[In Progress] The Cursed Woods

Started by Throndir, January 22, 2014, 09:12:40 PM

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Throndir

The Cursed Woods



Synopsis
You are a part of the guild, having joined the organization not so long ago. You?ve been on a couple of missions before, and this one didn?t seem so different than the others you had participated in. It was the first time the newly created town of Halsen decided to hire help. Built from necessity, the town was created to help supply the lumber for the king?s attempted construction of a new fortress on the kingdom?s eastern borders.

With the reputation of the guild of Galas?nor based in Ternadan as an adventuring guild willing to take up jobs in the interest of the people, it only made sense for the town of Halsen to request help from the famed guild. It didn?t take long for the request to be sent, and even less time for the guild members to rally and send a group to the town.

The journey was mostly uneventful, either with a group or going out on their own, each of the guild members made it safely to the town of Halsen. It was already late evening. Already the setting sun was on its downturn. It was a small town, as expected of one being recently built up. Even the homes and various buildings that made up the area looked clean and freshly cut. You knew that the wood around these areas were prized for their hardy nature as well as ease in their making and crafting.
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Sessions
1/22/14

7 PM - 8:45 PM PST
DMs: Lance, Throndir, Mysticsage
Players: Wolfrin, KainBloodbane, Linus, Burden King, Bootman
Observers: Linus?
No shows: DNDREMIX

The party arrived at the newly founded town called Halsen. They were greeted by a mayor named Kenton. After telling them that they wouldn't meet their quota for lumber because of disappearing people from the nearby woods, he leaves the guild members along abruptly, only saying there there was no inn; only homes for their workers, a tavern, and their water well. The party decides to head into the tavern, where they were greeted by the townsfolk, many choosing to ignore the group that had entered. It didn't take them long to order the Halen's town special called 'Forest Dew', and Chadra had already gorged herself on the drink, falling down into an almost complete stupor as she rolled around the bear rug used as decoration on the tavern floor. Wolfrin had attempted to get some information from the townsfolk, but none were willing to listen, and even his attempt to intimidate one of them ended in failure.

Barmaid
Spoiler
Vanil talks to the barmaid a while and discovers a couple of things. Apparently there is a rumor going around town that the woods are haunted as to why the lumberjacks disappear and have remained in the tavern. She would not elaborate on how the woods are haunted however saying that people did not want to have the rumors spread. While he continued to grill her for information he began to notice something strange about the girl. After studying her in detail he finally was able to see through her disguise. She actually seemed equal part human and plant however he could get no more from her. He was unable to hide his surprise and antics from her causing her to end the conversation and run off using the lumberjacks for cover. As of now only Vanil knows of her disguise and the others have yet to see through the spells themselves.
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Best NPC quote of the session
Wolfrin Fenris: Another Forest dew?!
Wolfrin Fenris taps the barmaids shoulder.
Wolfrin Fenris: I'd like another Dew.
Barmaid: the yelling cause her to look in fright then calls to Gasdon "Hey Gasdon these guys are looking for trouble deal with them for me
Gasdon: What was that I just heard?
Gasdon: Another DEW, you say?
Then, by all means
Give the man his due!
Wolfrin Fenris: (rofl....)
Vanil Bramblefoot: DEWmed

Best PC quote of the session
Vanil Bramblefoot: This is an awful lot of Forest Dew
Vanil Bramblefoot: Chadra, I bet you can't drink all of these!
Chadra: Chadra licks her lips and looks down at Vanil blankly. "Bet what?"
Vanil Bramblefoot: Um...
Hmm...
I have a pile of feathers.
Five scraps of paper
One coin
And my favorite mug
Vanil Bramblefoot: That is what I bet.
Chadra: "Feathers." she says simply. Then she hands Vanil an odd rock. "I bet the noise rock."
Vanil Bramblefoot: Done Chadra, done!
*to the man* Do you think she could drink all that?
Ollete: Ollete the chimed in, jumping on Vanil's back "I bet....Vanil!" she said, ruffling said persons hair.
Chadra: "Deal." Chadra said firmly

Roleplaying Exp Rewards
Ollete: +50 exp for "playing" with Gasdon.
Vanil: +50 exp for Forest dew contest.
Chadra: +50 exp for Forest dew contest.

Encounter 1 Strange barmaid
Ollete: +450
Vanil: +450
Wolfrin: +450
Chadra: +450

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Chat history:
https://app.roll20.net/campaigns/chatarchive/291611

Wolfrin Fenris

#1
Listing my char sheet here for ease.

Player: Wolfrin Fenris

Spoiler
Wolfrin Fenris
Male Half-Elf Fighter/Druid

Level Progression
Level 1
Level 2
Level 3

Age: 24
Height:  5?7?
Weight: 150
Eyes: Silver-Gray (turn Burnished Gold when accessing druidic abilities)
Wolfrin's animal companion (at level 4):






Personality

Background
Fenris, hero of the Third Chaos War, was traveling around searching for The Guild of the Righteous, when he came upon a small village in Amathest, called Contralid, and stopped to rest. There he fell in love with an elven dancer working at the inn, The Travelers Destiny, he stopped to rest in.The Elven maiden went by the name of Sylfaen Stardancer, and soon after their meeting, a child was born. Fenris? love of Sylfaen overcame his vengeful desires, and so they settled down in that very village.

Sylfaen named the boy Wolfrin with his last name as Fenris, after his father. Both parents did their best to impart in their child their cultures. Fenris taught his son the ways of the warrior and belief in the god of nature, Wolfgar. While Sylfaen instructed Wolfrin in the elven language and Etiquette, and imparted her skill with a bow.

During Wolfrin?s twenty second year, an old enemy of his father found them.The Guild of the Righteous, a very prejudiced, if small guild, was after Fenris once again. Knowing there would be trouble when he learned of their intentions, Fenris went out to meet them. Battling his way through them, he fought to reach their leader, a man named Helexandrios Grimior, or Hex as known by his men. Fenris attacked him, hoping to end the guild's reign and prevent any harm coming to his family. Fenris' sword against Hex's rapier the duel went back and forth for nearly an hour, until Fenris caught Hex off-guard and the duel ended with Helexandrios Grimior's head rolling across the ground. Unfortunately for Fenris some of the guild had been dispatched to deal with his wife and son.

Knowing his family was in danger, Fenris hurried back to his home but, by the time he arrived his wife had been knocked out cold and his son was locked in combat.. Fenris rushed into the battle to save Wolfrin from a blow that would have mortally wounded him, taking the blow for Wolfrin. As Fenris lay close to death upon the floor, Wolfrin took up his fathers sword, a slightly curved single edged sword, known as a katana. Blinded by rage, Wolfrin swung wildly at first, which his opponent, he later found out to be Hex's brother Luther Grimior, easily dodged and rewarded Wolfrin with a long slice along his chest. Fenris watched this and became angry, for he knew that Wolfrin could overcome this amateur swordsman if he would just calm himself and think clearly.

Calling out, Fenris instructed his son to do just this. His father's words broke through Wolfrin's battle rage and he grew calmer, following the techniques he had been taught. As Luther lunged in with his short sword hoping to skewer the half-elf, Wolfrin spun to the side; his sword extended straight out to his side. As Luther came to a stop blood squirted from his neck, his body collapsed and his head came at a stop against one of Fenris' legs.

Kneeling by his fallen father, Wolfrin wept softly as Fenris spoke his final words. Fenris told Wolfrin to say goodbye to his mother for him, and to tell her he loved her. He told Wolfrin to take care of her, and that he loved his son. Finally he bequeathed his sword to Wolfrin, and drawing a last breath, he died, the rays of the beautiful dusk passing over him.

A year passed and Wolfrin felt he could live no longer without his father. He prayed to Wolfgar, asking him, begging him to show him the way to restore his soul. Surprisingly Wolfgar answered Wolfrin's prayers and visited him in his dreams. He explained to Wolfrin a way to regain his father, and bestowed a blessing upon Wolfrin giving him special abilities. When Wolfrin asked his god why he had been blessed in such a way, Wolfgar explained that his father had been his champion, and so too would his son.

Within a week Wolfrin was ready to go, after gathering such as he needed for his journey, and relating the experience to his mother. Wolfrin knew that Sylfaen would be just fine on her own, if lonely, but Sylfaen didn't believe the same of her son. Knowing he would take his father's sword, and with Wolfgars' blessing, she knew she had to give him something to remind him of her. She gifted him a recurve bow she had been shaping since he was ten years old. Finishing the bow a a mere two years past, she had intended to give it to him when he turned fifty, but knew that now was the time. He bid farewell to his mother, stopping only to give her one last hug.

Once gone from his village, the one he had known since birth, a tear trickled down his face as he admired the gift from his mother. Along the grip was carved two words in elven script.

"Never forget"

Resolutely, he tied the bow across his back, and drew his father's sword. He swung it to the sky, watching the sun play off it's perfect surface, and vowed he would return his father's soul.

Spoiler
Wolfrin Fenris
Level 2 Male Half-Elf Fighter/Druid
True Neutral

STR:18 (+4)
DEX: 15 (+2)
CON: 14 (+2)
INT: 13 (+1)
WIS: 17 (+3)
CHA: 11 (+0)

Size: Medium
Skin: Pale
Eyes: Grey-blue (Turn Golden when accessing druidic powers)
Hair: Silvery-White.



Fighter/Druid Hit Die: d10
Hitpoints: 12 (level 1) + 7 (level 2) = 19
Hitpoints per level: 1d10 +2 (con)
Level Adjustment: +0

Speed: 40 ft.
Armor Class: 10 +0 (none) +2 (dex) +2 (defensive fighting) +1 (dodge) = 15
Armor Class: 10 +0 (none) +2 (dex) +2 (defensive fighting) = 14
Armor Class: 10 +0 (none) +2 (dex) = 12
Touch Armor Class: 10 +2 (dex) +1 (dodge) = 13
Touch Armor Class: 10 +2 (dex) = 12
Flat Footed Armor Class: 10 +0 (none) = 10

Armor Check Penalty: -0 (none) = -0

Fortitude save: +2 (fighter/druid 1) +1 (fighter/druid 2) +2 (con) = +5
Reflex save: +2 (dex) = +2
Will save:   +2 (fighter/druid 1) +1 (fighter/druid 2) +3 (wis) = +6

Cold Resistance: 0
Fire Resistance: 0
Electricity Resistance: 0
Sonic Resistance: 0
Spell Resistance: 0

Sleep: Immune
vs Enchantments: +2

BAB: +2
Attack (melee, katana +1): +2 (BAB) +4 (str) +1 (weapon focus katana) = +7 (18-20 x2)
Attack (melee, dagger): +2 (BAB) +4 (str) = +6 (19-20 x2)
Attack (missile): +2 (BAB) +2 (dex) = +4
Attack (missile, composite longbow +1): +2 (BAB) +2 (dex) = +4 (x3)
Attack (unarmed): +2 (BAB) +4 (str) = +6
Attack (defensive fighting): -4
Damage (Wolves Fang - katana +1, 1h): 1d10 +4 (str)
Damage (Wolves Fang - katana +1, 2h): 1d10 +6 (str)
Damage (Alanas Memoir - composite longbow +1 (max 4 strength)): 1d10 +4 (str)
Damage (dagger): 1d4 +4 (str)
Damage (unarmed): 1d4 (non lethal) + 1d4 (strength damage)

Equipment:
Wolves Fang (Katana +1)
Alanas Memoir (Composite Longbow +1 (max 4 strength)),
Winter Wolf Skin
Leather Boots. (Guild symbol branded into the leather on the outside of either boot.)

Equipment Cost:
Katana +1, masterwork, keen: 150 (base) + 300 (masterwork) + 250 (keen) = 700
Composite longbow +1, darkwood, masterwork: 500 (base) + 300 (masterwork) + 250 (enhancement +1) = 1050

Spell DC: 10 +3 (wis) + spell level

Grapple check: +2 (BAB) +4 (str) = 6

Light load: 100 lb. or less 
Medium load: 101?200 lb.
Heavy load: 201?300 lb.
Lift over head: 300 lb.
Push or drag: 1500 lb.

Languages: Common, Elven, Sylvan, Druidic.

Special Features:
Immune to magical sleep (Half-Elf)
Low-light vision (Half-Elf)
Enchantment resistance (Half-Elf) - +2 vs Enchantments
Animal Companion (Druid 1) - Winter Wolf
Nature Sense (Druid 1) - A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Druid 1) - A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person. (Synergy +2 bonus)
Spontaneous Casting (Druid 1) - A druid can channel stored spell energy into summoning spells that she hasn?t prepared ahead of time. She can ?lose? a prepared spell in order to cast any summon nature?s ally spell of the same level or lower. For example, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature?s ally IV (also a 4th-level spell).
Woodland Stride (Druid 2) - Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.


Feats:
Weapon Focus (Level 1) - +1 Bonus on attack rolls with selected weapon.
Exotic Weapon Proficiency (Katana) (Fighter 1) - No penalty on attacks with specific exotic weapon.
Combat Expertise (From Flaw) - May take penalty to attack to increase AC.
Dodge (From Flaw) - +1 Dodge bonus to AC against selected target.
Defensive Strike (Fighter 2) - If an opponent attacks you and misses while you are using the total defense action, you can attack that opponent on your next turn with a +4 bonus on your attack roll. You gain no bonus against an opponent that does not attack you or against an opponent that attacks and hits you.

Traits:
Child of Nature - You have been blessed by the God of Nature to be as comfortable in the wilderness as you are at home.

Benefits: You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.

Uncivilized - You relate better to animals than you do to people.
Benefit: You gain a +1 bonus on Handle Animal checks and wild empathy checks.
Drawback: You take a -1 penalty on Bluff checks, Diplomacy checks, and Gather information checks.
Roleplaying Ideas: Characters with this trait are likely to feel awkward in many social situations; that might be expressed as shyness and quiet behavior, or it might be expressed through an overly exuberant need to participate in conversations.

Flaws:
Love of Nature - You do not wish harm upon any natural creature
Drawback: When attacking a creature with the animal, plant, or vermin type, you may only make attacks that deal nonlethal damage.
Benefit: Bonus Feat

Honorable Fighter - You do not like fighting opponents who are armed with lesser weapons.
Effect: Whenever you are wielding a weapon and attack an opponent who is not wielding a weapon, you take a -5 penalty to attacks. If your opponent has natural weapons like fangs and claws, ignore this penalty.
Roleplaying Ideas: "Pick up your sword. I will not fight an unarmed man."
Benefit: Bonus Feat

Skills
20 skill points at level 1
5 skill points per level after
(*)Denotes a Fighter class skill
(**)Denotes a Druid class skill
Strikethrough denotes untrained skill

Total skill points: 25
Unused skill points: 0
Max skill ranks in a skill: 5

Ranks used
2 Craft
1 Profession (animal handler)
1 Profession (guide)
4 Survival
5 Knowledge (Nature)
1 Heal
4 Concentration
1 Sleight of Hand
5 Handle Animal
1 Spellcraft
_________
25 total

Appraise INT: +1 (int) = 1
Balance DEX: +2 (dex) = 2
Bluff CHA: +0 (cha) -1 (uncivilized) = -1
(*)Climb STR: +4 (str) = 4
(**)Concentration CON: +2 (con) +4 (skill ranks) = 6
(*)(**)Craft (Fletching) INT: +1 (int) +2 (skill ranks) = 3
Decipher Script: +1 (int) = 1
(**)Diplomacy CHA: +0 (cha) -1 (uncivilized) +2 (half elf) = 1
Disable Device: +1 (int) = 1
Disguise CHA: +0 (cha) = 0
Escape Artist DEX: +2 (dex) = 2
Forgery INT: +1 (int) = 1
Gather Information CHA: +0 (cha) -1 (uncivilized) +2 (half elf) = 1
(*)(**)Handle Animal CHA: +0 (cha) +1 (uncivilized) +5 (skill ranks) = 6
(**)Heal WIS: +3 (wis) +1 (skill ranks) = 4
Hide DEX: +2 (dex) = 2
(*)Intimidate CHA: +0 (cha) = 0
(*)Jump STR: +4 (str) = 4
Knowledge (arcana) INT: +1 (int) = 1
Knowledge (architecture): +1 (int) = 1
Knowledge (dungeoneering): +1 (int) = 1
Knowledge (geography): +1 (int) = 1
Knowledge (history): +1 (int) = 1
Knowledge (local): +1 (int) -2 (child of nature) = -1
(**)Knowledge (nature): +1 (int) +1 (child of nature) +5 (skill ranks) +2 (Nature Sense) = 9
Knowledge (nobility and royalty) INT: +1 (int) = 1
Knowledge (religion) INT: +1 (int) = 1
Knowledge (the planes): +1 (int) = 1
(**)Listen WIS: +3 (wis) +1 (half elf) = 4
Move Silently DEX: +2 (dex) = 2
Open Lock DEX: +2 (dex) = 2
Perform (?) CHA: +0 (cha) = 0
(**)Profession (Animal Handler) WIS: +3 (wis) +1 (skill ranks) = 4
(**)Profession (Guide) WIS: +3 (wis) +1 (skill ranks) = 4
(*)(**)Ride DEX: +2 (dex) = 2
Search INT: +1 (int) +1 (half elf) = 2
Sense Motive WIS: +3 (wis) = 3
Sleight of Hand DEX: +2 (dex) +1/2 (skill ranks)  = 2.5
(**)Spellcraft INT: +1 (int) +1 (skill ranks) = 2
(**)Spot WIS: +3 (wis) +1 (half elf) = 4
(**)Survival WIS: +3 (wis) +2 (child of nature) +4 (skill ranks) +2 (Nature Sense) +2 (Synergy - Above ground) = 13
(*)(**)Swim STR: +4 (str) = 4
Tumble DEX: +2 (dex) = 2
Use Magic Device CHA: +0 (cha) = 0
Use Rope DEX: +2 (dex) = 2

Spells Known
Level 0
Light - Object shines like a torch.
Purify Food and Drink - Purifies 1 cu. ft./level of food or water.
Stabilize - Cause a dying creature to stabilize.
Guidance - +1 on one attack roll, saving throw, or skill check.

Level 1
Wood Wose - Nature spirit does simple tasks for you.
Speak with Animals - You can communicate with animals.
Hawkeye - You gain +5 on spot checks and fire ranged
weapons better.

Spells Per Day
Level 0: 4, unlimited casting
Level 1: 2 +1 (wis)
Level 2: +1 (wis)
Level 3: +1 (wis)
Level 4: +1 (wis)

Planned Progression
1: Fighter/Druid
2:  Fighter/Druid
3:  Fighter/Druid
4: Druid
5: Druid (for wild shape ability)
6: Fighter (for lvl 4 requirement for some nice fighter feats)
7: Nature?s Champion
8: Nature?s Champion
9: Nature?s Champion
10: Nature?s Champion

Additional Info
Wolf?s Fang: Katana Blessed by Wolfgar, giving the blade a gold appearance in the process, ensuring the weapon will never break, the blade never dull, the shine never fade.

Wolf?s Fang History: Wolf?s Fang, received and named by Fenris when completing his coming of age Trials. Wolf?s Fang is a Katana, a style of sword made only by the Tribe of Lunos, in Kirin. Blessed in a ceremony at the end of the trials, the sword is dedicated to Wolfgar.

Special Abilities:
Unbreakable (+1), any damage done to the weapon is ignored.

Alanas Memoir: Darkwood Longbow

Alanas Memoir History: Hand made by Sylfaen Stardancer, Sylfaen cast the Ironwood enchantment upon this bow every day for 10 straight years until the enchantment sank into the very fabric of the wood and became permanent. Two Elven words are carved into the wood just above the handle, that translate into common in the form of " Never Forget."
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Animal Companion
Spoiler
Buddy
Buddy
Neutral

STR: 13 (+1)
DEX: 15 (+2)
CON: 15 (+2)
INT: 5 (-3)
WIS: 12 (+1)
CHA: 6 (-2)

Size: Medium
Type: Animal



Hit Dice: 2d8+4
Hitpoints per level: 1d8 +2 (con) +2 (raised from birth)
Hitpoints: 17
Initiative: +2
Speed: 50 ft. (10 squares)

Armor Class: 10 +2 (natural) +2 (dex) = 14
Touch Armor Class: 10 +2 (dex) = 12
Flat-footed Armor Class: 10 +2 (natural) = 12

Fortitude save: +2 (con) +2 (lv 1) +1 (lv 2) = 5
Reflex save: +2 (dex) +2 (lv 1) +1 (lv 2) = 5
Will save: +1 (wis) = 1

BAB: +1
Attack (melee, bite): +1 (BAB ) +1 (str) +1 (weapon focus) = +3
Damage (melee, bite): 1d6 +1 (str)
Space/Reach:5 ft./5 ft.

Grapple: +1 (BAB) +1 (str) = 2

Special attacks: Trip
   
Feats:  Track, Weapon Focus (bite)

Special abilities: Lowlight vision, scent

Special features:
Raised from birth (+2 HP per each HD, 3 more ability points as compared to a regular wolf of his race).
Link
Share spells

Skills:
Total skill ranks: 2
Skill ranks at level 1: 1
Skill points per level: 1
Unused skill ranks: 0

Hide DEX: +2 (dex) = 2
Listen WIS: +1 (wis) +2 (skill ranks) = 3
Move Silently DEX: +2 (dex) +1 (racial) = 3
Spot WIS: +1 (wis) +2 (racial) = 3
Survival WIS: +1 (wis) = 1

Tricks known:
Attack
Come
Down
Fetch
Heel
Guard
Track
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BEEP

Throndir

1/29/14

6:30 PM - 9:00 PM PST
DMs: Lance, Throndir, Mysticsage
Players: Wolfrin, Burden King, Bootman, Lightningsun
Observers:
No shows: KainBloodbane, Akichimihito

Still in the tavern, and after their failed attempts to gather information, a new stranger appeared before them. A white-robed and hooded man who wasn't a part of the guild but seemed to have been intent on the investigation as well. Meanwhile, Wolfrin decided to help with the investigation of the barmaid. Though, the barmaid feeling threatened, called Gasdon over. After he had arrived things had only started to get worse as more of the lumberjacks noticed the presence of all the newcomers, and the fact that it looked to them that their barmaid was being harassed. The first attack was launched as the white-robed man had his way blocked by a lumberjack, proceeding to attempt to throw the man down. Though some of the party had attempted to calm things down, it wasn't long until the group found themselves thick in an all-out tavern brawl, ending only with the party bruised, but with mostly everyone else unconscious. The mayor approached them there again, and after explaining to Ildolius the situation, told them that they should make haste lest the lumberjacks wake up again.

Best NPC quote of the session
Ildolius Tirillius: The unknowing of the situation is frustrating to Ildolius.
Ildolius Tirillius: "Oh, forget it."
Ildolius Tirillius: SWIFT KICK TO GROIN!
Dungeon Master: Ildolius attack hit square on the man's groins, and he fell down his eyes in pain.
Crazy Lumberjack: "My-my groin.."

Best PC quote of the session
Chadra: Chadra rolls around and eventually stirs, wondering where she was and why everything smelled like Forest Dew. She lazily looked around the bar, feeling something of a headache
Ollete: Disappointed by the mans rather boring reaction, Ollete decided to turn her attentions elsewhere. Noticing that Chandra was awakening, Ollete ran over and jumped on the sick and confused Chadra's back.
Chadra stares at the lumberjack blankly, not sure what to do in a situation like this.
Ollete: incidentally pushing the lumberjack away from the woman.
Chadra: The woman barely noticed the weight, but looked at Olette awkwardly, almost defensively. "...why?'
Ollete: Ollette looked to Chadra with a blank stare "....Cause." she said with utmost certainty and seriousness.

Roleplaying Exp Rewards
Ildolius: +50*level exp for the swift kick to the groin.
Wolfrin: +50*level exp for attempting to calm down Chadra.
Chadra: +50*level exp for just smacking them anyways.
Ollete: +50*level exp for insisting on the piggyback rides.

Encounter 2 Tavern brawl
All gained same amount of exp.

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Throndir

#3
2/5/14

7:00 PM - 9:00 PM PST
DMs: Lance, Throndir,
Players: Wolfrin, Burden King, Bootman, KainBloodbane
Observers:
No shows: Akichimihito, Lightningsun, Mysticsage

Making their way our of the tavern, the party was greeted by a thunderous storm, drenching the group in wet rain. Buddy, Wolfrin's wolf, managed to still get a scent from the barmaid in the tavern, and following Wolfrin and his wolf, the party made their way to the forests. Upon entering, they were greeted by various laughing and giggling sounds, only slightly drowned out from strong winds and constant downpour. As the party debated on what to do, Ollete spotted a figure in the distance who was wrapped up in vines. When they came to investigate, the vines suddenly came to life, attempting to grapple the party. Chadra was quickly taken down and as the vines wrapped themselves around her, the party noticed that she started to fall asleep. Vanil, aside from shreiking, attempted to burn the vines with his torch, but he swung poorly and found himself covered in the living vines as well. With two of their groups disabled, it was up to Ollete, Wolfrin, and Ildolius to free their comrades.

Best NPC quote of the session
Vanil Bramblefoot: What do we do Wolfrin? Should we attack?
Ildolius Tirillius: I say we EAT them. Eat them ALL!
Wolfrin Fenris: We're going to have to get the vines off.
Ildolius Tirillius: THEN eat them
Wolfrin Fenris slaps Ildolius.
Ildolius Tirillius slaps Chadra
Chadra slaps Wolfrin
Buddy bites Chadra
Ildolius Tirillius bites Buddy
Ildolius Tirillius: Mm. Tasty.

Best PC quote of the session
Vanil Bramblefoot shrieks shrilly in fear
Wolfrin Fenris: Back! The vines are alive!
Tree shrieks alongside Vanil
Wolfrin Fenris throws a rock at vanil.
Vanil Bramblefoot shrieks at the tree
Tree shrieks at Vanil
Vanil Bramblefoot shrieks at Wolfrin
Vanil Bramblefoot runs screaming out into the open
Buddy (Wolfrin's Wolf) growls at the vines.
Vines are ALIVE!

Roleplaying Exp Rewards
Vanil: +50*level exp for the kick to the man's face and screaming.
Ollete: +50*level exp for taunting war with the vines.

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Throndir

#4
2/12/14

7:00 PM - 9:00 PM PST
DMs: Throndir, Mysticsage
Players: Wolfrin, Burden King, Bootman, KainBloodbane,
Observers:
No shows: Akichimihito, Lightningsun, Lance

After some more fighting with the vines, the party freed their comrades, as well as what looked to be a sleeping lumberjack. Wolfrin woke him, but after a few words the lumberjack warmed up to the druid, though not so much to the halfling. He explained that there were women who attacked him, and the next thing he knew he was waking up to the party. When the man finally finished explaining, some magical effect cam eupon them all, and they found themselves falling into sleep just like the lumberjack.

When they awoke, they found themselves surrounded by what looked to be dryads and fey gathered around an old building. The party learned that the fey were only protecting their home to what they saw as defilers. The fey themselves had never really tried to make contact with the lumberjacks, and the people of the town of Halsen likewise don't know the existence of the fey at all. The party listened to the whole thing, at the end they decided to go back to he town and tell the townsfolk of the presence of the fey. The barmaid from tha tavern before was sent with the group, she herself a dryad in disguise.

Best NPC quote of the session
Dryad: You seem to be far better tempered then others of your races after all perhaps you can be useful to our plans instead of simple food for the dogs
Ollete: Ollete smiled "I'm all up for that idea. I can start the fires." she said, hearing something completely different.
Faerie: Faerie grins and sits on Ollete's shoulder. "I like the idea!"
Ollete: Ollete stared at the faerie, grinning back "I knew you would." she said, happy to be around her own kind. She then slowly stood up and took in a deep breath, enjoying the air "I love family visits." she said with a big smile.
Faerie: "Burning burning! At least their homes, it's only fair!"

Best PC quote of the session
Ollete: Ollete nodded knowingly "ah yes, that age old struggle."
Faerie: "Cutting our home! Of course that would be defiling."
Vanil Bramblefoot: The poor trees! I didn't realize they had a voice!
Why don't they say anything?
Ollete: "Cause they don't have a mouth silly." she said, as if it was the most obvious thing.\
Faerie: "=< It's not like they're able to talk." Agreeing with Ollete
Tree: Yeah we kinda just sway back and forth
Chadra: Chadra looks around awkwardly. "Why did you attack? Humans have voices too. Loud ones. Trees are too quiet."
Wolfrin Fenris: I understand your plight. Perhaps we could negotiate with the lumberjacks on your behalf ?
Vanil Bramblefoot: I guess we should really explain to those lumberjacks what they are doing
They should really listen more carefully to the voice of the trees
Vanil Bramblefoot strains to hear the voice of the trees
Dryad: We have attacked because we will not let our homes destroyed nor will we negotate with barbarians! Yet you seem different, our agent hidden away amongst those fools saw what you did in the village you all seem different and have piqued my interest
Faerie: "They know nothing! They're more interested in cutting down the trees than anything. And when we do come out, they call us haunted! What else were we to do?"
Vanil Bramblefoot: Is there any way we can reach an agreement here?
the only other way is going to have to be trap related.

Roleplaying Exp Rewards
Ollete: +50*level exp for befriending the faerie.

Encounter 3 Vines and sleeping man

Encounter 4 Dryad leader

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Throndir

3/5/14

7:00 PM - 9:45 PM PST
DMs: Throndir, Mysticsage, Lance
Players: Wolfrin, Burden King, KainBloodbane,
Observers:
No shows: Akichimihito, Lightningsun, Bootman,

Moving onwards, the barmaid continues to lead the party back to town, however, a couple of wolves found them. Wolfrin attempted to placate them, but Vanil and Ollete had already attempted to go through the river. Ollete making it safely but Vanil getting swept away. The group managed to fend the wolves away, killing only one of them, while leaving the other three unconscious.

Best NPC quote of the session
Dungeon Master: As Ollete attempts to jump back, she missed, but barely, she was still swept up in the fast currents. (Roll a swim check)
Ildolius Tirillius: "Now there are TWO stepping stones!"
Aniy, the Faerie: "Ollete!"
Ildolius Tirillius: "It's like a bridge!"
Ollete thrashe din the water, her arms failing her as they actually seemed to sink her faster "He-ack-help!" she called out, an actual look of worry on her face "Help!" She called out once more, sinking below the water.

Best PC quote of the session
Vanil Bramblefoot: Blurrgbbblbblrrll
Blllarrghhsgrgaggghrrhh
(Vanil drowning in the water)

Roleplaying Exp Rewards
None

Encounter 5 4 wolves

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