Welcome, lurkers, to our fabulous thread.
In this thread, we continue our journey in which our party (yet unnamed), embarks on an epic quest to thwart the assault of the Red Hand army on Elsir Vale, racing to prepare for the assault before the might horde ends the world as they know it.
The game is a long-term d&d campaign that run on the 3.5e system. It is mostly played on this board, with partial support on discord.
General details of the campaign can be found here:
>>132102 →Now, the party left off at the end of the evacuation of Drellin's Ferry, the townsfolk fleeing ahead of the advance of the horde. The Red Hand forces are mighty, and the party has been able to accomplish little to hinder the army, although the vengeful fury of a certain giant and his granddaughters may have bought the villagers some time, as distant sounds of thunder echo from the hills.
In part one, the party learned some vital information, from the the Wyrmlord Koth's notes, map, and conversations with many characters along the way
>The Red Hand horde means business. If it is going to be stopped, that will have to be at Brindol, the only place in Elsir Vale with a standing army large enough and the fortifications necessary to have a chance against such a large force.>Monsters are blocking the roads to the north, blocking any chance of reinforcements for Brindol>One of the leaders of the Red Hand is in the ruined city of Rhest.>The horde is going to steamroll the towns east of Drellin’s Ferry and keep going.>A powerful wizard named Cromar is retired in the BlackfensA partial archive of Part I can be found here:
>>133942 →And with that, let the games begin.
482 replies and 60 files omitted.
DAY 9: Evening.
Now, let's continue where we left off, shall we?
"That chimera was a massive pussy."
>>139428Double nigger.
Henry said this last thread, but your take might be different and more reasonable.
>>139331 →This was the response he got
>>139425 →Aral would probably just go along with it to be honest, so what you say matters here.
>>139429"It's pelt looked nice. Must be worth something."
I would also like to say that most of Drellin's Ferry is already pretty far ahead, having been evacuating for the past couple days. The part of the caravan that the goblins attacked was mostly composed of the stubborn merchants that Norro Wiston only barely convinced to abandon their property.
There were actually a couple other groups of hobgoblins that the town guard fought off, hence why Captain Soranna didn't participate in your fight.
You could probably catch up with the rest of the caravan if you rode through the night though.
>>139429Yeah... I did not expect it to go down that quickly... It was a practice dragon though, so maybe next time you guys won't get skullfucked by the next glorified lizard (spoiler alert: there's gonna be more dragons)
>>139430Yeah, the dwarf you sold the owlbear pelts to helped you treat it before he skipped town. It makes for a kickass cape.
>>139430>>139431>>139432Triple nigger.
So where are we at the moment?
Aral bought that potion of Neutralize Poison off of Jorr for 800, and proceeds to drink it.
For the record does the party want to ride through the night, right?
How far do you want to go?
Assuming the Red Hand is on foot (which most of them would be, logically), you can assume that it might take them a could take them a couple more days to get to town. You could also rest if you wish.
>>139433You are in Drellin's Ferry, in the evening.
>>139434I thought Chad had a spare one of those, but okay.
Jorr finished laying out the looted equipment.
The Worgs Had:
>3 exotic archey saddles (charred, designed for worgs)>Bags with what appear to be three dried steaks>6 rawhide chewsThe 3 Goblin Worg Riders had:
>3 Scimitars>3 Shortbows>3 Suits of studded leather armor>3 bucklers>What appears to be a scroll>7 Dragonsbreath Arrows>3 Alchemists Arrows>3 Signal Arrows>some dozen normal arrowsThe 3 Hobgoblin Samurai Dropped:
>What appears to be 3 healing potions>3 heavy steel shields>3 Bastard Swords>3 suits of chainmail>3 composite longbows>8 Dragonsbreath Arrows>Some dozen normal arrowsAlso:
>3 tanglefoot bags>2 noxious smokesticks>Masterwork longsword>2 thunderstones>2 flasks of Acidic Fire>1 unmarked oil>2 unmarked potions >>139435Hmm, if we rested there would be a high risk we would get our slumber party crashed, so i think it would probably be better to move ideally, unless sleeping in the burning town would make for nice marshmallows.
>>139436I like the sound of the masterwork long sword.
>>139436Jorr took the liberty of taking the curative steaks and rawhide chews for his dogs. They would have nauseated any humanoids anyway, being meant for worgs, by goblins.
"Raiders." Jorr says, gruffly
"Looks like these bastards were some o' the ones harrassin' merchants on the Dawn Way. I reckon they came 'ere to get first pickings o' the loot before their comrades arrived."
>>139437 The town is not burning. Only a couple houses.
How far do you guys want to go?
>>139436Aral takes and counts the arrows (I believe the normal ones were 40 arrows). Puts 3 Alchemist's and 3 Dragonsbreath arrows in his current quiver.
He also cast Detect Magic on the loot, sharing his findings with the others.
>>139437The throwables are very nice too. Consider taking some.
>>139438Well should and could we set it on fire so the goblins can't ransack anything that's left?
>>139439Not sure, how far is Brindol and how long would it take before we needed to camp?
>>139440I think i'll take the flasks of acidic fire.
>>139440Nobody else is proficient in longbows. May as well take all the good arrows.
The scroll is an Arcane Scroll of Protection from Good/Evil/Law/Chaos.
The healing potions appear to be Cure Light Wounds. You'll need to roll spellcraft to try to identify the other potions.
>>139441>Well should and could we set it on fire so the goblins can't ransack anything that's left?If you want to.
Pic related is a map of Drellin's Ferry.
>>139443Yes, would i be able to cast produce flame on a house?
>>139442[1d20+14 = 29] Spellcraft
And might as well try to identify those 2 elixers I have.
Also yeah, taking all arrows, 6 of the enhanced ones are in the current quiver, ready to be fired.
I have been actually tracking the currently equipped 20 arrows in combat, it just never came up so far. >>139441>Not sure, how far is Brindol and how long would it take before we needed to camp?Idk. It's about 9 PM in game time.
You cannot reach Brindol in one day. The nearest town is Terrelton. You could probably reach it by morning on horseback, although that means you'll need to rest through the day (arcane spells require 8 hours rest; humans need sleep).
Pic related is Lord Koth's Map, btw.
>>139444With digits like that, you can cast it on 6 houses, without moving.
>>139445One of the potions appears to be Enlarge Person. Another looks like Reduce Person.
Or, so you think, judging by the auras.
Gonna paste my spells so i can find them later.
3rd level spells:
Magic fang, greater
Call lightning
2nd level:
Bull's strength
Heat metal
Barkskin
1st level:
Calm animals
Faerie fire
Entangle
Produce flame
Cure light wounds
Level 0:
Guidance
Detect magic
Flare
Purify food and drink
Mending
>>139446So should we camp here then?
>>139447If you wish. There are plenty of abandoned houses in Drellin's Ferry (-10).
>>139448If we camped here then started a march on Terrelton in the morning would we reach it by noon or evening?
>>139449Depends what time you get up.
By incredibly rough estimate, it would take you around 10-12 hours on light horses to get there. I need to check the map though...
Also, by now, the conversation with Wiston and Soranna would have ended. Before he left, Wiston would have given you some basic info about the way east. Also
>What’s the best way to get up north?“Well, normally I’d say the Old North Road. But right now, I wouldn’t recommend that route. You could take a boat up the Rhestwash to Lake Rhestin. Your other option is to head east toward Brindol. At Talar or Brindol, you’ll be able to cross the Elsir River and head north along the Rhest Trail. It’s up to you. The river route is probably more dangerous, but it’s faster. If you head east, I can give you several horses. If you head north from here, feel free to take any of the boats moored in town. We won’t need them.”
So, yeah. You guys can head east, and then north if you want to.
Everyone has a horse, in case they didn't before.
>>139450I don't think we should go sailing, let's camp first and go wherever in the morning.
>>139452Yeah, I wouldn't mind having spell slots back and healing up a bit.
>>139452Okay.
Hamfist, due to his character's earlier request, has scavenged several bottles of cheap ale that the hobbit who runs the bar decided weren't worth carrying. He has passed out drunk in whatever house you guys are in.
DAY 9: END Now, what time do you murder hobos want to get up in the morning?
Ah, it will actually be 8 hours on light horses to Terrelton.
>>139456>sleeping 11 hours.This is fine.
Assuming nothing happens along the way, you'd reach Terrelton at around 5 PM.
Be aware that you need one hour to prepare your spells.
Oh shit, I forgot about Jorr. His dogs only move at a speed of 50 ft... Let me crunch some numbers...
Oh, yeah, one of you needs to roll Diplomacy to convince the woodsman to leave the woods.
Anyone else may use the Aid Another action for peer pressure.
Who has the best CHA mod to being with?
>>139461That would be Chad.
The rest of you can roll Aid Another to try and help (just roll Cha).
>>139462You can use Guidance too, if you want.
Misty has higher Cha than any of you. >>139463So i should use Guidance on Misty?
>>139463I vote to let the horse do the talking
>>139464Sure, and roll Diplomacy yourself to aid.
Everyone can roll, but only one roll is the main roll.
>>139467So what would the modifier be for Misty?
Aid Another charisma roll
[1d20-3 = -2]
>>139473>Rolling an 18 for Aid AnotherGuess it wasn't such a good idea to let the Telepathic horse do the talking afterall...
Okay, Chad succeeded on his Aid Another check, but Aral and Hamfist failed.
That means it's 8 + 2 Aid Another + 1 Guidance + 1 Pretty Mare, which comes up to a grand mod of 12.
The woodsman remains unconvinced (and somewhat confused) by the horse's word, but shrugs as he looks at the burning buildings in the distance, and then at his dogs beside the party.
"I got some business to take care of a bit past Terrelton. I'll ride with you boys along the way." he says
Okay, so you guys are going to get up at 8, or leave at 8?
If you fall asleep like logs, you can get up as early as 5.
>>139475I’m interested in sleeping at 8