

If they do not appear to be stuck, then he will fire at the largest of the hobgoblins and shout,"Alarm! We're under attack!"


To Hit, Shortbow [1d20+3] = 20+3 = 23
(Oh, snap! Is that maximum damage? If so, then that is just 6. If it is double damage, then...)
Damage, Flight Arrow [1d6] = 1
(*grumble grumble*)

To Hit, Shortbow [1d20+3] = 17+3 = 20
Damage, Flight Arrow [1d6] = 2

*sigh* Seriously, I need to get some +5 arrows so I can do some actual damage with this silly bow...
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Re: Neverwinter Woods - Spring 1358 DR

#8 Post by hedgeknight »

Alethan wrote:(Oh, snap! Is that maximum damage? If so, then that is just 6. If it is double damage, then...)
From the House Rules thread:
Critical Hits/Misses

> A natural "20" is a Critical Hit and does double damage.
> A natural "1" is a Critical Miss. Roll another attack and if another "1" occurs, roll damage against yourself. Otherwise, you just drop your weapon. A "1" on a ranged weapon like a bow or sling, results in breaking the string or strap.
The hobgoblins are not stuck or slowed and so Greystone's shout not only wakes the camp, but also alerts the hobgoblins to his location.
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Re: Neverwinter Woods - Spring 1358 DR

#9 Post by Hoondatha »

Tarrin came awake instantly, one hand reaching for the hilt of his sword. Then he thought better of it and flexed his holy symbol covered hand. "Shaundakul be with me this night," he whispered, and cast his spell.

((ooc: Casting Protection from Evil on myself.
Initiative: [1d10] = 6))
Last edited by Hoondatha on Sun Aug 25, 2013 7:25 pm, edited 1 time in total.

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Re: Neverwinter Woods - Spring 1358 DR

#10 Post by hedgeknight »

Hoondatha wrote:Tarrin came awake instantly, one hand reaching for the hilt of his sword. Then he thought better of it and flexed his holy symbol covered hand. "Shaundakul be with us this night," he whispered, and cast his spell.

((ooc: Casting Entangle on the hobgoblins, looking to entangle as many as possible.
Initiative: [1d10] = 6))
DM note: It's pitch dark and you are a human w/o infravision...so you can't see the hobgoblins at all. ;)
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Re: Neverwinter Woods - Spring 1358 DR

#11 Post by Hoondatha »

((ooc: Noted, and updated.))

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Re: Neverwinter Woods - Spring 1358 DR

#12 Post by Computer +1 »

Darkstar wakes up and immediately moves to attack! Can I attack this round or wait until next one?

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Re: Neverwinter Woods - Spring 1358 DR

#13 Post by hedgeknight »

Initiative Rolls:Initiative Hobgoblins: [1d10] = 5 Initiative Group: [1d10] = 4

You guys are up! I'll treat Greystone's first attacks as a surprise round! Hit 'em hard!
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Re: Neverwinter Woods - Spring 1358 DR

#14 Post by Hoondatha »

((ooc: So my spell is going off in this round, yes?))

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Re: Neverwinter Woods - Spring 1358 DR

#15 Post by hedgeknight »

Hoondatha wrote:((ooc: So my spell is going off in this round, yes?))
Actually, I'll give that to you in the surprise round - so go ahead and post your first round actions!
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Re: Neverwinter Woods - Spring 1358 DR

#16 Post by Hoondatha »

((ooc: Great! Thanks.))

Great, just great. This is the last time I go to sleep without a light spell in memory, Tarrin groused to himself. On the other hand, turning up a light would turn him into a target for every archer that might be out there in the forest.

Night vision. Definitely needed to think some on getting night vision. Until then, he drew his sword and called on his god again, strengthening himself for the fight to come.

((ooc: Cast Aid on self. Lasts for 4 rounds, gives +1 to hit and [1d8] = 8 bonus hit points.))

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Re: Neverwinter Woods - Spring 1358 DR

#17 Post by Alethan »

Sorry, guess I need to make my first round attacks, as well. (As does Darkstar?)

Greystone fires a second volley of arrows at the hobgoblins...

To Hit, Shortbow [1d20+3] = 17+3 = 20
Damage, Flight Arrow [1d6] = 4

To Hit, Shortbow [1d20+3] = 18+3 = 21
Damage, Flight Arrow [1d6] = 5
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Re: Neverwinter Woods - Spring 1358 DR

#18 Post by Computer +1 »

Darkstar lets loose his first volley:

Attack 1:
[1d20+4] = 12+4 = 16[1d6] = 2

Attack 2:
[1d20+4] = 16+4 = 20[1d6] = 4

Attack 3:
[1d20+4] = 14+4 = 18[1d6] = 6

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Re: Neverwinter Woods - Spring 1358 DR

#19 Post by hedgeknight »

"Alarm! We're under attack!"

Greystone's warning shout rouses the camp, causing Darkstar and Tarrin to jerk awake and reach for weapons and spells. Greystone fires upon the encroaching hobgoblins, dropping the lead scout with a well-placed shot to the throat (4 pts), and wounding the next in line with an arrow to the shoulder (2 pts). The wounded hobgoblin howls in pain and charges forward.
Tarrin casts a spell of protection on himself, as Darkstar wakes instantly, bow in hand, ready to attack. He looks past Greystone to see five hobgoblins charging from just a few yards away. He and Greystone fill the air with missiles, dropping four of the hobgoblins (including the wounded one) and severely hurting the last one (6 pts).
Seeing all of its companions dead, the hobgoblin wheels and takes off running, ignoring the blood pumping from the deadly arrow wound in its belly.

Actions? The hobgoblin is about 30 feet away when it turns to run.
Hoon, I'll allow you to hold off on that Aid spell if you wish.
Note to self: six hobgoblins ain't enough...
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Re: Neverwinter Woods - Spring 1358 DR

#20 Post by Computer +1 »

Darkstar takes one final aimed shot at the fleeing hobgoblin. He breathes in and hold his breath as he aims draws and fires in a smooth motion.

Attack:
[1d20+5] = 6+5 = 11[1d6] = 3

6 hobgoblins is plenty. I am still just happy Darkstar isn't dead.

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