The Dalish Curse, continued from "Game Thread: At The Arbor Inn"
Plot Post
Summary: Vintiver wakes up. After some early-morning shuffling (and a lot of groaning from Etienne), the party sets out for the Fuldor Farm. They arrive to find that someone is already there, and is under attack.
Vintiver at Daybreak
Daylight filled Vintiver lazily, spilling over the lip of the valley like a slowly rising tide and turning the fog that filled every hollow pink or gold. So subtle was its approach that even the birds slept, leaving the morning unbroken by the roosters' raucous challenges. Only the cows were awake, softly lowing as they waited to be milked. But the new day must come eventually, and one by one, the villagers' doors opened, and they began the anxious task of going door to door to ensure that their neighbors survived the night.
Travelers exhausted on the road are not habitually early risers, but Haran Mullin's knock is forceful enough to cut through any amount of sleepy wool. Kesla serves breakfast early, and on griddle cake days, it goes fast.
Morning was, perhaps, less gentle to one in the company that filled The Arbor Inn. It takes a stronger constitution than Etienne's to laugh off a bottle of Vintiver Reserve Bin 6. Fortunately, the wine's latest victim had resources of his own, and the swift application of a minor healing spell and a hefty dose of willow bark tea had him more or less back to normal within a quarter hour.
{Contrary to first-hand experience, hangovers do little actual damage to the body. Etienne can Heal most of his without expending a full Mana Point. The Target Number (TN) for Heal is 11, and the first roll on his list is 15. Even without his ability modifiers, he succeeds. A successful herbalism roll will cure any residual damage. Hangovers are hardly a rare, mysterious condition. Mage or mundane, people have learned how to treat them. The TN for this test is 9, and his 14 beats it without consulting his character sheet for details. Ordinarily, I'd be inclined to let Chachi roll this one out rather than resorting to her list of die rolls, but I'm assuming that we do want to get this show on the road, so we'll shave off a step or two.}
The common room was already half-full when our heroes made their entrance. The locals talked quietly among themselves as they filled up on oatmeal, raisin-studded griddle cakes, and plump, crispy sausages.
{Feel free to RP your morning routines and greetings if you like, but eventually, the party will leave the inn. In the interests of keeping the game moving (play-by-post campaigns bog down swiftly if not prodded from time to time), you can combine your morning toilette and leavetaking in one post, and move on to the Fuldor Farm. Just separate the two parts to avoid confusion.}
Fuldor's Farm
The Fuldors live about three miles from the village, the last farm at the eaves of the Brecilian Forest. Unlike most Vintiver families, they do not support themselves solely through viniculture. Their milk is prized throughout the region as the creamiest, a clear favorite of local cheesemakers. Kesla told you of 8 people on the farm: Edred Fuldor (46), his wife Mirren (45), their four children, Hann, Brella, Borren, and Quint (20, 16, 9, and 4), Hann's wife Faleen (21), their infant Edred (2 weeks), wine-loving farmhand Keltin (27), and farmhand Drull (32).
The morning fog clears as you walk, and the wind picks up, suggesting the promise of a clear - and colder - day.
You catch your first glimpse of the farm as you crest a ridge overlooking the fields. You make out a large barn and several other buildings of various sizes - typical for the region - but you also notice a large number of crows circling overhead. As you draw closer, you see that they're flapping in agitation, as if they have been driven off their meal by something on the ground. As you draw closer still, you see the cause: a solitary human beset by four large wolves. You estimate the distance to be 30 yards.
{Your speed is the number of yards you can walk in one round. If you run, you can cover double the distance. Archers: check the range of your weapons (page 42 of the Players' Guide). Crossbows are at short range, but loading your weapon is a major action and you cannot fire until next round. Longbows and shortbows are at long range (-2 to attack) but you can fire this round. Thrown weapons are out of range. Attack = Dexterity(Bows) Test (3d6) + Dexterity Modifier + Bow Focus(+2 if applicable) - Armor Penalty(if applicable). Damage is as listed on page 42. Don't forget to add your Perception Modifier to your damage roll! Mages: check the range of any spells. The range of Arcane Lance is 16 yards. You can move up to half your speed as a minor action, but that will not bring you close enough to attack this round. You will have to close distance. Attack(Arcane Lance) = Magic Test(3d6) + Magic Modifier. Damage = 1d6+Magic Modifier. Dual-Wielding Rogues: You are well outside melee range, and no one present has a speed that can bring them within melee range in one round. You can run forward this round and use Charge as your Major Action next round, moving forward for half your Speed and attacking with a +2 bonus. Assuming an attack using Light Blades, Attack(Light Blades) = Dexterity(Light Blades) Test (3d6) + Dexterity Modifier + Light Blade Focus(+2) + Charge Bonus (+2 if applicable). Please roll separately for each weapon. Damage is as listed on page 42. Don't forget to add Strength to your damage! Warriors: You are well outside melee range, and no one present has a speed that can bring them within melee range in one round. You can run forward this round and use Charge as your Major Action next round, moving forward for half your Speed and attacking with a +2 bonus. Assuming an attack using Heavy Blades, Attack(Heavy Blades) = Strength(Heavy Blades) + Strength Modifier + Heavy Blade Focus(+2) + Charge Bonus (+2 if applicable). Damage is as listed on page 42. Don't forget to add Strength to your damage! Wolves: Defense (the number you have to beat for a successful attack) = 12. Armor Rating (the amount of damage their hide absorbs and the amount you must deduct from your damage rolls) = 3. Please note that Penetrating Damage from spells ignores armor. Oddly enough, missile fire is not considered Penetrating Damage, nor is Arcane Lance. It applies only to spells like Winter's Grasp or Fireball or whatever and to some environmental damage, such as falling from a great height or getting caught in an explosion. Use common sense. Breathe. This will seem confusing. We will play this first combat encounter completely in the open, with no concealed rolls, and if we post something that's inaccurate, we can go back and revise it. No pressure.}




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