strokesRPG: Gray Vale

Barrow of the Ogre King: Finding the Barrow

The CFP sets off to find the barrow.

A quick search outside the wall reveals tracks leading into Southwood. The goblins were numerous and made no attempts to hide their trail. It looks easy to follow, although it is not known for how long the track will remain this way.

The PCs try to survive long enough to find their way through the boughs of Southwood and find the Barrow of the Ogre King. Checks in this challenge will occur approximately once per mile of travel and each PC may only make one skill check per mile of travel.

Setup: You must use your knowledge of the wilderness to survive long enough to find the Barrow of the Ogre King.

Complexity: 4 (requires 10 successes before 3 failures).

Primary Skills: Endurance, Nature, Perception, Streetwise.

Endurance (Moderate DC): at least two characters in the party must make endurance checks each turn to resist the debilitating effects of wandering in Southwood and dealing with exposure to the elements. A failed check indicates that all members of the party lose one healing surge, in addition to counting as a failure for the challenge. Because Raz asked Curuvar to cast the Endure Elements ritual upon the party, the PCs making the check will receive a +4 bonus to their roll.

Nature (Mocerate DC): at least one character in the party must make a Nature check each turn to help the group find its way through the wilderness and avoid natural hazards for the period in question. A failed check indicates that all members of the party lose one healing surge, in addition to counting as a failure for the challenge.

Perception (Easy DC): You notice something that helps you better survive the trek. Using this skill doesn’t count as a success or failure for the challenge, but instead provides a +2 bonus or –2 penalty to the next character’s Endurance or Nature check.

Streetwise (Moderate DC): Because Melieraz asked for directions to the barrow from Curuvar, the adventuring party get to start the skill challenge with 2 successes.

Comments

(You guys decide whether you want to take a short rest or an extended rest before setting forth for the barrow. Then decide who will be making the primary Nature check for leading the party. As it stands right now we need two PCs to make endurance checks, and the remaining two can make Perception checks to assist the leader with his/her Nature check or assist with the Endurance check. Go ahead and describe your action, making your intent clear, and roll your check.)

 

((Curuvar said he had ‘just the thing’ to help us on our journey. So, that’s not happening?))

 

(It’s happening you just have to state that your taking him up on his offer :))

 

After a short rest, Raz approaches Curuvar with everyone and says “Well, Curuvar it looks like we are ready. If we hurry, we may be able to track the hoard back to the Barrow, but we would still like protection from the elements that you mentioned earlier, if you wouldn’t mind.”

 

You find Curuvar busily looking over his ancient scrolls in the Tankard. He looks up from his studies as you approach, “So you are ready for your quest. After I bestow my Art upon your group, you will have 24 hours of protection.”

He then prepares for the casting, preparing various alchemical reagents, mixing them with rare herbs, all the while he is chanting.

After about 10 minutes he says, “There it is done. You shall be able to endure the elements. Remember, you have 24 hours before my Art fades. By Mystra’s lost spell, good luck.”

 

Raz nods his thanks and then heads out to let the tracking begin!

 

Starting out, Raz looks to Gwenna to get us safely to the Barrow while he focuses on helping follow the tracks and trying to notice any dangers as we do.

((Perception to aid Gwenna’s Nature Check: (1d20 + 9): 4 + 9 = 13))

 

Iris changes into a timberwolf once they’ve entered the forest, tracking ahead of the others for a few minutes before doubling back. If she finds anything of interest, she points it out to them as they go.

((Evildm.net wont load… Will post my roll asap…))

 

Digi hefts his axe, and looks into the woods. as a Goliath of the mountains, he feels confident about withstanding the elements.

Endurance Check: 1d20 + 8: 2 + 8 = 10 (+4 from Curavar’s magic = 14)

 

Screech will circle around what passes for a tree (Digi) to help him spot any hazards that may slow our progress (1d20 + 6 + 1) = 23.

 

Feeling much more comfortable with his surroundings now that he’s shielded by Curavar’s spell, Amagar trudges ahead through the howling winds and bitter cold all but unaffected…

Endurance: 1d20+9 = 20

 

((The Roll for earlier: Endurance Check (1d20 + 11): 14 + 11 = 25))

 

As the CFP makes it way towards the Barrow, Raz leaves trail markers, like dagger carvings in trees and rock piles, and notes land marks to aid in the return journey.

 

With every step, the frozen snow crunches beneath the CFP’s feet. They are hot on the trail of the goblins, making their way deeper into the boughs of Southwood. Part of the group concentrates on route finding, finding the least taxing way through the wood, while the others concentrate on not loosing the track.

Although it is still morning, Highnoon quickly approaches. The weather remains good for the time being. Thin whispy clouds hang like mare’s tails in the sky and the wind has picked up again moving the snow on the ground into small wind drifts and taking away the hard edge of the goblin’s tracks.

 

The tracks lead to an area where it is obvious the goblins took some sort of break. The snow is beaten down in a central area some 20 feet in diameter. A few fallen logs lie on the perimeter, a perfect seat to help keep your bum out of the cold snow. Several tracks lead away from the central break area, ending in yellow snow.

 

Raz says, “Let’s keep moving. This place has been defiled!”

Raz and Screech assists Gwenna in following the tracks.

Raz (Perception (1d20 + 9): 18 + 9 = 27) Screech(Perception (1d20 + 7): 4 + 7 = 11)

 

Both Raz and Screech think they have found the main track leading into the central area (+4 to Gweena’s Nature Check).

 

shrugging and looking about, Digi checks his reflection in the polished face of his ax,. straightens the laces on his leggings, and stretches a bit. then settles his pack to his shoulder ready to head out.

(endurance check 1d20 + 12: 20 + 12 = 32)

“This is the kind of weather that lets you know you are alive! Now lets find us some squeakers”

 

On the outside, Raz seems confident and slaps Digi on the back and says “Now you are talking! We need to save the children.” But on the inside, Raz starts to have a feeling of gloom, like we will not find the Barrow and will suffer greatly in the elements.

 

Iris continues to make brief forays ahead of the others, keeping an eye out for difficult or dangerous terrain or other predators. She was certainly not enjoying the cold, and some frost was beginning to form around her muzzle.

((Endurance Check (1d20 + 11): 5 + 11 = 16))

 

Gwenna studies the tracks and the surrounding to determine the direction the goblins came from.

Nature (1d20 + 13): 9 + 13 = 22

 

Gweena is able to follow the tracks another mile or so. The tracks continue to be obvious, making a beeline South into the wood.

 

As Highnoon approaches the wind becomes even stronger, causing the tops of small trees to sway noticeably. The wind howls, as is rips through the forest, making it hard to hear anything other than it whistling in your ears.

 

Despite the wind, Raz looks carefully for the tracks, hoping to get to the Barrow before they get covered up and snow.

Perception, roll #1 (1d20 + 9): 7 + 9 = 16 Perception, roll #2 (1d20 + 9): 11 + 9 = 20 Perception, roll #3 (1d20 + 9): 16 + 9 = 25 Perception, roll #4 (1d20 + 9): 2 + 9 = 11 Perception, roll #5 (1d20 + 9): 11 + 9 = 20

Screech keeps a sharp eye out for dangers and signs of the goblins passing, flying as much as possible.

Perception, roll #1 (1d20 + 7): 4 + 7 = 11 Perception, roll #2 (1d20 + 7): 14 + 7 = 21 Perception, roll #3 (1d20 + 7): 13 + 7 = 20 Perception, roll #4 (1d20 + 7): 18 + 7 = 25 Perception, roll #5 (1d20 + 7): 1 + 7 = 8

 

Gwenna bundles up against the wind and concentrates on the tracks.

Nature, roll #1 (1d20 + 13): 10 + 13 = 23 Nature, roll #2 (1d20 + 13): 8 + 13 = 21 Nature, roll #3 (1d20 + 13): 3 + 13 = 16 Nature, roll #4 (1d20 + 13): 10 + 13 = 23 Nature, roll #5 (1d20 + 13): 17 + 13 = 30

Screech cries a false alarm, and distracts Gwenna for a moment, but quickly recovers.

Nature (1d20 + 9): 20 + 9 = 29

 

(4 more rolls to combine with my last one) Endurance Checks, roll #1 (1d20 + 11): 4 + 11 = 15 Endurance Checks, roll #2 (1d20 + 11): 18 + 11 = 29 Endurance Checks, roll #3 (1d20 + 11): 20 + 11 = 31 Endurance Checks, roll #4 (1d20 + 11): 17 + 11 = 28

 

Endurance Check, roll #5 (1d20 + 11): 19 + 11 = 30

 

Endurance Checks for Digi

Roll #1 (1d20 + 12): 17 + 12 = 29 Roll #2 (1d20 + 12): 20 + 12 = 32 Roll #3 (1d20 + 12): 10 + 12 = 22 Roll #4 (1d20 + 12): 19 + 12 = 31 Roll #5 (1d20 + 12): 5 + 12 = 17

“woo-hoo little Squeakers… Come and get some… Digi has something for you… “

 

The early afternoon brings a light snow and the wind continues to howl through the wood. If it were not for Curuvar’s Endure Elements Ritual, the CFP would be having a tougher time of it.

The track winds though brambles, across frozen streams, and up and down hollows. The goblins, being small creatures must have had an easier time of it.

The CFP continues on and has no problems finding the track until late afternoon. It has been snowing harder and the goblin tracks have all but disappeared. Around sunset, the CFP looses the track and ends up trying to cross a frozen brook, when the ice breaks sending the whole party for an icy swim. Trapped under the ice, the CFP are pounded against rocks, until the ice breaks at a small riffle. They then are able to pull themselves to the icy shore. If it were not for the Endure Elements ritual, the CFP would have to contend with frostbite and hypothermia. The CFP backtracks to where positive tracks were last seen, and begin the tracking again.

(Everyone looses one healing surge)

 

(I’m going to need 2 more rounds of checks from folks, if they are successful, you can rely on Curuvar’s directions for the remainder of the challenge.)

 

(also note you will be traveling into twilight and reach your destination in the night (evening), that’s if your successful with these two checks).

 

Amagar leads the group along, playing point to defend against attacks but letting everyone else do the nature-y stuff. Occasionally you’ll catch him whistling a slightly offsetting tune when the wind lightens up enough to allow such a passtime.

 

Raz, feeling more optimistic but concerned with the fading light and dropping temperatures, re-focuses on finding the trail to the evil lair.

Perception, roll #1 (1d20 + 9): 17 + 9 = 26
Perception, roll #2 (1d20 + 9): 6 + 9 = 15

Screech flies in small circles close to the group, on the look out for danger.

Perception, roll #1 (1d20 + 7): 13 + 7 = 20
Perception, roll #2 (1d20 + 7): 3 + 7 = 10

 

Gweena, bundles up tighter and calling on her experience in the woods of the Dales, continues on the trail.

Nature, roll #1 (1d20 + 13): 17 + 13 = 30
Nature, roll #2 (1d20 + 13): 6 + 13 = 19

 

(You had better reroll Gweena’s second Nature check)

 

((Reroll with the +13 or +9?))

 

(oops, my bad, she gets a +11 to this roll.)

 

Gwenna is wondering if the bird is distracting her again, but looks for the tell-tale signs of the goblins marching through.

Nature (1d20 + 11): 18 + 11 = 29

 

((So, if Screech failed a check, which I’m assuming that’s what happened, is it a -2 to Gwenna’s check?))

 

((So wouldn’t that be +9 (Gwenna’s) +2 (Raz) -2 (Screech) = +9?))

 

(Gwenna has a +9 in the Nature skill, Raz’s Perception assist gives her a +2.

Screech’s fail doesn’t give her a -2, he either gives her a +2 for the assist or nothing.)

 

(Check out “Cooperation” (PHB pg. 179))

 

Digi spends grunts, checks his equipment, shakes his head, then returns to the dask at hand.

(Endurance Check Roll #1 (1d20 + 12): 17 + 12 = 29)
(Endurance Check Roll #2 (1d20 + 12): 16 + 12 = 28)

 

(Strokes, I thought you modified that PHB rule with the challenge set-up by sayins ‘Using this skill doesn’t count as a success or failure for the challenge, but instead provides a +2 bonus or –2 penalty to the next character’s Endurance or Nature check.’ Maybe I don’t understand the set-up. If you are doing the PHB rules, cool. Just confused.)

 

(lol, your right! I just pulled the challenge right from the DMG, and I have been skimming over the -2 part, not seeing it. Gweena only gets a +9 for her check. Sorry for the confusion. She still is successful though).

 

(looks like we just need a couple of Endurance checks from Iris)

strokes strokes

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