Chapter 2: How Do They Rise Up? (IC)

546 posts / 0 new
Last post
Darker

"We could actually get out of this village and start our search."

Fixxxer
Fixxxer's picture

Armund doesn't specifically say it, but his expression makes it clear that he agrees with Rasnak's thought, and likely fails to see why it isn't obvious to everyone else.

deadDMwalking
deadDMwalking's picture

"Let him know we're going to range the standing stones, and if we come back tonight we'll take him up on his offer. I don't want to spend any time with the baron or anyone in livery if I can help it. Present company excluded, of course."

Talanall
Talanall's picture

After finishing off your drinks and food, you get ready to go out and do the job you were sent to do. Your horses are where you left them, hobbled underneath the shelter outside in the village common, so before long you're back in the saddle and heading southeast through Mamor's fields toward the forests. It's still raining, and although it's no longer the downpour that characterized the worst of this afternoon's storm, it's still a steady, soaking rain. Probably good for the crops, or something.

Long before you reach the trees, you're wet to the skin. Fortunately, it's not cold out yet, so you're merely uncomfortable rather than in danger of freezing. Once you're in the shade, the rain hits you less frequently, but that's mostly because it drips off of the trees in huge, cold droplets instead. You certainly aren't going to dry out in here, and soon the road has narrowed down to a dirt track that wends its way south by southeast into the woods, with just enough space for those of you who're mounted to travel in single file.

After about a quarter of an hour's riding, you see that the woods to your left, on the east, are markedly thinner. Scorch marks on the sodden plants' bark make it clear that a fire swept through at some point not too long ago, although it can't have been terribly recent; the ground is already showing plenty of light overgrowth, mostly brambles and other fast-growing, opportunistic plants. To your west, the woods are much, much thicker; the trees are packed tightly together in a fashion that suggests they were planted with the idea of being harvested for timber. The underbrush there is denser, and through the trees you can see a huge mount of vegetation where an older tree has fallen and ripped a hole through the canopy overhead.

OOC

Up is north.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Seeing nothing that seems immediately threatening, the seven of you continue down the trail, drawing closer to the thick underbrush near the fallen tree.

Surprise Round
The first intimation that you're wrong about this is when a wad of slime hurtles past the weeds and scrubby bushes of the forest understory and splatters across Henrik's armor, face, and limbs. Before the dwarf has time to do more than flinch and wonder at the disgusting salty taste that has filled his mouth, the viscous mucus has hardened into a rubbery mass that sticks his legs to the ground.

Kaarys manages not to get himself stuck to his horse as he also is spattered with a wad of sticky snot, but Swarbrick is less fortunate. The woodsman is unscathed himself, but his horse is glued down in much the same fashion as Henrik.

The source of the barrage of adhesive phlegm is fairly obvious, now that it's moving and agitated: a trio of . . . not slitherwebs (thank the gods for that). But whatever they are, they must have come out of the same factory. They look a bit like ants would look if their carapaces were slabbed over with mottled flesh and a tentacle were made to grow straight up from their thoraxes, studded with suckers and coarse cilia. On the bright side, at least they snotted all over you instead of rushing in immediately to gnaw at you with those wicked, shear-like jaws of theirs.

The pattern of dark and light skin on the creatures' bodies shifts wildly in blotchy patterns of stripes, whorls and dots. Probably they were colored more or less the same as the forest floor before they decided to attack.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
15 - White 1
7 - White 6

Henrik is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 5 rounds. Additionally, he is glued to the ground an cannot move unless he frees himself via a DC 13 Strength check, or by dealing at least 11 points of slashing damage to the mucus. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action.
Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 2 rounds.
Swarbrick's horse is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 2 rounds. Additionally, he is glued to the ground an cannot move unless he frees himself via a DC 13 Strength check, or by dealing at least 11 points of slashing damage to the mucus. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

As if out of nowhere, another four of the bothrians suddenly pop into view, shedding their natural camouflage in favor of the whorls and stripes of battle, their tentacles waving and erect like flags. Phallic, suckered flags. The same beast that just pasted Henrik to the ground with its snot flings another gob at Kaarys's horse, Serry. The mare lets off a high-pitched, unhappy whinny as she's splattered with the sludge, but fortunately she isn't glued down.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys (on horse)
18b - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick (on horse)
10b - Blue 5 - Vandersrike
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Kaarys's turn.

Henrik is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 4 rounds. Additionally, he is glued to the ground an cannot move unless he frees himself via a DC 13 Strength check, or by dealing at least 11 points of slashing damage to the mucus. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 5)

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 2 rounds. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 1)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 5 rounds. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 5)

Swarbrick's horse is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 2 rounds. Additionally, he is glued to the ground an cannot move unless he frees himself via a DC 13 Strength check, or by dealing at least 11 points of slashing damage to the mucus. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 6)

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Kaarys whirls himself off of his horse, graceful despite the goo that coats him in places, and unlimbers his bow as he lands. His accuracy suffers, though, and the arrow he looses flies wide of its mark.

One of the monstrosities has scuttled into the middle of the path. In theory, one of you could try to ride it down . . . but Swarbrick's horse is glued to the ground, Kaarys has dismounted, and Kisasi is way at the back of the column. It doesn't seem interested in getting to grips with you yet, though, preferring to spray a gobbet of adhesive slime at Swarbrick instead. The woodsman suddenly finds himself gummed up, and firmly glued to his horse.

In the barrage of additional glue-loogies that follow, Kaarys has barely the time to realize he missed before he gets slimed—again—this time right in the face so that he can enjoy the same delightful flavors as Henrik. Fortunately, he manages not to get stuck to the forest floor. Vandersrike manages to avoid getting tagged with mucosal spooge, mostly by virtue of being behind larger party members who make it harder to aim at him. Henrik, surprisingly, is unscathed (or at least, he isn't any further scathed than before) as another of the bothrians misses with a gout of slime.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys (on horse)
18b - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick (on horse)
10b - Blue 5 - Vandersrike
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Henrik's turn.

Henrik is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 4 rounds. Additionally, he is glued to the ground and cannot move unless he frees himself via a DC 13 Strength check, or by dealing at least 11 points of slashing damage to the mucus. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 5)

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 5 rounds. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 2)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 5 rounds. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 5)

Swarbrick is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 6 rounds. Additionally, he is glued to his horse cannot dismount unless he frees himself via a DC 13 Strength check, or by dealing at least 11 points of slashing damage to the mucus. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 7)

Swarbrick's horse is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 2 rounds. Additionally, he is glued to the ground and cannot move unless he frees himself via a DC 13 Strength check, or by dealing at least 11 points of slashing damage to the mucus. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 6)

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Henrik attempts to wrench himself loose from the rubbery coating of slime that glues him down, but his strength proves unequal to the task.

Swarbrick's horse has better luck, tearing itself free in one convulsive effort. Swarbrick, for his part, uses the blade of his sword to slice himself free and then drops off of his mount putting it between himself and the bulk of the monsters so that he can use it for cover.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys (on horse)
18b - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick (on horse)
10b - Blue 5 - Vandersrike
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Vandersrike's turn.

Henrik is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 4 rounds. Additionally, he is glued to the ground and cannot move unless he frees himself via a DC 13 Strength check, or by dealing at least 11 points of slashing damage to the mucus. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 5)

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 5 rounds. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 2)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 5 rounds. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 5)

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Vandersrike hisses, "Flank them from the east!" In that vein, he moves east by southeast into a clump of heavy undergrowth, from whence he reaches out with his sharp, scaly claws to slice and rip at the hardened mucus entangling Kaarys's horse.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys (on horse)
18b - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick (on horse)
10b - Blue 5 - Vandersrike
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Kisasi's turn.

Henrik is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 4 rounds. Additionally, he is glued to the ground and cannot move unless he frees himself via a DC 13 Strength check, or by dealing at least 11 points of slashing damage to the mucus. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 5)

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 5 rounds. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 2)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 5 rounds. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 3 points of damage. (White 5)

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Kisasi spurs his trusty steed onward, plunging into the tangled underbrush in a move that startles even his own comrades, who probably would have expected him to try to go around instead of going through. The hobgoblin keeps his lance at the ready, so that he can try to spear any bothrian that tries to get to grips with him or his mount.

Meanwhile, Armund recovers from his surprise and whistles a couple of piercing notes as he hurries west. Sally, his wolf companion, comes up to heel her friend as the swamp druid casts a spell that brings a semblance of life to much of the vegetation surrounding the bothrians. Half of the monsters are ensnared so deeply that they are unlikely to be able to move much until they manage to break free.

Leland draws his cudgel and shield and shudders. "Ye gods, stay away from their appendages," he says, the memory of Joe's neck crunching still far too fresh in his mind.

Unfortunately, the blight warden's advice may be more difficult to follow than anyone would like. Two of the bothrians that were just ensnared give a convulsive squirm that frees them from the binding vegetation. They scuttle closer, moving beyond the scope of Armund's spell effect; the one on the far west gets perilously close to Kisasi and his horse, taking advantage of the cover afforded by a massive tree to preclude the hobgoblin from sticking it with his lance. On the other side, the lesser extent of the undergrowth gives another bothrian a much clearer path toward Swarbrick, which it follows with its suckered tentacle waving proud and erect.

Round 2
One of the bothrians that wasn't entangled by Armund's magic advances toward Kisasi, as well, but comes to a halt short of the reach of the hob's lance. Its decision not to simply rush in with a headlong attack reveals that despite the bothrians' antlike appearance, they aren't quite mindless.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys (on horse)
18b - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick (on horse)
10b - Blue 5 - Vandersrike
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Kaarys's turn.

Henrik is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 3 rounds. Additionally, he is glued to the ground and cannot move unless he frees himself via a DC 13 Strength check, or by dealing at least 11 points of slashing damage to the mucus. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 5)

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 5 rounds. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 2)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 4 rounds. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 3 points of damage. (White 5)

Armund's entangle spell will last for 2 minutes.
White 1 is entangled. It suffers a -2 penalty to AC, a -4 penalty to Dexterity, and is anchored to the ground and cannot move.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Kaarys concentrates grimly on the fighting, despite the slime that hinders his ability to do simple things like raise or draw his bow. His focus pays off, at least in a small way; an arrow transfixes the upper part of one of the bothrians' tentacles. The creature emits a rumbling, almost purring noise which must be its stand-in for a shriek of outrage.

The bothrian in the middle of the pathway has the easiest time getting into melee with you. Thrumming with alarm or anger, the multi-legged, tentacled monster charges headlong into the fray, lashing out at Swarbrick's horse with its tentacle. The blow tells, leaving a welt that's visible even through the poor animal's coat.

Elsewhere, Armund's spell continues to show its worth, as another bothrian thrashes its way out of the undergrowth that the druid has ensorcelled against it. Despite the hindrance, soon the monster is close enough that Kisasi could spear it if he were motivated to do so.

The bothrian that was still caught in Armund's spell pulls itself free of its bindings by the expedient of twisting its limbs in ways that shouldn't be possible. A series of wet, sucking pops and crunches marks its success in slithering loose from the plants' grip, and it lurches northward, clicking its mandibles hungrily.

Still tethered to the ground, Henrik does his best to wrench free of his own bindings, tugging and pulling fruitlessly at the hardened slime around his legs and feet.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick
10b - Blue 7 (Large) - Swarbrick's Horse
10c - Blue 5 - Vandersrike
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Swarbrick's turn.

Henrik is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 3 rounds. Additionally, he is glued to the ground and cannot move unless he frees himself via a DC 13 Strength check, or by dealing at least 11 points of slashing damage to the mucus. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 5)

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 4 rounds. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 2)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 4 rounds. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 3 points of damage. (White 5)

Armund's entangle spell will last for 2 minutes.

Swarbrick's horse has taken 6 points of damage.

White 6 has taken 1 point of damage.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Swarbrick draws a dagger to wield in his free hand and steps forward to present a united front with his warhorse, but his sword flashes wide of its mark, doing no injury to the bothrian that menaces his steed.

In turn, Swarbrick's horse goes slightly berserk, lashing out with its front hooves and its teeth. Unfortunately, its onslaught doesn't connect with the bothrian, either.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick
10b - Blue 7 (Large) - Swarbrick's Horse
10c - Blue 5 - Vandersrike
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Vandersrike's turn.

Henrik is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 3 rounds. Additionally, he is glued to the ground and cannot move unless he frees himself via a DC 13 Strength check, or by dealing at least 11 points of slashing damage to the mucus. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 5)

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 4 rounds. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 2)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 4 rounds. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 3 points of damage. (White 5)

Armund's entangle spell will last for 2 minutes.

Swarbrick's horse has taken 6 points of damage.

White 6 has taken 1 point of damage.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

"Close the distance! Carve them up!" calls Vandersrike, looping around behind the easternmost of the bothrians to come up against the creature's flank. He suits his actions to words by lashing out with a claw, although the effect is somewhat spoiled when he misses his mark.

Still, Kisasi guides his mount closer to the same bothrian and jabs at the creature with his lance. As in the case of Vandersrike's attack, he misses, but in the hobgoblin's case it's not even a near thing--he doesn't even come close to making contact.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick
10b - Blue 7 (Large) - Swarbrick's Horse
10c - Blue 5 - Vandersrike
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Leland's turn.

Henrik is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 3 rounds. Additionally, he is glued to the ground and cannot move unless he frees himself via a DC 13 Strength check, or by dealing at least 11 points of slashing damage to the mucus. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 5)

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 4 rounds. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 2)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 4 rounds. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 3 points of damage. (White 5)

Armund's entangle spell will last for 2 minutes.

Swarbrick's horse has taken 6 points of damage.

White 6 has taken 1 point of damage.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

"Right-o," mutters Leland, and he drops his club as he casts a spell. Suddenly a beam of light extends from his hand, and he moves over toward just west of Swarbrick's horse. "Stay with Horace," he commands Raksha. The wolf whines unhappily, but does as bid. For his part, Horace appears somewhat soothed by her presence.

Armund begins casting a spell, hoping to tilt the balance of combat on the front lines in favor of his new allies.

The bothrian that Kaarys just pinked with an arrow goes crashing through the underbrush until it fetches up behind Vandersrike, nearly getting the kobold into the same kind of flanking situation as Vandersrike just applied against its hive-mate. Fortunately for Vandersrike, it misses when it commences to flail at him with its tentacle.

Kisasi is even luckier. He's attacked by another bothrian that hocks a wad of that awful phlegm at him. But the hobgoblin warrior is saved by the thick underbrush, which snags the edge of the adhesive bolus and causes it to fly awry.

Round 3
Another of the bothrians slithers in through the underbrush, making up whatever passes for its mind to be the first to attack Kisasi. The hobgoblin preempts the beast's attack by spearing it firmly in the guts, and it lets out a purring noise as it lurches the rest of the distance in to attack him. Fortunately, he's able to use the forest's trees to his benefit against its tentacle's lashing, and between that and his stout suit of banded mail he emerges unscathed.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick
10b - Blue 7 (Large) - Swarbrick's Horse
10c - Blue 5 - Vandersrike
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Kaarys's turn.

Henrik is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 2 rounds. Additionally, he is glued to the ground and cannot move unless he frees himself via a DC 13 Strength check, or by dealing at least 11 points of slashing damage to the mucus. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 5)

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 4 rounds. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 2)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 3 rounds. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 3 points of damage. (White 5)

Armund's entangle spell will last for 1 minute, 9 rounds.

Swarbrick's horse has taken 6 points of damage.

White 5 has taken 6 points of damage.
White 6 has taken 1 point of damage.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Kaarys takes a quick potshot at the bothrian that's farthest over on the western wing of the fighting, but between haste and adhesive goo, his aim is somewhat spoiled. The elf hurriedly moves in close to Kisasi and his horse. If nothing else, he'll help to prevent the tentacle monsters from outflanking the hobgoblin.

The bothrian that Swarbrick and his horse have engaged proves a terribly effective melee combatant. The beast lashes out with its tentacle, of course—that's expected, and it inflicts a nasty wound in the horse's neck, although the poor animal's struggles are sufficient to prevent the monster from latching on and throttling it to death. But the bothrian also has jaws like a pair of gardening shears, and they cut painfully into the horse's foreleg.

Elsewhere, Kisasi has a close call with getting mobbed under as is the traditional fate of impetuous cavalrymen throughout history. The majority of the bothrians converge on the unfortunate hobgoblin, and commence to flailing at him with their tentacles. The undergrowth and trees surrounding him once again prove a boon, however, and the hobgoblin emerges mostly unscathed (at least, compared to what could have happened). Only one of the bothrians manages to land a solid blow on him, and he quickly shakes the tentacle loose before it can cinch tight around any part of his body.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick
10b - Blue 7 (Large) - Swarbrick's Horse
10c - Blue 5 - Vandersrike
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Henrik's turn.

Henrik is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 2 rounds. Additionally, he is glued to the ground and cannot move unless he frees himself via a DC 13 Strength check, or by dealing at least 11 points of slashing damage to the mucus. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 5)

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 3 rounds. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 2)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 3 rounds. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 3 points of damage. (White 5)

Armund's entangle spell will last for 1 minute, 9 rounds.

Kisasi has taken 5 points of damage.
Swarbrick's horse has taken 18 points of damage.

White 5 has taken 6 points of damage.
White 6 has taken 1 point of damage.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Henrik finally succeeds in ripping himself free of the hardened mucus, pretty much by main force. The dwarf immediately trundles his way south to join Kaarys.

While he's doing that, Swarbrick is taking decisive action against the slitherweb that just savaged his horse. Stepping in to flank it with Kisasi, the woodsman hacks deeply into the creature's body. The result is a gout of thick, white ichor and a convulsive heave of agony. It looks as if the beast must be badly injured at this point, strange and alien as its physiognomy may be.

Swarbrick's horse turn tails and flees, being injured too badly for it to feel like continuing the battle and with nobody on its back to force it to do other than its natural inclination.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick
10b - Blue 7 (Large) - Swarbrick's Horse
10c - Blue 5 - Vandersrike
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Vandersrike's turn.

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 3 rounds. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 2)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 3 rounds. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 3 points of damage. (White 5)

Armund's entangle spell will last for 1 minute, 9 rounds.

Kisasi has taken 5 points of damage.
Swarbrick's horse has taken 18 points of damage.

White 5 has taken 6 points of damage.
White 6 has taken 1 point of damage.
White 7 has taken 17 points of damage.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Vandersrike cries out, "Give me a hand!" and waits for assistance.

Kisasi furnishes at least some of the asked-for help by spearing the bothrian that Swarbrick has already wounded. The monster crumples to the earth, mortally wounded, relieving the threat of Vandersrike being flanked between it and the somewhat smaller tentacle monster to his south. As icing on the cake, Kisasi's horse savages the downed monster with its hooves and teeth, comprehensively finishing off the dying monster.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick
10b - Blue 7 (Large) - Swarbrick's Horse
10c - Blue 5 - Vandersrike
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Leland's turn. Vandersrike is delaying.

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 3 rounds. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 2)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 3 rounds. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 3 points of damage. (White 5)

Armund's entangle spell will last for 1 minute, 9 rounds.

Kisasi has taken 5 points of damage.
Swarbrick's horse has taken 18 points of damage.

White 5 has taken 6 points of damage.
White 6 has taken 1 point of damage.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Leland hurries forward with his sword of flame, and tries to slice into the bothrian that menaces Vandersrike. He fails to land the blow, but the flaring, flaming magical emanation of his blade is certainly enough to draw the monster's attention.

Further back in the column, Raksha and Horace wait.

Armund finishes casting his spell, and a third wolf suddenly springs into being a few feet away from the westernmost of the bothrians. It immediately leaps forward through the underbrush and begins to savage the creature, and for a moment it looks like it's going to upset the monster's balance. But no such luck. Armund makes a clicking noise and whistles, and Sally forges her way past him and into the brush as well, making for the same bothrian.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick
10b - Blue 7 (Large) - Swarbrick's Horse
10c - Blue 5 - Vandersrike
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Purple 1 - Summoned Wolf
6b - Blue 1 - Armund
6c - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Armund's turn. Vandersrike is delaying.

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 3 rounds. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 2)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 3 rounds. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 3 points of damage. (White 5)

Armund's entangle spell will last for 1 minute, 8 rounds.
Armund's summon nature's ally I spell will last for 2 rounds.
Leland's flame blade spell will last for 2 minutes, 9 rounds.

Kisasi has taken 5 points of damage.
Swarbrick's horse has taken 18 points of damage.

White 3 has taken 6 points of damage.
White 5 has taken 6 points of damage.
White 6 has taken 1 point of damage.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

As Sally obeys his command, Armund puts up his sling, and then follows her southward, unlimbering his scimitar as he goes.

Vandersrike continues to bide his time as the bothrian nearest him redirects its ire toward Leland. The monster lashes at the druid with its tentacle, then retreats a few steps, trying to open distance between itself and his flame blade.

On the other end of the skirmish, another bothrian tries to retaliate against Armund's summoned wolf, but meets with no success.

Round 4
One of the pack of bothrians arrayed against Kisasi does its best to savage the hobgoblin, but its efforts are roundly defeated by his armor and shield, and the heroic savage emerges unscathed yet again.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick
10b - Blue 7 (Large) - Swarbrick's Horse
10c - Blue 5 - Vandersrike
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Purple 1 - Summoned Wolf
6b - Blue 1 - Armund
6c - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Kaarys's turn. Vandersrike is delaying.

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 3 rounds. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. (White 2)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 2 rounds. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 3 points of damage. (White 5)

Armund's entangle spell will last for 1 minute, 8 rounds.
Armund's summon nature's ally I spell will last for 2 rounds.
Leland's flame blade spell will last for 2 minutes, 9 rounds.

Kisasi has taken 5 points of damage.
Leland has taken 6 points of damage.
Swarbrick's horse has taken 18 points of damage.

White 3 has taken 6 points of damage.
White 5 has taken 6 points of damage.
White 6 has taken 1 point of damage.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Vandersrike decides to take a risk, and tumbles his way to the south-southeast in an effort to outflank the bothrian and get his claws into the beast. His efforts aren't sufficient to stymie its reflexes, which turn out to be good enough that it fetches him a slap with its tentacle, hard enough to make his ears ring. Before he's quite sure what happened, the tentacle has looped around his waist and given a really hard SQUEEZE. Pain stabs through his chest, leading him to believe that he may have just sprung a rib. Regardless, he's suddenly feeling in less than fighting trim, although he's still alive and conscious to regret his venturesome impulses.

Kaarys drops his bow, realizing that between the goop coating him and the increasing proximity of the bothrians, it's not likely to do him any good for much longer. He draws his handaxe instead, and begins scraping at the adhesive instead, noting that it smells vaguely of honeydew once he begins to expose its gummy interior to the air.

Two of the bothrians clustered around Kisasi press their attack. He tries to counterattack against one of them, but it jinks to one side, taking advantage of a tree's bole to stymie his attempts to wield his lance. The monsters lash at him and his horse with their tentacles, and again his armor protects him from injury, but his horse isn't as lucky. A tentacle thuds across one of its hind legs, eliciting a shrill scream of pain and anger, and a reflexive kick that (fortunately) prevents the monster from establishing a firmer hold on the hobgoblin's mount.

A third bothrian, finding that its brethren have taken up most of the available space near Kisasi as they press forward to attack him, shifts its attention to Kaarys. The elf nearly avoids the creature's questing tentacle—nearly. If he weren't hampered by the gummy schmoo that coats his limbs, he's quite sure that he'd have emerged unscathed by ducking behind a nearby tree. But he's just that little bit too slow, and the blow tells. Fortunately, he has no trouble jerking away before the tentacle snaps tight around him like a noose, and he remains free to carry on fighting.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
19 - Blue 5 - Vandersrike
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Purple 1 - Summoned Wolf
6b - Blue 1 - Armund
6c - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Henrik's turn.

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 2 rounds. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 2 points of damage. (White 2)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 2 rounds. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 3 points of damage. (White 5)

Armund's entangle spell will last for 1 minute, 8 rounds.
Armund's summon nature's ally I spell will last for 2 rounds.
Leland's flame blade spell will last for 2 minutes, 9 rounds.

Kaarys has taken 5 points of damage.
Kisasi has taken 5 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 6 points of damage.
Swarbrick's horse has taken 18 points of damage.

White 3 has taken 6 points of damage.
White 5 has taken 6 points of damage.
White 6 has taken 1 point of damage.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Henrik slaps Kaarys on the back muttering a brief incantation. "An axe is a proper weapon, you've got this!" After imbuing his companion with a healing spell he nonchalantly saunters over the corpse of the abomination. "Leland, do you want any attention before I assist Vandersrike? He looks like he's bitten off more than he can chew with that beak of his." It's hard to be sure why he's relatively jolly - it must be because they don't stink to high heaven the way the ghouls did.

As Henrik is chatting to the druid, Swarbrick careens southward, whirling his longsword overhead before chopping fiercely at the bothrian's tentacle, trying to sever it while it's still busy trying to throttle Vandersrike. He easily avoids the monster's snapping mandibles, then slices deep into its prehensile limb. For the moment, it remains attached to its owner, but the deep purring noise that shakes the bothrian's misshapen body suggests that he's inflicted an agonizing wound nevertheless.

Kisasi urges his horse to continue its attacks against the bothrians that have him hemmed in, redirecting it to one of the nearest ones even as he jabs with his lance at the one that just attacked Kaarys. His onslaught isn't effective in injuring either of its intended targets, but the hobgoblin and his warhorse seem to have riveted their attention for the moment. Perhaps that'll gain enough breathing space for others to turn the tide of this skirmish.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
19 - Blue 5 - Vandersrike
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Purple 1 - Summoned Wolf
6b - Blue 1 - Armund
6c - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Leland's turn.

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 2 rounds. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 2 points of damage. (White 2)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 2 rounds. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 3 points of damage. (White 5)

Armund's entangle spell will last for 1 minute, 8 rounds.
Armund's summon nature's ally I spell will last for 2 rounds.
Leland's flame blade spell will last for 2 minutes, 8 rounds.

Kisasi has taken 5 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 6 points of damage.
Swarbrick's horse has taken 18 points of damage.

White 3 has taken 6 points of damage.
White 5 has taken 6 points of damage.
White 6 has taken 1 point of damage.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Evidently Leland doesn't want any healing; the druid steps southward and uses his blade of flame to slash at the bothrian that has seized Vandersrike. He misses, but the bothrian visibly dislikes the heat and light of his blade.

Over on the other side of the battle, Armund's summoned wolf snaps and snarls at another tentacle monster, menacing the creature but failing to set teeth into its flesh.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
19 - Blue 5 - Vandersrike
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Purple 1 - Summoned Wolf
6b - Blue 1 - Armund
6c - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Armund's turn.

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 2 rounds. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 2 points of damage. (White 2)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 2 rounds. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 3 points of damage. (White 5)

Armund's entangle spell will last for 1 minute, 7 rounds.
Armund's summon nature's ally I spell will last for 1 round.
Leland's flame blade spell will last for 2 minutes, 8 rounds.

Kisasi has taken 5 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 6 points of damage.
Swarbrick's horse has taken 18 points of damage.

White 3 has taken 6 points of damage.
White 5 has taken 6 points of damage.
White 6 has taken 1 point of damage.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Looking disgusted at the mere existence of these unnatural creatures, Armund steps up behind the bothrian that just attacked Kaarys, capitalizing on the distraction of Kisasi's attacks against it to get in and hew it with his scimitar. The monster thrums loudly in pain as the swamp druid opens up a gash in its abdomen. To the southwest, his trusty wolf friend presses her attack against the same bothrian as the summoned wolf, but to no avail.

In its turn, the bothrian that has wrapped the semi-conscious Vandersrike in its tentacle shifts eastward to get away from Leland. It snaps at Swarbrick with its mandibles in passing, unable to lash at him because its tentacle is occupied with retaining its grip on Vandersrike.

The bothrian that's currently being savaged by wolves is not so constrained, but the monster makes a hash of its attempts to attack Armund's summoned wolf.

Round Five
One of the bothrians attacking Kisasi has a moment of luck, and manages to catch the hobgoblin square on the side of his head with a flail of its tentacle. Kisasi heaves his shield upward in a convulsive, and unfortunately belated effort to stave off the attack, but this inadvertently throws the tentacle off of his upper body before it tightens like a noose around his neck. He remains free and able to defend himself.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
19 - Blue 5 - Vandersrike
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Purple 1 - Summoned Wolf
6b - Blue 1 - Armund
6c - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Vandersrike's turn.

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next 2 rounds. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 2 points of damage. (White 2)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next round. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 3 points of damage. (White 5)

Armund's entangle spell will last for 1 minute, 7 rounds.
Armund's summon nature's ally I spell will last for 1 round.
Leland's flame blade spell will last for 2 minutes, 8 rounds.

Kisasi has taken 11 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 6 points of damage.
Swarbrick's horse has taken 18 points of damage.

White 3 has taken 6 points of damage.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 1 point of damage.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Still spaced out from the pain of his injuries despite the bothrian's inability to finish crushing him to death, Vandersrike waits for his situation to improve rather than gamble on finishing himself off for the monster.

Kaarys, meanwhile, tries a quick chop of his handaxe against the nearest tentacle-beast, before switching the weapon into his off-hand and drawing his rapier.

The bothrians nearest to Kisasi erupt into a frenzy of lashing and biting, one of them going after his horse and the other after him. Kisasi's mount is lashed by a tentacle again (and again, it shakes free of the ensuing attempt to grab hold of it). Kisasi himself does considerably better, emerging unscathed through the protection of his heavy armor.

The bothrian that Armund just attacked, meanwhile, turns on the druid with a vengeance. Before he quite knows what's happened to him, Armund is wheezing, his ribs hurt, and there's a tentacle wrapped around him. Fortunately for him, the bothrian in question has chosen not to move in and wrap him up to finish things off, perhaps because doing so would leave it less able to defend itself against Kaarys and Kisasi.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
19 - Blue 5 - Vandersrike
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Purple 1 - Summoned Wolf
6b - Blue 1 - Armund
6c - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Henrik's turn.

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next round. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 2 points of damage. (White 2)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next round. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 3 points of damage. (White 5)

Armund's entangle spell will last for 1 minute, 7 rounds.
Armund's summon nature's ally I spell will last for 1 round.
Leland's flame blade spell will last for 2 minutes, 8 rounds.

Armund has taken 10 points of damage. He is grappled by White 4.
Kisasi has taken 11 points of damage.
Kisasi's horse has taken 9 points of damage.
Leland has taken 6 points of damage.
Swarbrick's horse has taken 18 points of damage.
Vandersrike has taken 12 points of damage. He is grappled by White 6.

White 3 has taken 6 points of damage.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 1 point of damage.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

With Leland clearly feeling good enough to continue the fight without Henrik's administrations, the dwarf closes with Vandersrike and casts a spell. "Be healed," the dwarf commands, and the kobold's wounds obediently close up as if they'd never been.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
19 - Blue 5 - Vandersrike
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Purple 1 - Summoned Wolf
6b - Blue 1 - Armund
6c - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Swarbrick's turn. Vandersrike is delaying

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next round. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 2 points of damage. (White 2)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next round. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 3 points of damage. (White 5)

Armund's entangle spell will last for 1 minute, 7 rounds.
Armund's summon nature's ally I spell will last for 1 round.
Leland's flame blade spell will last for 2 minutes, 8 rounds.

Armund has taken 10 points of damage. He is grappled by White 4.
Kisasi has taken 11 points of damage.
Kisasi's horse has taken 9 points of damage.
Leland has taken 6 points of damage.
Swarbrick's horse has taken 18 points of damage.
Vandersrike is grappled by White 6.

White 3 has taken 6 points of damage.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 1 point of damage.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

With Vandersrike revitalized, Swarbrick forgoes his attempt to chop off the bothrian's tentacle in favor of trying to hew at its body. But he misses.

For his part, Vandersrike suddenly feels a great deal better. The pain in his midsection is gone, and his mind is clear again. Immediately, the kobold breaks loose from the bothrian's tentacle, and steps past Swarbrick. He snaps and claws at the monster, even going so far as to lash at it with his tail, but none of his attacks lands, even if they come closer than the woodsman's sword just did.

Kisasi takes advantage of Armund's presence behind one bothrian to jab at it with his lance, but he misses despite the fact that the creature is obliged to divide its attention between him and the swamp druid. Disappointed, he urges his horse to attack a different tentacle monster. One of the animal's hooves comes within a hair's breadth of the creature's head, but the horse checks itself at the last instant to avoid running into a tree, and misses.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick
19 - Blue 5 - Vandersrike
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Purple 1 - Summoned Wolf
6b - Blue 1 - Armund
6c - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Leland's turn.

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next round. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 2 points of damage. (White 2)

Kaarys's horse is entangled in hardened mucus. She suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next round. She moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 3 points of damage. (White 5)

Armund's entangle spell will last for 1 minute, 7 rounds.
Armund's summon nature's ally I spell will last for 1 round.
Leland's flame blade spell will last for 2 minutes, 8 rounds.

Armund has taken 10 points of damage. He is grappled by White 4.
Kisasi has taken 11 points of damage.
Kisasi's horse has taken 9 points of damage.
Leland has taken 6 points of damage.
Swarbrick's horse has taken 18 points of damage.
Vandersrike is grappled by White 6.

White 3 has taken 6 points of damage.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 1 point of damage.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Leland hurries along a circuitous path that takes him south, and then hooks around to bring him up in a pincer movement opposite Swarbrick. He finishes his little buttonhook pattern by jamming his flame blade straight into the bothrian's abdomen, eliciting a purr of agony that the entire party can feel as much as hear. The monster isn't dead, but judging by the noise and the charring and blisters left in the wake of the druid's spell-blade, it definitely isn't happy. Horace and Raksha wait obediently where Leland left them at the beginning of the skirmish, although Raksha's ears are laid back and Horace is rolling his eyes a bit, clearly uncomfortable with the noise and movement of battle.

Meanwhile, Armund breaks loose from the grip of his bothrian, seeming disgusted that the thing has laid an appendage upon him. "Get over here!" he yells to his companions as he exerts himself. "Cut them down!" His summoned wolf, its tenure in this world finished, winks out of existence as suddenly as it came, leaving Sally alone to continue her battle against the westernmost bothrian. But for all her snapping and snarling, she fails to get her teeth into the monster.

Still purring loudly enough that the entire party can feel it in their guts, the bothrian that Leland just scorched turns on him with a vengeance, crushing the druid with its tentacle and then taking advantage of his compromised movement to snap at him with its mandibles. Leland's shield defeats the monster's jaws, at least for now. It sidles a few feet to the south, getting away from Swarbrick (who already has damaged its tentacle). Thankfully for Leland, the creature is still keeping him at arm's length. Or tentacle's length, anyway.

For its part, the bothrian that Sally is fighting, now deprived of a summoned wolf to attack, makes do with a real one. Fortunately for Armund's furry companion, it does a terrible job of flailing and biting at her, and she emerges unscathed.

Round Six
One of the bothrians in a scrum around Kisasi and his horse lashes at the animal with its tentacle, raising a bloody welt on the poor creature's withers and then shearing into her foreleg with its mouthparts. The horse screams in pain and fury, but its flailing hooves at least urge the monster back before it can get a better hold and start squeezing with its tentacle.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick
19 - Blue 5 - Vandersrike
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Kaarys's turn.

Kaarys is entangled in hardened mucus. He suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity for the next round. He moves at half speed and cannot run or charge. A creature trying to scrape off the adhesive (or another creature assisting in the task) does not need to make an attack roll. Hitting the adhesive is automatic, after which the creature that makes the hit rolls damage to see how much was scraped off. Either approach is a standard action. Currently, the mucus has suffered 2 points of damage. (White 2)

Armund's entangle spell will last for 1 minute, 6 rounds.
Leland's flame blade spell will last for 2 minutes, 7 rounds.

Armund has taken 10 points of damage.
Kisasi has taken 11 points of damage.
Kisasi's horse has taken 21 points of damage.
Leland has taken 16 points of damage. He is grappled by White 6.
Swarbrick's horse has taken 18 points of damage.
Vandersrike is grappled by White 6.

White 3 has taken 6 points of damage.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 8 points of damage.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

With his rapier now in hand, Kaarys does his best impression of a windmill. When he's finished, sadly, the bothrian is no more injured than when he began. Serry snorts, unimpressed.

The remaining pair of bothrians nearest to Kisasi and his failing horse continue attacking, concentrating on the hobgoblin in a fashion that suggests they may not fully understand that he's a separate entity from the more vulnerable mount. Still, it doesn't matter; neither their tentacles nor their shear-like jaws even come close to finding the hobgoblin's armored flesh.

The bothrian that Armund just escaped from, meanwhile, tries to reestablish its hold on the druid. It fails to connect with its tentacle, fortunately, but gets a nice chunk of Armund's shin between its mandibles and worries at his leg.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
10a - Blue 7 - Swarbrick
19 - Blue 5 - Vandersrike
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Henrik's turn.

Armund's entangle spell will last for 1 minute, 6 rounds.
Leland's flame blade spell will last for 2 minutes, 7 rounds.

Armund has taken 14 points of damage.
Kisasi has taken 11 points of damage.
Kisasi's horse has taken 21 points of damage.
Leland has taken 16 points of damage. He is grappled by White 6.
Swarbrick's horse has taken 18 points of damage.

White 3 has taken 6 points of damage.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 8 points of damage.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Henrik trundles over to stand next to Kaarys, as well as to Kisasi's horse. Cheerfully, the dwarf exhorts his comrades, "Aye laddies, put your backs into it. Try hitting them instead of letting them hit you." He punctuates this wise advice by casting a spell and healing the worst of the injuries that Kisasi's horse has suffered thus far.

In the wake of Henrik's advice, Swarbrick looks to Vandersrike and suggests, "Hey, flank with me." He gestures invitingly toward the bothrian that's still with Leland.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
11 - Blue 5 - Vandersrike
11a - Blue 7 - Swarbrick
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Vandersrike's turn.

Armund's entangle spell will last for 1 minute, 6 rounds.
Leland's flame blade spell will last for 2 minutes, 7 rounds.

Armund has taken 14 points of damage.
Kisasi has taken 11 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 16 points of damage. He is grappled by White 6.
Swarbrick's horse has taken 18 points of damage.

White 3 has taken 6 points of damage.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 8 points of damage.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Vandersrike agrees, "After you, ally," gesturing for Swarbrick to proceed.

And the woodsman does, diving past Vandersrike into a forward roll that carries him past the kobold. No sooner does Swarbrick get his feet under him again than he springs into the air and performs a sort of hands-free airborne cartwheel that carries him further, angling himself to land just south of the (very confused) bothrian. He brandishes his sword in readiness for Vandersrike to move in.

The kobold duly erupts into a flurry of claws, snapping teeth, and flailing tail, even as Swarbrick darts in to slice at the bothrian. Perhaps the exhibition of tumbling warned the creature of trouble to come, but it cannily avoids most of the barrage of attacks from the two. Still the creature picks up a nasty set of gashes along its belly from where Vandersrike's small but surprisingly sharp claws scored its flesh. It's now purring almost continuously; if that's the sound these creatures make when they're in distress, then this one is positively beside itself.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
11a - Blue 7 - Swarbrick
11b - Blue 5 - Vandersrike
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Kisasi's turn.

Armund's entangle spell will last for 1 minute, 6 rounds.
Leland's flame blade spell will last for 2 minutes, 7 rounds.

Armund has taken 14 points of damage.
Kisasi has taken 11 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 16 points of damage. He is grappled by White 6.
Swarbrick's horse has taken 18 points of damage.

White 3 has taken 6 points of damage.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 13 points of damage.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Kisasi takes advantage of Armund's recently-won freedom to use him as a distraction against the bothrian caught between him and the half-elf, jabbing at the monster with his lance. Unfortunately, the wickedly sharp point of the weapon doesn't quite reach its mark, instead caroming off the bole of an inconveniently placed tree. The hob's warhorse doesn't do any better; its hooves and teeth are a menace in clear terrain, but this claustrophobic forest gets in the way, hampering the horse nearly as much as it does the tentacle beasts. Frustrated, the hobgoblin uses his knees to urge his horse a few steps back toward the path, where the jungle isn't so dense.

Meanwhile, Leland jerks loose from the grasp of the bothrian that has hold of him, bringing his guard up to defend. Now that he's free, he poses a huge hindrance if the wounded monster tries to run away.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
11a - Blue 7 - Swarbrick
11b - Blue 5 - Vandersrike
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Armund's turn.

Armund's entangle spell will last for 1 minute, 6 rounds.
Leland's flame blade spell will last for 2 minutes, 7 rounds.

Armund has taken 14 points of damage.
Kisasi has taken 11 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 16 points of damage.
Swarbrick's horse has taken 18 points of damage.

White 3 has taken 6 points of damage.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 13 points of damage.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Armund takes a few steps south, slipping effortlessly through the underbrush into a flanking position opposite Kaarys. His blade doesn't find the bothrian's flesh this time, but at least the monster now is forced to split its attention. Sally, lacking other instructions, continues trying to savage the westernmost of the bothrians, but she meets no better results than her human friend.

The bothrian, on the other hand, takes advantage of her relative solitude to make its attacks count. Its tentacle fairly whistles through the air as it snaps around the unfortunate animal's torso, raising a yelp of pain from Sally that quickly strangles into an unpleasant-sounding whimper as it draws the wolf in close and begins to squeeze her in earnest.

The situation isn't so dire everywhere, though. At the other end of the skirmish, the bothrian that is penned in between Swarbrick, Vandersrike and Leland tries to get away. It ducks between the druid and the woodsman, narrowly evading Swarbrick's blade, only to take the druid's sword of fire right in its thorax. The monster crumples to the ground, mortally wounded.

Round Seven
One of the bothrians engaged with Kisasi falls for his withdrawal, following the armored hobgoblin and his mount as they retreat. It attacks Kisasi as it approaches, flailing and biting at his shiny armor, but the metal resists its blows, shielding the hobgoblin knight from injury yet again.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
18c - White 7
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
11a - Blue 7 - Swarbrick
11b - Blue 5 - Vandersrike
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Kaarys's turn.

Armund's entangle spell will last for 1 minute, 6 rounds.
Leland's flame blade spell will last for 2 minutes, 7 rounds.

Armund has taken 14 points of damage.
Kisasi has taken 11 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 16 points of damage.
Sally has taken 12 points of damage. She is currently grappled by White #3.
Swarbrick's horse has taken 18 points of damage.

White 3 has taken 6 points of damage. It is grappling with Sally.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 20 points of damage. It is unconscious and bleeding.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Now with a weapon in either hand, Kaarys uncorks another round of attacks against the nearest bothrian. But even with Armund standing opposite him to split the monster's attention, he fails to get a blade into the creature.

Not everything goes awry, though. Another of Kisasi's foes takes the bait offered by his slight withdrawal, and advances to lash and claw at him. The bothrian's tentacle lands a solid blow, but fortunately the hobgoblin manages to wrench himself free before it can get a real grip on him.

Another bothrian follows the hob as well, missing him with both tentacle and mandible. In the process, the monster advances close enough for Henrik to touch—and certainly close enough to hack with his axe, if he's so inclined.

The bothrian caught between Armund and Kaarys decides, for whatever reason, to turn on the elf. It misses him—badly with its tentacle, which is great news. Less great, it bites him pretty severely, leaving a bloody wound in his thigh, just below the edge of his chain shirt.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
11a - Blue 7 - Swarbrick
11b - Blue 5 - Vandersrike
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Henrik's turn.

Armund's entangle spell will last for 1 minute, 6 rounds.
Leland's flame blade spell will last for 2 minutes, 7 rounds.

Armund has taken 14 points of damage.
Kaarys has taken 6 points of damage.
Kisasi has taken 17 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 16 points of damage.
Sally has taken 12 points of damage. She is currently grappled by White #3.
Swarbrick's horse has taken 18 points of damage.

White 3 has taken 6 points of damage. It is grappling with Sally.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 20 points of damage. It is unconscious and bleeding.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Henrik would like nothing more than to start hacking the overly aggressive insect abominations into harmless chucks of fertilizer, but the fight still seems to be going against his companions. He steps backward between Kisasi and Serry and deals with the worst of Kisasi's newest wound.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
11a - Blue 7 - Swarbrick
11b - Blue 5 - Vandersrike
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Swarbrick's turn.

Armund's entangle spell will last for 1 minute, 6 rounds.
Leland's flame blade spell will last for 2 minutes, 7 rounds.

Armund has taken 14 points of damage.
Kaarys has taken 6 points of damage.
Kisasi has taken 2 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 16 points of damage.
Sally has taken 12 points of damage. She is currently grappled by White #3.
Swarbrick's horse has taken 18 points of damage.

White 3 has taken 6 points of damage. It is grappling with Sally.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 20 points of damage. It is unconscious and bleeding.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Swarbrick hurries north again over the bleeding remains of the bothrian, whipping a dagger at the nearest monster that's still on its feet. But between the creature's tough hide, the presence of trees nearby that get in the way of a clear shot, and its unpredictable movements--it is, after all, in close proximity to the hooves and teeth of Kisasi's mount--the woodsman's throw flies wide of the mark.

Vandersrike also moves to the attack, crashing through a patch of undergrowth on his way west-northwest toward the same monster. His claws rip into the creature's hind parts, much as they did when he and Swarbrick double-teamed the last bothrian. But this time, the vital organs he'd expected to find aren't present. Which is decidedly odd, when you think about it, since they look very similar from the outside. The viscera simply aren't where the kobold expected them to be.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
11a - Blue 7 - Swarbrick
11b - Blue 5 - Vandersrike
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Kisasi's turn.

Armund's entangle spell will last for 1 minute, 6 rounds.
Leland's flame blade spell will last for 2 minutes, 7 rounds.

Armund has taken 14 points of damage.
Kaarys has taken 6 points of damage.
Kisasi has taken 2 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 16 points of damage.
Sally has taken 12 points of damage. She is currently grappled by White #3.
Swarbrick's horse has taken 18 points of damage.

White 2 has taken 2 points of damage. It is flanked between Kisasi and Vandersrike.
White 3 has taken 6 points of damage. It is grappling with Sally.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 20 points of damage. It is unconscious and bleeding.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Kisasi drops his lance, and replaces the weapon by drawing the bastard sword belted to his waist, which will be more wieldy now that he's exclusively facing off against bothrians that are close in against him. He immediately uses it to attack the bothrian that's caught between him and Vandersrike; further, he urges his mount to attack as well. But flashing sword, pawing hooves, and snapping teeth alike fail to meet the beast's flabby, glabrous flesh, and he finally urges his horse back a few steps.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
11a - Blue 7 - Swarbrick
11b - Blue 5 - Vandersrike
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Leland's turn.

Armund's entangle spell will last for 1 minute, 6 rounds.
Leland's flame blade spell will last for 2 minutes, 7 rounds.

Armund has taken 14 points of damage.
Kaarys has taken 6 points of damage.
Kisasi has taken 2 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 16 points of damage.
Sally has taken 12 points of damage. She is currently grappled by White #3.
Swarbrick's horse has taken 18 points of damage.

White 2 has taken 2 points of damage. It is flanked between Kisasi and Vandersrike.
White 3 has taken 6 points of damage. It is grappling with Sally.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 20 points of damage. It is unconscious and bleeding.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Leland follows Vandersrike toward the main body of the skirmish in progress, casting a spell to close up a few of the wounds he's already sustained.

Meanwhile, hearing the inevitable yelp of his best friend, Armund breaks away from his current target and steps over toward the bothrian that has wrapped up Sally. The swamp druid yells, "HOU USTA DESTRI MUT FIFE," in tones that sound absolutely outraged, and tries unsuccessfully to run the monster through with his scimitar.

In the wake of the druid's attack, the aforesaid bothrian gives an almighty heavy of its tentacle, and Sally yelps again—but this one is much shorter, as her ribs begin to give way and her lungs to empty of air. Abruptly, the canine isn't struggling anymore, and that cannot be a good thing.

Round Eight
The bothrian that Vandersrike has begun to claw isn't alone and on its own. To the contrary the kobold's arrival in the scrum does somewhat to cancel the benefits of Kisasi's decision to move away in an attempt to draw off the bothrians arrayed against him. One of the monsters turns on Vandersrike instead of following the hob. It's not as bad as it could be; neither tentacle nor bite finds its home in the kobold's scaly flesh, and Leland is right behind him as support. But it's not great.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
11a - Blue 7 - Swarbrick
11b - Blue 5 - Vandersrike
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Kaarys's turn.

Armund's entangle spell will last for 1 minute, 5 rounds.
Leland's flame blade spell will last for 2 minutes, 6 rounds.

Armund has taken 14 points of damage.
Kaarys has taken 6 points of damage.
Kisasi has taken 2 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 12 points of damage.
Sally has taken 22 points of damage. She is unconscious and bleeding.
Swarbrick's horse has taken 18 points of damage.

White 2 has taken 2 points of damage. It is flanked between Kisasi and Vandersrike.
White 3 has taken 6 points of damage.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 21 points of damage. It is unconscious and bleeding.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Kaarys is faced with a choice between staying where he is, trying to fight the bothrian without Armund opposite him to act as a flanking backstop, or breaking off to retreat and close ranks with Henrik. He chooses the latter, and begins watching the nearest bothrian out of the corner of his eyes in case it makes a move.

Meanwhile, the last bothrian that Vanderstrike attacked responds in kind, flailing and snapping ineffectually at the kobold. Another one, the one that Kaarys was keeping an eye on, makes a similarly fruitless attempt on Kisasi. But a third--the one that he and Armund were flanking, and that he expected to follow the druid--follows him instead, whipping a tentacle at him. Fortunately for Kaarys, his reflexes are outstanding, and he readily evades the blow even though it was unexpected.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
11a - Blue 7 - Swarbrick
11b - Blue 5 - Vandersrike
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Henrik's turn.

Armund's entangle spell will last for 1 minute, 5 rounds.
Leland's flame blade spell will last for 2 minutes, 6 rounds.

Armund has taken 14 points of damage.
Kaarys has taken 6 points of damage.
Kisasi has taken 2 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 12 points of damage.
Sally has taken 22 points of damage. She is unconscious and bleeding.
Swarbrick's horse has taken 18 points of damage.

White 2 has taken 2 points of damage. It is flanked between Kisasi and Vandersrike.
White 3 has taken 6 points of damage.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 21 points of damage. It is unconscious and bleeding.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Henrik looks at the approaching Bothrians and grips his axe tightly in his hand. He will have to involve himself in the general melee before long. But first, he has to do something to help Sally and Armund. He incants a prayer to summon a weapon of force to attack with Armund. Immediately, a hammer of tangible light winks into existence. But it's guided by his fallible mortal will, not the fist of one of the Stone Lords, and it misses its mark.

Swarbrick relies on the strength of his right arm instead of the gods, charging in with his longsword raised aloft to attack the bothrian that just counterattacked against Vandersrike. But, his brawn is just as fallible as Henrik's faith—he misses.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
11a - Blue 7 - Swarbrick
11b - Blue 5 - Vandersrike
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Vandersrike's turn.

Armund's entangle spell will last for 1 minute, 5 rounds.
Leland's flame blade spell will last for 2 minutes, 6 rounds.

Armund has taken 14 points of damage.
Kaarys has taken 6 points of damage.
Kisasi has taken 2 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 12 points of damage.
Sally has taken 22 points of damage. She is unconscious and bleeding.
Swarbrick's horse has taken 18 points of damage.

White 2 has taken 2 points of damage. It is flanked between Kisasi and Vandersrike.
White 3 has taken 6 points of damage.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 21 points of damage. It is unconscious and bleeding.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Vandersrike hesitates in the face of two bothrians and the lack of a flanking partner, trying to figure out a relatively low-risk way to play hammer or anvil to another member of the expedition.

For his part, Kisasi doesn't hestitate; for the first time in this battle, the hobgoblin warrior is squared off against a single opponent, and one who is bereft of the cover of tree and leaf to boot. He brings his blade down on the foe, and urges on his mount as well . . . but his sword stroke goes awry, and his horse's teeth and hooves fail to reach their mark.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
11a - Blue 7 - Swarbrick
11b - Blue 5 - Vandersrike
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Leland's turn.

Armund's entangle spell will last for 1 minute, 5 rounds.
Leland's flame blade spell will last for 2 minutes, 6 rounds.

Armund has taken 14 points of damage.
Kaarys has taken 6 points of damage.
Kisasi has taken 2 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 12 points of damage.
Sally has taken 22 points of damage. She is unconscious and bleeding.
Swarbrick's horse has taken 18 points of damage.

White 2 has taken 2 points of damage. It is flanked between Kisasi and Vandersrike.
White 3 has taken 6 points of damage.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 21 points of damage. It is unconscious and bleeding.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Hearing Sally yelp and then go silent, Leland shuffles around to flank her attacker with Armund, and lays into the bothrian with his flame blade. The glowing magical emanation pierces through the monster's skin as if it's a layer of scummy water, biting deep into the obscene tissues of the creature's thorax, and the bothrian crumples to the ground next to Sally, its tentacle stretching out to twitch and rustle stiffly against the forest floor.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
11a - Blue 7 - Swarbrick
11b - Blue 5 - Vandersrike
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Armund's turn.

Armund's entangle spell will last for 1 minute, 5 rounds.
Leland's flame blade spell will last for 2 minutes, 6 rounds.

Armund has taken 14 points of damage.
Kaarys has taken 6 points of damage.
Kisasi has taken 2 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 12 points of damage.
Sally has taken 22 points of damage. She is unconscious and bleeding.
Swarbrick's horse has taken 18 points of damage.

White 2 has taken 2 points of damage. It is flanked between Kisasi and Vandersrike.
White 3 has taken 17 points of damage. It is unconscious and bleeding.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 21 points of damage. It is unconscious and bleeding.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Armund wastes no time in rushing forward to apply healing magic to Sally, giving no thought at all the the dead or dying abomination that hurt her.

Round Nine
One of the bothrians facing Vandersrike, the one farther from Swarbrick, makes a play for the kobold. But he's small, quick, and surprisingly well-armored, and there's a tree handy to help him cover up against its attacks. By the time the monster exhausts itself, he's unmarred by tentacle or mandible.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
11a - Blue 7 - Swarbrick
11b - Blue 5 - Vandersrike
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Kaarys's turn.

Armund's entangle spell will last for 1 minute, 4 rounds.
Leland's flame blade spell will last for 2 minutes, 5 rounds.

Armund has taken 9 points of damage.
Kaarys has taken 6 points of damage.
Kisasi has taken 2 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 12 points of damage.
Sally has taken 17 points of damage. She is unconscious.
Swarbrick's horse has taken 18 points of damage.

White 2 has taken 2 points of damage. It is flanked between Kisasi and Vandersrike.
White 3 has taken 17 points of damage. It is unconscious but stable.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 22 points of damage. It is unconscious and bleeding.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Kaarys sees an opportunity to put himself into a better overall position, and takes it, stepping south to put the bothrian that just attacked Kisasi into his reach. In so doing, he catches the monster between himself and Swarbrick, and manages to put his rapier into its abdomen. Cognizant that he's still got another bothrian to think about, the elf keeps an eye on the one that recently attacked him.

One of the other bothrians, the one facing both Vandersrike and Swarbrick, tries to counterattack against Vandersrike, but it fails to catch the kobold with either its tentacle or its mandibles.

The bothrian that Kaarys just stuck with his rapier turns on him, likewise counterattacking, but it meets no more success against the elf than its sibling did against Vandersrike.

The last bothrian, the one that Kaarys is specifically watching in case it tries to get at him, emerges from the protection of the undergrowth to flank the elf with his stabbing victim. Its crude tactical choice is pretty effective; the monster smacks Kaarys solidly just above his knee in a move that's more painful than debilitating, and he has to scramble a bit to avoid getting wrapped up. He has an easier time avoiding a snap of the monster's jaws.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
11a - Blue 7 - Swarbrick
11b - Blue 5 - Vandersrike
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Henrik's turn.

Armund's entangle spell will last for 1 minute, 4 rounds.
Leland's flame blade spell will last for 2 minutes, 5 rounds.

Armund has taken 9 points of damage.
Kaarys has taken 10 points of damage. He is currently flanked between White #1 and White #4.
Kisasi has taken 2 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 12 points of damage.
Sally has taken 17 points of damage. She is unconscious.
Swarbrick's horse has taken 18 points of damage.

White 1 has taken 13 points of damage. It is flanked between Kaarys and Swarbrick.
White 2 has taken 2 points of damage.
White 3 has taken 17 points of damage. It is unconscious but stable.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 22 points of damage. It is unconscious and bleeding.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

With Sally seemingly safe, Henrik waves his arm at the force weapon and it zooms toward the creature adjacent to Swarbrick and Vandersrike. Without even waiting to see the spectral weapon miss its target, he takes a step forward to swing his axe at the head of the aberration flanked by Kaarys and Swarbrick. Unfortunately, his axe also misses the mark.

Swarbrick continues in his efforts against the bothrian that he and Kaarys are flanking, although to no better effect than Henrik achieves.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
11a - Blue 7 - Swarbrick
11b - Blue 5 - Vandersrike
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Vandersrike's turn.

Armund's entangle spell will last for 1 minute, 4 rounds.
Henrik's spiritual weapon spell will last for one round.
Leland's flame blade spell will last for 2 minutes, 5 rounds.

Armund has taken 9 points of damage.
Kaarys has taken 10 points of damage. He is currently flanked between White #1 and White #4.
Kisasi has taken 2 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 12 points of damage.
Sally has taken 17 points of damage. She is unconscious.
Swarbrick's horse has taken 18 points of damage.

White 1 has taken 13 points of damage. It is flanked between Kaarys and Swarbrick.
White 2 has taken 2 points of damage.
White 3 has taken 17 points of damage. It is unconscious but stable.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 22 points of damage. It is unconscious and bleeding.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Vandersrike lashes out with claws, fangs and tail at the bothrian nearest to him and Swarbrick. None of his attacks land, but as he goes, he steps away from the bothrian that only poses a threat to him.

OOC

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Initiative
21 - White 5
18a - Blue 6 - Kaarys
18b - Blue 6 (Large) - Serry
16 - White 2
15a - White 1
15b - White 4
12 - Blue 4 - Henrik
11a - Blue 7 - Swarbrick
11b - Blue 5 - Vandersrike
10b - Blue 7 (Large) - Swarbrick's Horse
9 - Blue 3 - Kisasi (on horse)
8a - Blue 2 - Leland
8b - Gray 2 - Raksha
8c - Yellow - Horace the Mule
6a - Blue 1 - Armund
6b - Gray 1 - Sally
7 - White 6
2 - White 3

It is currently Kisasi's turn.

Armund's entangle spell will last for 1 minute, 4 rounds.
Henrik's spiritual weapon spell will last for one round.
Leland's flame blade spell will last for 2 minutes, 5 rounds.

Armund has taken 9 points of damage.
Kaarys has taken 10 points of damage. He is currently flanked between White #1 and White #4.
Kisasi has taken 2 points of damage.
Kisasi's horse has taken 5 points of damage.
Leland has taken 12 points of damage.
Sally has taken 17 points of damage. She is unconscious.
Swarbrick's horse has taken 18 points of damage.

White 1 has taken 13 points of damage. It is flanked between Kaarys and Swarbrick.
White 2 has taken 2 points of damage.
White 3 has taken 17 points of damage. It is unconscious but stable.
White 4 has taken 7 points of damage
White 5 has taken 6 points of damage.
White 6 has taken 22 points of damage. It is unconscious and bleeding.
White 7 has taken 41 points of damage. It is dead.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Pages