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

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Talanall
Talanall's picture

Kaarys takes a circuitous route over to stand next to Vandersrike, and jabs at the remaining bothrian with his rapier, missing.

Despite his failure to get steel into the monster, the elf's attack is evidently the last straw, and it decides to flee. Like the bothrian that was just hacked down during its attempt to get away, this one goes straight up the trunk of a nearby tree. Unlike its kindred, none of the adventurers standing next to it succeeds in so much as scratching it with a blade or claw as it goes. Without delay, the tentacle-monster takes to the forest canopy. It's obviously not as at home in the trees as it is on the ground, but it still manages to cover a bit of ground.

The bothrian that was already fleeing makes good on its escape, as well, clambering up a tree and then traveling westward through the canopy. Following it directly will be nigh-impossible, since the direct route would entail going through some really dense brush.

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 5 - Vandersrike
11b - 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 Henrik's turn.

Armund's entangle spell will last for 1 minute, 2 rounds.
Leland's flame blade spell will last for 2 minutes, 3 rounds.

Armund has taken 9 points of damage.
Kaarys has taken 10 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 has taken 2 points of damage.
Swarbrick's horse has taken 18 points of damage.

White 1 has taken 27 points of damage. It is unconscious and bleeding.
White 2 has taken 2 points of damage. It has climbed into the forest canopy, gaining cover and concealment from the foliage and branches.
White 3 has taken 17 points of damage. It is unconscious but stable.
White 4 has taken 7 points of damage. It has climbed into the forest canopy, gaining cover and concealment from the foliage and branches.
White 5 has taken 20 points of damage and 3 points of nonlethal damage. It is unconscious and bleeding.
White 6 has taken 24 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 seems inclined to call this the end of the fight. The dwarf begins thrashing his way through the undergrowth towards Sally, evidently intent on administering a healing spell in hopes of getting the wolf back on her feet.

The rest of your band of adventurers is somewhat more guarded, but on the whole none of you feels inclined to chase tentacle monsters through a rain-soaked forest. Conversely, the two remaining bothrians don't appear interested in continuing what was, by any reasonable standard, a fight that had swung decisively against them.

Once he's certain the threat is gone, Kaarys walks over and picks up his bow. "That," pausing to get his discarded weapon, "was decidedly unpleasant."

OOC

Armund has taken 9 points of damage.
Kaarys has taken 10 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 has taken 2 points of damage.
Swarbrick's horse has taken 18 points of damage.

Victory is yours.

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

deadDMwalking
deadDMwalking's picture

"Well, let's hope that was all of them and the survivors aren't running to mama for help."

Fixxxer
Fixxxer's picture

"Not how they work," says Armund, as he kneels near Sally, stroking her fur gently. "Too much thinking with the lizard brain. Impulse equals action. They will lick their wounds and hunt the next thing they see that moves." There is real disgust in Armund's tone.

Darker

Swarbrick nods, "Vengence and retribution are beyond animals."

Cronono
Cronono's picture

Vandersrike begins removing his clothing and places it in a pile under a tree.

"Horrible creatures. So vile."

He begins his post-combat ritual slaughter.

Darker

Swarbrick gives the kobold a wary look, "We don't have time for this. Leave them, they are likely cannibals and the bodies should sate the others lurking nearby. If we waste any more time we are all going to die horribly in the cold and coming storm. We need to go. Now."

Cronono
Cronono's picture

Vandersrike nods. "Let's get our wounded walking. I'll cut this short."

He begins carving out the mouth of one of the bothrians. His movements are much more aggressive than usual, perhaps born of the urgency imparted by Swarbrick. The little kobold's claws slice at the monster as he hums a tune he learned from the gamers in the village.

Fixxxer
Fixxxer's picture

"Does... he always do this?" asks Armund of no one in particular.

Darker

Swarbrick shrugs, "Apparently so. We should get going, we've still got a ways to go tonight if we are going to catch a glimpse of this thing."

Obsidian_Spoon
Obsidian_Spoon's picture

"While I have no plans of participating, I do find it pleasantly ironic that your lizard friend eats the monsters that hoped to eat us." Kaarys says to those of the original party, looking both slightly amused and vaguely disgusted while he retrieves Serry and reseats himself in the saddle.

Then, to everyone, "I haven't been on many forays with Swarbrick over the course of our employment, but I'd trust in his wisdom on the road. He's consistently returned alive from various jobs, and that's much more than can be said for most."

For his own part, Kaarys looks ready to continue.

deadDMwalking
deadDMwalking's picture

"That smacks of survivor bias to me. It could also be that he hasn't run into anything dangerous enough to teach him properly. It's the ones that didn't make it back that learned the hard way about foolish risks. But what can you do? We agreed to go out here and poke a hornets nest because extraplanar boggarts are intent on murdering our nobles, and we wouldn't care but she's paying us to pretend we do. So, sure, for lack of a more sensible course of action, PRESS ON!"

Talanall
Talanall's picture

With a little more discussion, you conclude to your own satisfaction that if nothing else, it'd be a good idea for you to nose around a little more for the sake of making it look like you really gave your search a good effort, make camp for the night if you find nothing, and then make another sweep of the countryside as a sort of pro forma effort before you head back to Zeno.

So that's what you do with the remainder of your afternoon. The rain is still coming down, hard enough to be a minor impediment to visibility and a major obstacle to tracking, and you find nothing of interest in the forests of Mamor Barony today. Soon, you're looking for a campsite, and the woodsmen among you recognize the telltales of a ruined farmstead nearby—ramshackle, disused stone fences surrounding meadows of overgrown grass and a few trees that have enough clear space around them and are growing in regular enough patterns to be clearly differentiated from the forests around you.

A little more debate, and you decide that the ruins of what probably was the farmhouse are your most attractive option for a campsite, since the fireplace and chimney are still erect and likely to be functional, and there are walls, but no roof, to provide some shelter if the wind kicks up. As you're setting up camp, a little more luck rears its head: the farmhouse's foundations look to have been made of stone. Under a thin layer of leaf litter and dirt, the floor is still present, and it sheds water in a way that should let you sleep with your heads out of the mud. A small root cellar proves devoid of provisions, as you might expect for a place that's obviously long since out of use.

But there's some wood down there, and some of it's even dry enough that you should be able to use it for a cookfire. It won't last long, may not even two hours, but you weren't going to keep a fire burning all night anyway. The rain is about to stop, and once the cloud cover blows away in a couple of hours, most of you will be able to see well enough by moonlight. A fire would just pose a chance of drawing attention, at that point.

A hot meal later, the sun has set, your mounts are hobbled and grazing under a tree, and the rain has finally left off. The bulk of your expedition turns in as Kisasi and Henrik set up for the first watch. It's dark enough now that the dwarf and hobgoblin will be especially apt sentries. The cloud cover overhead is starting to shred away, but the moon's not up yet, and it's hard to see anything that isn't in the cone of dim, fitful light shed by the remnants of your fire. Their aptitude for seeing in total darkness stands them in good stead.

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

Talanall
Talanall's picture

Kisasi and Henrik keep watch without incident for an hour, peering into the darkness as they patrol the shadows to the west and east of your campsite in the remnants of the farmhouse. The cloud cover is noticeably lessened as they begin their second hour on duty, and soon there are just a few shreds of cloud in the eastern sky. A gleam of silvery light on their undersides holds the promise of moonrise, but as yet it is still too dark for them to see beyond the scope of their darkvision, except where the firelight still spills across the farmyard-that-was. Soon, those embers will die, though.

The relative quiet is broken when Henrik catches ear of something moving around to the east, too far away for even dwarven eyes to pierce the murk of night. It's big, whatever it is. Unhappily, he recalls the owlbears that he fought just a few weeks ago while he was under Mbali's command.

OOC (click the image to zoom in)

The orange circle indicates the general area where Henrik hears a disturbance.

The cone-shaped emanation is firelight. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Black 1 - Armund
Blue 1 - Sally
Black 2 - Leland
Blue 2 - Raksha
Grey 2 - Horace the Mule
Black 3 - Kaarys
Grey 3 - Serry
Black 4 - Kisasi
Grey 4 - Kisasi's Horse
Black 5 - Henrik
Black 6 - Vanderstrike
Black 7 - Swarbrick
Grey 7 - Swarbrick's Horse

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

Talanall
Talanall's picture

Henrik tries to act nonchalant, doing his best to mosey, rather than stride or scurry, eastward toward the perimeter wall so he can get a better look at what might be out there in the dark. But he doesn't see anything. Whatever caused the noise must be further away than his darkness-adapted eyesight can reach.

But after a moment, he hears the sound of movement again. Footsteps in tall grass. And yes, he remembers the eastern field was mostly overgrown grass, with some brush mixed in. Without his eyesight, there's no way for him to get a clear impression of whether the noise is being made by one big creature or several smaller ones blundering around.

OOC (click the image to zoom in)

The orange circle indicates the general area where Henrik hears a disturbance.

The cone-shaped emanation is firelight. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Black 1 - Armund
Blue 1 - Sally
Black 2 - Leland
Blue 2 - Raksha
Grey 2 - Horace the Mule
Black 3 - Kaarys
Grey 3 - Serry
Black 4 - Kisasi
Grey 4 - Kisasi's Horse
Black 5 - Henrik
Black 6 - Vanderstrike
Black 7 - Swarbrick
Grey 7 - Swarbrick's Horse

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

Talanall
Talanall's picture

Henrik considers whether it is worthwhile to wake everyone up for what is likely no more than a sniffling badger or inquisitive skunk. It wouldn't be right to interrupt their sleep without good cause. On the other hand, if he died in silence, that would probably end badly for everyone else, too. Deciding that nobody could be too mad if he was too cautious he screams out, "Alarm!"

OOC (click the image to zoom in)

The orange circle indicates the general area where Henrik hears a disturbance.

The cone-shaped emanation is firelight. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21 - Leland (Black 2)
19 - Vanderstrike (Black 6)
18 - ?? (Red 2)
14 - Swarbrick (Black 7)
13 - Kaarys (Black 3)
8a - Sally (Blue 1)
8b - ?? (Red 4)
8c - Kisasi (Black 4)
7 - Raksha (Blue 2)
6 - ?? (Red 1)
5 - Livestock (Grey 2,3,4,7)
4 - Henrik (Black 5)
2a - ?? (Red 3)
2b - Armund (Black 1)
2c - ?? (Red 5)

It is currently Leland's turn.

Condition Summary
Armund is prone. He has total concealment versus opponents who lack darkvision.
Henrik has total concealment versus opponents who lack darkvision.
Kaarys is prone. He has total concealment versus opponents who lack darkvision.
Kisasi has total concealment versus opponents who lack darkvision.
Leland is prone. He has total concealment versus opponents who lack darkvision.
Raksha is prone. She has total concealment versus opponents who lack darkvision.
Sally is prone. She has total concealment versus opponents who lack darkvision.
Swarbrick is prone. He has total concealment versus opponents who lack darkvision.
Vandersrike is prone. He has total concealment versus opponents who lack darkvision.

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

Talanall
Talanall's picture

Round One
Leland stands up and readies his club and shield. "Never a dull moment," he observes, and encourages everyone else, "Up, up," followed by a few syllables that speakers of Draconic recognize as an exhortation to make haste.

Vandersrike is only a heartbeat slower than Leland, and he lacks the need to prepare a shield or weapon because he relies on tooth and fang. He rolls into a particularly black patch of shadow, and does his best to remain small and still until it's clearer what kind of threat lurks in the night.

OOC (click the image to zoom in)

The orange circle indicates the general area where Henrik hears a disturbance.

The cone-shaped emanation is firelight. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21 - Leland (Black 2)
19 - Vanderstrike (Black 6)
18 - ?? (Red 2)
14 - Swarbrick (Black 7)
13 - Kaarys (Black 3)
8a - Sally (Blue 1)
8b - ?? (Red 4)
8c - Kisasi (Black 4)
7 - Raksha (Blue 2)
6 - ?? (Red 1)
5 - Livestock (Grey 2,3,4,7)
4 - Henrik (Black 5)
2a - ?? (Red 3)
2b - Armund (Black 1)
2c - ?? (Red 5)

It is currently Swarbrick's turn.

Condition Summary
Armund is prone. He has total concealment versus opponents who lack darkvision.
Henrik has total concealment versus opponents who lack darkvision.
Kaarys is prone. He has total concealment versus opponents who lack darkvision.
Kisasi has total concealment versus opponents who lack darkvision.
Leland has total concealment versus opponents who lack darkvision.
Raksha is prone. She has total concealment versus opponents who lack darkvision.
Sally is prone. She has total concealment versus opponents who lack darkvision.
Swarbrick is prone. He has total concealment versus opponents who lack darkvision.
Vandersrike has total concealment versus opponents who lack darkvision. He is hiding (Spot DC 22).

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

Talanall
Talanall's picture

Swarbrick struggles to his feet, dragging sword and dagger from their sheaths as he stands up.

Nearby, Kaarys also stands, readying his bow despite the darkness. "You'd think the monsters'd learn by now that adventurers taste better well rested."

Next to Armund, Sally gets to her feet, ears laid back unhappily at the noise. She looks to Armund for some sign of what to do.

So far, Henrik doesn't seem to be screaming in agony as he's devoured by something in the night. So that's good, from the perspective of those of you who're getting to your feet. For his part, the dwarf at least has the reassurance that his companions are alive and beginning to respond to his alarm cry. Also good.

OOC (click the image to zoom in)

The orange circle indicates the general area where Henrik hears a disturbance.

The cone-shaped emanation is firelight. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21 - Leland (Black 2)
19 - Vanderstrike (Black 6)
18 - ?? (Red 2)
14 - Swarbrick (Black 7)
13 - Kaarys (Black 3)
8a - Sally (Blue 1)
8b - ?? (Red 4)
8c - Kisasi (Black 4)
7 - Raksha (Blue 2)
6 - ?? (Red 1)
5 - Livestock (Grey 2,3,4,7)
4 - Henrik (Black 5)
2a - ?? (Red 3)
2b - Armund (Black 1)
2c - ?? (Red 5)

It is currently Kisasi's turn.

Condition Summary
Armund is prone. He has total concealment versus opponents who lack darkvision.
Henrik has total concealment versus opponents who lack darkvision.
Kaarys has total concealment versus opponents who lack darkvision.
Kisasi has total concealment versus opponents who lack darkvision.
Leland has total concealment versus opponents who lack darkvision.
Raksha is prone. She has total concealment versus opponents who lack darkvision.
Sally has total concealment versus opponents who lack darkvision.
Swarbrick has total concealment versus opponents who lack darkvision.
Vandersrike has total concealment versus opponents who lack darkvision. He is hiding (Spot DC 22).

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

Talanall
Talanall's picture

Kisasi hurries eastward as Henrik's alarm cries break out, sword and shield already at the ready. The hobgoblin jingles as he goes, since he's wearing heavy armor and is moving at a trot—but he only jingles briefly. As soon as he steps into the light cast by your dying fire, Kisasi has a terrible flashback to the first time he was ever injured badly in battle.

From the standpoint of the rest of you who are looking on, the hobgoblin suddenly lets out a shrill, piercing scream of agony and falls twitching to the ground. The few members of your expedition who can see well in poor light are almost as stumped as to what could have happened, since there's no sound of a spell being cast. But the hobgoblin is briefly filmed with a translucent, gleaming film that evaporates almost as quickly as it appears.

Raksha, like Sally, lurches to her feat, growling as the hair on her back and neck begins to stand on end.

Meanwhile, Henrik has a sinking feeling that whatever happened to Kisasi isn't an isolated incident, as he concludes that the spider-centaur you've been hearing rumors of must be real, and here with you tonight. A gut-wrenching amalgam of an elf and some kind of insect comes trampling out of the darkness clutching a longsword as big as most two-handed blades the dwarf has seen. Distantly, he notices that the reports were wrong, and it's actually a sort of humanoid torso on top of a scorpion's. Not a spider at all.

OOC (click the image to zoom in)

The orange circle indicates the general area where Henrik hears a disturbance.

The cone-shaped emanation is firelight. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21 - Leland (Black 2)
19 - Vanderstrike (Black 6)
14 - Swarbrick (Black 7)
13 - Kaarys (Black 3)
8a - Sally (Blue 1)
8b - ?? (Red 4)
8c - ?? (Red 2)
8d - Kisasi (Black 4)
7 - Raksha (Blue 2)
6 - Scorpiontaur (Red 1)
5 - Livestock (Grey 2,3,4,7)
4 - Henrik (Black 5)
2a - ?? (Red 3)
2b - Armund (Black 1)
2c - ?? (Red 5)

It is currently Henrik's turn.

Condition Summary
Armund is prone. He has total concealment versus opponents who lack darkvision.
Henrik has total concealment versus opponents who lack darkvision.
Kaarys has taken 1 point of damage. He has total concealment versus opponents who lack darkvision.
Kisasi has taken 25 points of damage. He is at -4 hit points, unconscious and bleeding. He has concealment versus opponents who lack low-light vision.
Kisasi's horse (Gray 4) has taken 5 points of damage. It has concealment versus opponents who lack darkvision.
Leland has total concealment versus opponents who lack darkvision.
Raksha is prone. She has total concealment versus opponents who lack darkvision.
Sally has total concealment versus opponents who lack darkvision.
Swarbrick has taken 2 points of damage. He has total concealment versus opponents who lack darkvision.
Swarbrick's horse (Gray 7) has taken 4 points of damage. It has total concealment versus opponents who lack darkvision.
Vandersrike has total concealment versus opponents who lack darkvision. He is hiding (Spot DC 22).

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

Talanall
Talanall's picture

For a moment it looks like Vandersrike's influence is finally showing. Henrik takes one look at the creature, then turns and bolts in the other direction. It might look like cowardice (and would certainly make Vandersrike proud), but Henrik's motivation isn't simply to avoid fighting this thing on his own. If it isn't already too late for Kissai, it will be up to Henrik and his stubby legs to save him. Dwarves are fast and dangerous across short distances, so Henrik gets a surprising amount of distance when he attempts to leap over the patch of underbrush in his way. He doesn't make it all the way, which brings him noisily to a halt, but at least he's further from the scorpiontaur than he was.

Meanwhile, Armund wakes up, and pats around on the ground for a stone or pebble of some kind. He quickly locates one that he'd had to dig out from under his lower back when he lay down to sleep a couple of hours ago, and stands up with it in his hand.

OOC (click the image to zoom in)

The orange circle indicates the general area where Henrik hears a disturbance.

The cone-shaped emanation is firelight. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21 - Leland (Black 2)
19 - Vanderstrike (Black 6)
14 - Swarbrick (Black 7)
13 - Kaarys (Black 3)
8a - Sally (Blue 1)
8b - ?? (Red 4)
8c - ?? (Red 2)
8d - Kisasi (Black 4)
7 - Raksha (Blue 2)
6 - Scorpiontaur (Red 1)
5 - Livestock (Grey 2,3,4,7)
4 - Henrik (Black 5)
2a - ?? (Red 3)
2b - Armund (Black 1)
2c - ?? (Red 5)

It is currently Leland's turn.

Condition Summary
Armund has total concealment versus opponents who lack darkvision.
Henrik has total concealment versus opponents who lack darkvision.
Kaarys has taken 1 point of damage. He has total concealment versus opponents who lack darkvision.
Kisasi has taken 25 points of damage. He is at -4 hit points, unconscious and bleeding. He has concealment versus opponents who lack low-light vision.
Kisasi's horse (Gray 4) has taken 5 points of damage. It has concealment versus opponents who lack darkvision.
Leland has total concealment versus opponents who lack darkvision.
Raksha has total concealment versus opponents who lack darkvision.
Sally has total concealment versus opponents who lack darkvision.
Swarbrick has taken 2 points of damage. He has total concealment versus opponents who lack darkvision.
Swarbrick's horse (Gray 7) has taken 4 points of damage. It has total concealment versus opponents who lack darkvision.
Vandersrike has total concealment versus opponents who lack darkvision. He is hiding (Spot DC 22).

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

Talanall
Talanall's picture

Now that he's on his feet, Leland doesn't seem sure how to proceed. "Advice?" he queries, "Whatever that is sounds nasty."

Vandersrike is more decisive. Seeing a comrade downed, the kobold darts toward Kisasi and grabs hold of the hobgoblin's arm, evidently bent on dragging him someplace.

OOC (click the image to zoom in)

The orange circle indicates the general area where Henrik hears a disturbance.

The cone-shaped emanation is firelight. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21 - Leland (Black 2)
19 - Vanderstrike (Black 6)
14 - Swarbrick (Black 7)
13 - Kaarys (Black 3)
8a - Sally (Blue 1)
8b - ?? (Red 4)
8c - ?? (Red 2)
8d - Kisasi (Black 4)
7 - Raksha (Blue 2)
6 - Scorpiontaur (Red 1)
5 - Livestock (Grey 2,3,4,7)
4 - Henrik (Black 5)
2a - ?? (Red 3)
2b - Armund (Black 1)
2c - ?? (Red 5)

It is currently Swarbrick's turn.

Condition Summary
Armund has total concealment versus opponents who lack darkvision.
Henrik has total concealment versus opponents who lack darkvision.
Kaarys has taken 1 point of damage. He has total concealment versus opponents who lack darkvision.
Kisasi has taken 25 points of damage. He is at -4 hit points, unconscious and bleeding. He has concealment versus opponents who lack low-light vision.
Kisasi's horse (Gray 4) has taken 5 points of damage. It has concealment versus opponents who lack darkvision.
Leland has total concealment versus opponents who lack darkvision.
Raksha has total concealment versus opponents who lack darkvision.
Sally has total concealment versus opponents who lack darkvision.
Swarbrick has taken 2 points of damage. He has total concealment versus opponents who lack darkvision.
Swarbrick's horse (Gray 7) has taken 4 points of damage. It has total concealment versus opponents who lack darkvision.
Vandersrike has concealment versus opponents who lack low-light vision.

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

Talanall
Talanall's picture

Swarbrick hangs back, hoping to get a clearer sense of just what the hell is going on.

Kaarys, on the other hand, sidles frenetically through the shadows until he's nestled into the corner between the side of the fireplace and the northern wall of the ruined farm building.

Sally whines softly next to Armund.

It's not totally clear what happens next. Vandersrike is preparing to drag Kisasi to safety when he looks to the south, and discovers that there's some kind of vaguely humanoid-shaped creature not thirty feet away, right next to the big tree to his southwest. Its presence barely registers before he finds that he's been rushed by the creature and knocked flat on his back. He's not sure if the stars he's seeing are the night sky or just the natural consequence of getting clotheslined by the creature.

Kaarys, Armund, and Swarbrick all see the attack very clearly, since Vandersrike is standing in firelight. It's not quite so clear to them where his attacker came from. Like Vandersrike ,they get a confused impression that it came from somewhere near the base of the tree, but it's too dark for them to make out details.

No matter; at this point Kaarys, Swarbrick and Armund can see his attacker as clearly as they saw the kobold: it's vaguely humanoid in shape, but without a discernible anatomy beyond the suggestion of arms, legs, torso and head, and it glistens in an uncomfortable way that sometimes looks like a wad of snot, and sometimes like a fine diamond.

Doubts assail the kobold as he lies on his back: He should have followed the Holy One to seek out a nest of his own kind. He should have stayed in the shadows instead of rushing in to defend the worthless hobgoblin. Likely, he should have kept going instead of seeking employ with the human marchioness in the first place. The self-recrimination leaves him nearly paralyzed, and it will be no less than he deserves if he dies here. His epiphany of self-loathing is accompanied by an eerie noise, akin to a multitude of bass voices rising from a whisper to a shout all around him.

Kisasi lies half-conscious on the ground, wracked with seizures as he imagines wounds yet to come, or possibly long past. There isn't a mark on him . . . but he's dying slowly, all the same.

Raksha is increasingly uneasy, next to Leland.

Life isn't tons better for Henrik, for all that he's uninjured. The scorpiontaur is evidently ready to pursue him. Even before he sees it, he can hear its heavy footsteps off in the dark, then a clattering noise as it clambers over the perimeter wall, dislodging stones and grinding them against one another under its arachnoid feet. And then it emerges from the shroud of night, massive sword at the ready, and scuttles closer to him.

The horses, as well as Horace the mule, snort and stomp their feet, obviously considering whether it might not be smart of them to run away now.

OOC (click the image to zoom in)

The orange circle indicates the general area where Henrik hears a disturbance.

The cone-shaped emanation is firelight. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21 - Leland (Black 2)
19 - Vanderstrike (Black 6)
14 - Swarbrick (Black 7)
13 - Kaarys (Black 3)
8a - Sally (Blue 1)
8b - ?? (Yellow 1)
8c - ?? (Red 4)
8d - ?? (Red 2)
8e - Kisasi (Black 4)
7 - Raksha (Blue 2)
6 - Scorpiontaur (Red 1)
5 - Livestock (Grey 2,3,4,7)
4 - Henrik (Black 5)
2a - ?? (Red 3)
2b - Armund (Black 1)
2c - ?? (Red 5)

It is currently Henrik's turn.

Condition Summary
Armund has total concealment versus opponents who lack darkvision.
Henrik has total concealment versus opponents who lack darkvision.
Kaarys has taken 1 point of damage. He has total concealment versus opponents who lack darkvision.
Kisasi has taken 26 points of damage. He is at -5 hit points, unconscious and bleeding. He has concealment versus opponents who lack low-light vision.
Kisasi's horse (Gray 4) has taken 5 points of damage. It has concealment versus opponents who lack darkvision.
Leland has total concealment versus opponents who lack darkvision.
Raksha has total concealment versus opponents who lack darkvision.
Sally has total concealment versus opponents who lack darkvision.
Swarbrick has taken 2 points of damage. He has total concealment versus opponents who lack darkvision.
Swarbrick's horse (Gray 7) has taken 4 points of damage. It has total concealment versus opponents who lack darkvision.
Vandersrike has concealment versus opponents who lack low-light vision. He is prone. He has taken 12 points of damage. He has taken 3 points of Charisma damage. He is dazed for the next round.

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

Talanall
Talanall's picture

Henrik hears as much as sees the creature bearing down on him, bearing a sword that will end his existence if it connects with him. It goes without saying that Henrik is afraid, even more so than when it looked like the ghouls would overwhelm and tear him apart. But Henrik has known this moment was coming - not the specifics, but generally. He has saved a special prayer for this moment. "Oeí narho rast az felrast hreth rak ach." The prayer will allow him to remain safe even when surrounded by enemies, but like all magical wards it can be overcome by greater faith. He simply has to hope that it will be enough. With the spell successfully cast, he hurries westward on shaky legs.

Swarbrick legs it westward, headed in the general direction of the horses. But it's obvious that someone was waiting for exactly the opportunity he affords by jogging into the light shed from the fireplace. Instantly, his mind is overwhelmed by a memory (or maybe a premonition) of agonizing pain—a knife, twisting in his bowels. Knots of strain in his shoulders and a sense of painful constriction around his wrists, dragging his hands above his head.

Kaarys is right next to him, so the elf can see the thin film of gleaming slime that coats his sometime partner as Swarbrick crumples to the ground, and hear his cries of agony, even if he can't see what's hurting the woodsman. But by the time Swarbrick hits the ground and begins to thrash, the elf sees nothing amiss at all.

OOC (click the image to zoom in)

The orange circle indicates the general area where Henrik hears a disturbance.

The cone-shaped emanation is firelight. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21 - Leland (Black 2)
19 - Vanderstrike (Black 6)
13 - Kaarys (Black 3)
8a - Sally (Blue 1)
8b - ?? (Yellow 1)
8d - ?? (Red 4)
8e - Kisasi (Black 4)
7 - Raksha (Blue 2)
6 - Scorpiontaur (Red 1)
5 - Livestock (Grey 2,3,4,7)
4 - Henrik (Black 5)
3a - ?? (Red 2)
3b - Swarbrick (Black 7)
2a - ?? (Red 3)
2b - Armund (Black 1)
2c - ?? (Red 5)

It is currently Armund's turn.

Condition Summary
Armund has total concealment versus opponents who lack darkvision.
Henrik has total concealment versus opponents who lack darkvision.
Kaarys has taken 1 point of damage. He has total concealment versus opponents who lack darkvision.
Kisasi has taken 26 points of damage. He is at -5 hit points, unconscious and bleeding. He has concealment versus opponents who lack low-light vision.
Kisasi's horse (Gray 4) has taken 5 points of damage. It has concealment versus opponents who lack darkvision.
Leland has total concealment versus opponents who lack darkvision.
Raksha has total concealment versus opponents who lack darkvision.
Sally has total concealment versus opponents who lack darkvision.
Swarbrick has taken 15 points of damage. He is at -1 hit points, unconscious and bleeding. He is visible to anyone who can see.
Swarbrick's horse (Gray 7) has taken 4 points of damage. It has total concealment versus opponents who lack darkvision.
Vandersrike has concealment versus opponents who lack low-light vision. He is prone. He has taken 12 points of damage. He has taken 3 points of Charisma damage. He is dazed for the next round.

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

Talanall
Talanall's picture

Armund quickly incants the syllables of a druidic mystery, causing the stone in his hand to glow like a torch. This done, he hurriedly pitches it off into the darkness where it may do some good.

Almost immediately, it DOES do some good. He, Kaarys and Swarbrick now can see a shadowy figure standing beyond one of the stone fences to the southwest beyond Vandersrike's prone form and the glistering thing that has him under attack.

OOC (click the image to zoom in)

The cone-shaped emanation is firelight, and the circular one is a light spell. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21 - Leland (Black 2)
19 - Vanderstrike (Black 6)
13 - Kaarys (Black 3)
8a - Sally (Blue 1)
8b - ?? (Yellow 1)
8d - ?? (Red 4)
8e - Kisasi (Black 4)
7 - Raksha (Blue 2)
6 - Scorpiontaur (Red 1)
5 - Livestock (Grey 2,3,4,7)
4 - Henrik (Black 5)
3a - ?? (Red 2)
3b - Swarbrick (Black 7)
2a - ?? (Red 3)
2b - Armund (Black 1)
2c - ?? (Red 5)

It is currently Leland's turn.

Armund's light spell will last for 200 rounds or until dismissed as a standard action.

Condition Summary
Armund has total concealment versus opponents who lack darkvision.
Henrik has total concealment versus opponents who lack darkvision.
Kaarys has taken 1 point of damage. He has total concealment versus opponents who lack darkvision.
Kisasi has taken 26 points of damage. He is at -5 hit points, unconscious and bleeding. He has concealment versus opponents who lack low-light vision.
Kisasi's horse (Gray 4) has taken 5 points of damage. It has concealment versus opponents who lack darkvision.
Leland has total concealment versus opponents who lack darkvision.
Raksha has total concealment versus opponents who lack darkvision.
Sally has total concealment versus opponents who lack darkvision.
Swarbrick has taken 15 points of damage. He is at -1 hit points, unconscious and bleeding. He is visible to anyone who can see.
Swarbrick's horse (Gray 7) has taken 4 points of damage. It has total concealment versus opponents who lack darkvision.
Vandersrike has concealment versus opponents who lack low-light vision. He is prone. He has taken 12 points of damage. He has taken 3 points of Charisma damage. He is dazed for the next round.

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

Talanall
Talanall's picture

Leland sidles up next to Kaarys and says, "If you can get him closer, I will heal him." Frustrated, he hisses to his compatriots, "Can any of you see what the bloody blazes is out there?"

Meanwhile, Vandersrike is still dazed from an excruciating insight into his own ego. He lies on the ground, too apathetic to take the initiative against his foe.

OOC (click the image to zoom in)

The cone-shaped emanation is firelight, and the circular one is a light spell. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21 - Leland (Black 2)
19 - Vanderstrike (Black 6)
13 - Kaarys (Black 3)
8a - Sally (Blue 1)
8b - ?? (Yellow 1)
8d - ?? (Red 4)
8e - Kisasi (Black 4)
7 - Raksha (Blue 2)
6 - Scorpiontaur (Red 1)
5 - Livestock (Grey 2,3,4,7)
4 - Henrik (Black 5)
3a - ?? (Red 2)
3b - Swarbrick (Black 7)
2a - ?? (Red 3)
2b - Armund (Black 1)
2c - ?? (Red 5)

It is currently Kaarys's turn.

Leland has a readied action to cast cure light wounds on Swarbrick if he is brought into range.

Armund's light spell will last for 200 rounds or until dismissed as a standard action.

Condition Summary
Armund has total concealment versus opponents who lack darkvision.
Henrik has total concealment versus opponents who lack darkvision.
Kaarys has taken 1 point of damage. He has total concealment versus opponents who lack darkvision.
Kisasi has taken 26 points of damage. He is at -5 hit points, unconscious and bleeding. He has concealment versus opponents who lack low-light vision.
Kisasi's horse (Gray 4) has taken 5 points of damage. It has concealment versus opponents who lack darkvision.
Leland has total concealment versus opponents who lack darkvision.
Raksha has total concealment versus opponents who lack darkvision.
Sally has total concealment versus opponents who lack darkvision.
Swarbrick has taken 15 points of damage. He is at -1 hit points, unconscious and bleeding. He is visible to anyone who can see.
Swarbrick's horse (Gray 7) has taken 4 points of damage. It has total concealment versus opponents who lack darkvision.
Vandersrike has concealment versus opponents who lack low-light vision. He is prone. He has taken 12 points of damage. He has taken 3 points of Charisma damage. He is dazed for the next round.

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

Talanall
Talanall's picture

Kaarys has his own priorities, and helping to get Swarbrick out of the light for healing evidently isn't one of them. The elf counters, "How 'bout we just trade places," then steps to his left and takes a potshot at the shadowy figure in the murk beyond Vandersrike's struggle. But the darkness makes it hard to see with the precision he wants, and his arrow misses. Whoops.

Sally's hackles are standing on end, and her tail is bristling. But Armund hasn't given her any orders, and he's in charge. So she waits.

Meanwhile, Vandersrike is definitively getting the worst of things in his engagement against the gleaming creature. It pounces on him, slamming an arm-like protrusion against his chest like a hammer, and abruptly the lights are out. His heart stutters weakly inside its cage of fractured bone, but surely not for long.

Without waiting to make sure of him, the creature lopes toward those of you who remain huddled in the shadows of the ruined farmhouse. In the process, it moves into firelight just a few feet from Swarbrick. The added illumination makes it gleam in a sickly way that somehow manages to suggest both the luster of stone and the wet glistening of phlegm. A couple of indentations in the top of its body suggest eyes, and they give Kaarys the distinct impression that it sees him.

Off in the darkness, the shadowy figure that Kaarys was shooting at remains standing upright, motionless.

Kisasi is bleeding and twitching on the ground, but at this point it looks like the hobgoblin probably is going to outlast the kobold who rushed out to try to rescue him.

For her part, Raksha is deeply unhappy with how things are going tonight. She slinks toward Leland, whining with her belly low to the ground.

Henrik's retreat from melee engagement seems to divert the scorpiontaur's interest from him. The nightmare creature turns its attention southward, approaching the wall and proceeding to climb it with what appears to be very minimal effort beyond a few loud scrabbling noises as its insectile legs and claws find purchase against the stone. Armund and Kaarys suddenly see the creature's misshapen body atop the wall behind the druid.

OOC (click the image to zoom in)

The cone-shaped emanation is firelight, and the circular one is a light spell. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21 - Leland (Black 2)
19 - Vanderstrike (Black 6)
13 - Kaarys (Black 3)
8b - ?? (Yellow 1)
8d - ?? (Red 4)
8e - Kisasi (Black 4)
7 - Raksha (Blue 2)
6 - Scorpiontaur (Red 1)
5 - Livestock (Grey 2,3,4,7)
4 - Henrik (Black 5)
3a - ?? (Red 2)
3b - Swarbrick (Black 7)
2a - ?? (Red 3)
2b - Armund (Black 1)
2c - Sally (Blue 1)
2d - ?? (Red 5)

It is currently Henrik's turn.

Armund's light spell will last for 200 rounds or until dismissed as a standard action.

Henrik's sanctuary spell has two rounds remaining.

Condition Summary
Armund has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Henrik has total concealment versus opponents who lack darkvision.
Kaarys has taken 1 point of damage. He has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Kisasi has taken 27 points of damage. He is at -6 hit points, unconscious and bleeding. He has concealment versus opponents who lack low-light vision.
Kisasi's horse (Gray 4) has taken 5 points of damage. It has concealment versus opponents who lack darkvision.
Leland has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Raksha has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Sally has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Swarbrick has taken 15 points of damage. He is at -1 hit points, unconscious and bleeding. He is visible to anyone who can see.
Swarbrick's horse (Gray 7) has taken 4 points of damage. It has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Vandersrike has concealment versus opponents who lack low-light vision. He is prone. He has taken 17 points of damage. He has taken 3 points of Charisma damage. He is unconscious and bleeding at -9 hit points.

The scorpiontaur (Red 1) is climbing, and therefore denied its Dexterity bonus to AC. It is currently at the top of the wall, 10 feet above ground level. It has concealment versus opponents with low-light vision, and total concealment from creatures that lack both low-light vision and darkvision.

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

Talanall
Talanall's picture

Henrik continues his mad dash toward the fallen kobold, intent on saving him if it isn't too late. If it isn't too late for all of them. If things go the way he expects them to, Henrik will be running for a long, long time—if he has a chance to.

Whether it's what Henrik is expecting is anyone's guess, but matters appear to be continuing to get worse. Another shadowy figure is makes its presence known, and this one is unfortunately very close. Kaarys and Armund have no more than a moment to register its presence before a wave of faint rainbow-colored light ripples out from the newcomer for a few feet before fading away. Silvery pinpoints of light burn where its eyes should be afterward, but Kaarys, Leland, and Raksha have no real opportunity to wonder about that because the ground underfoot is suddenly as slick as if coated with butter. The elf and the wolf immediately lose their footing.

OOC (click the image to zoom in)

The cone-shaped emanation is firelight, and the circular one is a light spell. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21 - Leland (Black 2)
19 - Vanderstrike (Black 6)
13 - Kaarys (Black 3)
8b - ?? (Yellow 1)
8d - ?? (Red 4)
8e - Kisasi (Black 4)
7 - Raksha (Blue 2)
6 - Scorpiontaur (Red 1)
5 - Livestock (Grey 2,3,4,7)
4 - Henrik (Black 5)
3a - ?? (Red 2)
3b - Swarbrick (Black 7)
2a - ?? (Red 3)
2b - Armund (Black 1)
2c - Sally (Blue 1)
2d - ?? (Red 5)

It is currently Armund's turn.

Armund's light spell will last for 199 rounds or until dismissed as a standard action.

Henrik's sanctuary spell has one round remaining.

Red #3's grease effect will last for 4 rounds.

Condition Summary
Armund has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Henrik has total concealment versus opponents who lack darkvision.
Kaarys has taken 1 point of damage. He has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. He is prone.
Kisasi has taken 27 points of damage. He is at -6 hit points, unconscious and bleeding. He has concealment versus opponents who lack low-light vision.
Kisasi's horse (Gray 4) has taken 5 points of damage. It has concealment versus opponents who lack darkvision.
Leland has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Raksha has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. She is prone.
Sally has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Swarbrick has taken 15 points of damage. He is at -1 hit points, unconscious and bleeding. He is visible to anyone who can see.
Swarbrick's horse (Gray 7) has taken 4 points of damage. It has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Vandersrike has concealment versus opponents who lack low-light vision. He is prone. He has taken 17 points of damage. He has taken 3 points of Charisma damage. He is unconscious and bleeding at -9 hit points.

The scorpiontaur (Red 1) is climbing, and therefore denied its Dexterity bonus to AC. It is currently at the top of the wall, 10 feet above ground level. It has concealment versus opponents with low-light vision, and total concealment from creatures that lack both low-light vision and darkvision.
Red #3 has concealment versus opponents with normal vision, and no concealment from creatures that have low-light vision.

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

Talanall
Talanall's picture

Armund hesitates for a short moment, seeming to war with himself. Finally, seeing the scorpion-centaur so clearly seems to concrete something for him and he lets out a peculiar whistle and follows it with a command in the secret language of the druids. "Ich Sally, drah!" he exclaims. Immediately, he makes a beeline in a generally southward direction; she follows her human.

The moment Armund steps into the light, he gets the same treatment as Kisasi and Swarbrick must have taken: waves of agony break over him, the memories of injuries past and those yet to come. He tries to hold onto that thought—these are memories, they aren't real—but that's a pitiful spar in a vast, storm-tossed ocean. His nose begins to bleed, and if the swamp-druid weren't made of stern stuff indeed, he would certainly join Kisasi and Swarbrick on the ground now.

But he manages to stay conscious and (barely) ambulatory, and he lurches southward with his wolf in tow.

OOC (click the image to zoom in)

The cone-shaped emanation is firelight, and the circular one is a light spell. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21 - Leland (Black 2)
19 - Vanderstrike (Black 6)
13 - Kaarys (Black 3)
8b - ?? (Yellow 1)
8d - ?? (Red 4)
8e - Kisasi (Black 4)
7 - Raksha (Blue 2)
6 - Scorpiontaur (Red 1)
5 - Livestock (Grey 2,3,4,7)
4 - Henrik (Black 5)
3b - Swarbrick (Black 7)
2a - ?? (Red 3)
2b - ?? (Red 2)
2c - Armund (Black 1)
2d - Sally (Blue 1)
2d - ?? (Red 5)

It is currently Leland's turn.

Armund's light spell will last for 199 rounds or until dismissed as a standard action.

Henrik's sanctuary spell has one round remaining.

Red #3's grease effect will last for 4 rounds.

Condition Summary
Armund has concealment versus opponents who lack low-light vision. He has taken 17 points of damage.
Henrik has total concealment versus opponents who lack darkvision.
Kaarys has taken 1 point of damage. He has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. He is prone.
Kisasi has taken 27 points of damage. He is at -6 hit points, unconscious and bleeding. He has concealment versus opponents who lack low-light vision.
Kisasi's horse (Gray 4) has taken 5 points of damage. It has concealment versus opponents who lack darkvision.
Leland has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Raksha has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. She is prone.
Sally has concealment versus opponents who lack low-light vision.
Swarbrick has taken 15 points of damage. He is at -1 hit points, unconscious and bleeding. He is visible to anyone who can see.
Swarbrick's horse (Gray 7) has taken 4 points of damage. It has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Vandersrike has concealment versus opponents who lack low-light vision. He is prone. He has taken 17 points of damage. He has taken 3 points of Charisma damage. He is unconscious and bleeding at -9 hit points.

The scorpiontaur (Red 1) is climbing, and therefore denied its Dexterity bonus to AC. It is currently at the top of the wall, 10 feet above ground level. It has concealment versus opponents with low-light vision, and total concealment from creatures that lack both low-light vision and darkvision.
Red #2 is dazed for 1 round.
Red #3 has concealment versus opponents with normal vision, and no concealment from creatures that have low-light vision.

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

Talanall
Talanall's picture

At a certain point, it's time to run and fight again another day. Leland has reached that point. After a moment of uncertainty about his balance on the slippery patch of ground where he stands, he, too, calls for Raksha to heel and beats feet along the same route Armund took. The wolf struggles to her feet, hastily steps out of the greased patch she had fallen in, and lopes over to join her fleeing master.

Vandersrike breathes his last. Help is just feet away, but his wounds are too serious for him to endure long enough for it to reach him.

OOC (click the image to zoom in)

The cone-shaped emanation is firelight, and the circular one is a light spell. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21 - Leland (Black 2)
19 - Vanderstrike (Black 6)
13 - Kaarys (Black 3)
8b - ?? (Yellow 1)
8d - ?? (Red 4)
8e - Kisasi (Black 4)
7 - Raksha (Blue 2)
6 - Scorpiontaur (Red 1)
5 - Livestock (Grey 2,3,4,7)
4 - Henrik (Black 5)
3b - Swarbrick (Black 7)
2a - ?? (Red 3)
2b - ?? (Red 2)
2c - Armund (Black 1)
2d - Sally (Blue 1)
2d - ?? (Red 5)

It is currently Kaarys's turn.

Armund's light spell will last for 199 rounds or until dismissed as a standard action.

Henrik's sanctuary spell has one round remaining.

Red #3's grease effect will last for 4 rounds.

Condition Summary
Armund has concealment versus opponents who lack low-light vision. He has taken 17 points of damage.
Henrik has total concealment versus opponents who lack darkvision.
Kaarys has taken 1 point of damage. He has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. He is prone.
Kisasi has taken 27 points of damage. He is at -6 hit points, unconscious and bleeding. He has concealment versus opponents who lack low-light vision.
Kisasi's horse (Gray 4) has taken 5 points of damage. It has concealment versus opponents who lack darkvision.
Leland has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Raksha has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. She is prone.
Sally has concealment versus opponents who lack low-light vision.
Swarbrick has taken 15 points of damage. He is at -1 hit points, unconscious and bleeding. He is visible to anyone who can see.
Swarbrick's horse (Gray 7) has taken 4 points of damage. It has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Vandersrike is dead.

The scorpiontaur (Red 1) is climbing, and therefore denied its Dexterity bonus to AC. It is currently at the top of the wall, 10 feet above ground level. It has concealment versus opponents with low-light vision, and total concealment from creatures that lack both low-light vision and darkvision.
Red #2 is dazed for 1 round.
Red #3 has concealment versus opponents with normal vision, and no concealment from creatures that have low-light vision.

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

Talanall
Talanall's picture

Kaarys stands up, manages to keep his balance as his feet try to slide out from under him, and immediately hurries westward toward Serry. On his way, he shouts at Henrick, "Untie Serry! We ride if we want to live!"

Before Henrik can react to Kaarys's shouting, both he and the elf come under attack. The elf's assailant is obvious; the same creature that put down Vandersrike charges after Kaarys, trying to knock his feet right out from under him. It doesn't manage to land its blows against him, however.

Henrik is not as lucky. To his southwest—between him and the shadowy form that Kaarys tried and failed to shoot with his bow, in fact—an identical entity pops into existence. It wastes no time in charging at the dwarf, who takes a nasty thump on his hip but manages to keep his feet without any trouble, a testament to the advantages of a stocky build and a low center of gravity.

Things are not better for the fleeing druids. The scorpiontaur seems bent on trying to catch them up, and hurls itself off the crest of the wall in a surprisingly unspectacular leap that ends with a bone-jarring thud as it lands. The creature doesn't seem perturbed, however, and races bellowing after the duo with its massive longsword held aloft in preparation for a cavalry-style swipe of its blade. Besides having an impressive turn of speed, the monster also is impressively strong, and Armund quite literally loses his head. Gouts of steaming-hot blood splash liberally from the stump, besmirching the druids' terrified wolves.

OOC (click the image to zoom in)

The cone-shaped emanation is firelight, and the circular one is a light spell. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21a - Leland (Black 2)
21b - Raksha (Blue 2)
19 - Vanderstrike (Black 6)
13 - Kaarys (Black 3)
8b - ?? (Yellow 1)
8d - ?? (Red 4)
8e - Kisasi (Black 4)
6 - Scorpiontaur (Red 1)
5 - Livestock (Grey 2,3,4,7)
4 - Henrik (Black 5)
3b - Swarbrick (Black 7)
2a - ?? (Red 3)
2b - ?? (Red 2)
2c - Armund (Black 1)
2d - Sally (Blue 1)
2d - ?? (Red 5)

It is currently Henrik's turn.

Armund's light spell will last for 199 rounds or until dismissed as a standard action.

Red #3's grease effect will last for 4 rounds.

Condition Summary
Armund is dead.
Henrik has total concealment versus opponents who lack darkvision. He has taken 7 points of damage.
Kaarys has taken 1 point of damage. He has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. He is prone.
Kisasi has taken 28 points of damage. He is at -7 hit points, unconscious and bleeding. He has concealment versus opponents who lack low-light vision.
Kisasi's horse (Gray 4) has taken 5 points of damage. It has concealment versus opponents who lack darkvision.
Leland has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Raksha has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. She is prone.
Sally has concealment versus opponents who lack low-light vision.
Swarbrick has taken 15 points of damage. He is at -1 hit points, unconscious and bleeding. He is visible to anyone who can see.
Swarbrick's horse (Gray 7) has taken 4 points of damage. It has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Vandersrike is dead.

The scorpiontaur (Red 1) has concealment versus opponents with low-light vision, and total concealment from creatures that lack both low-light vision and darkvision. It has taken 5 points of non-lethal damage.
Red #2 is dazed for 1 round.
Red #3 has concealment versus opponents with normal vision, and no concealment from creatures that have low-light vision.
Yellow #1 is visible to anyone with vision.
Yellow #2 has total concealment versus opponents with normal vision, and concealment from opponents with low-light vision.

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

Talanall
Talanall's picture

Armund's decapitation is a clarion call. There is no standing against what is a well-coordinated ambush by a powerful and organized foe. Adventurer's don't normally have long lives, but Henrik always expected that when he fell his companions would hold the ground and at least pretend to be sorry he was gone. In some corner of his mind leaving the fallen pains him, but the rest of his mind is screaming that he'd be a fool to join them. He dodges away from his closest attacker and tries to get the bulk of a horse between them.

The shadowy figure was (presumably) responsible for the suddenly slippery ground that has already sent Kaarys for a spill once. It hurries westward behind the scorpiontaur, entering the dual light of your dying fire and Armund's light spell. As another wave of rainbow light washes away from it and its eyes again burn with pinpricks of silver light, Kaarys feels his footing grow uncertain once again. Fortunately for the elf, he keeps upright this time. The light is good enough where the shadowy figure is standing now for him (alone of all the remaining adventurers) to recognize another odd-looking humanoid that could almost be a twin to Porp, the prisoner left behind in the Marchioness's dungeons.

Sally gives a piteous howl of anger and fear as her human falls, and flees for her life, bolting south toward what used to be the gate leading in and out of this accursed farmyard. Once she's outside of the walls, the wolf turns westward and continues running.

OOC (click the image to zoom in)

The cone-shaped emanation is firelight, and the circular one is a light spell. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21a - Leland (Black 2)
21b - Raksha (Blue 2)
13 - Kaarys (Black 3)
8b - ?? (Yellow 1)
8d - ?? (Red 4)
8e - Kisasi (Black 4)
6 - Scorpiontaur (Red 1)
5 - Livestock (Grey 2,3,4,7)
4 - Henrik (Black 5)
3b - Swarbrick (Black 7)
2a - ?? (Red 3)
2b - ?? (Red 2)
2c - Sally (Blue 1)
2d - ?? (Red 5)

It is currently Leland's turn.

Armund's light spell will last for 198 rounds.

Red #3's first grease effect will last for 3 rounds.

Red #3's second grease effect will last for 4 rounds.

Condition Summary
Armund is dead.
Henrik has total concealment versus opponents who lack darkvision. He has taken 7 points of damage.
Kaarys has taken 1 point of damage. He has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. He is prone.
Kisasi has taken 28 points of damage. He is at -7 hit points, unconscious and bleeding. He has concealment versus opponents who lack low-light vision.
Kisasi's horse (Gray 4) has taken 5 points of damage. It has concealment versus opponents who lack darkvision.
Leland has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Raksha has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. She is prone.
Sally has concealment versus opponents who lack low-light vision.
Swarbrick has taken 16 points of damage. He is at -2 hit points, unconscious and bleeding. He is visible to anyone who can see.
Swarbrick's horse (Gray 7) has taken 4 points of damage. It has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Vandersrike is dead.

The scorpiontaur (Red 1) has concealment from creatures that lack low-light vision. It has taken 5 points of non-lethal damage.
Red #3 has concealment versus opponents with normal vision, and no concealment from creatures that have low-light vision.
Yellow #1 is visible to anyone with vision.
Yellow #2 has total concealment versus opponents with normal vision, and concealment from opponents with low-light vision.

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

Talanall
Talanall's picture

Leland continues fleeing, pausing only briefly so that he can hurriedly cast a spell to shed light for himself, the better to run like hell through the night. Raksha keeps up, and even pulls slightly ahead of her human as training and loyalty war against fear of the dangerous and unnatural creature that pursues them.

His light reveals the presence of yet another shadowy figure, at least to Kaarys's eyes.

Kaarys also makes an effort to flee while he still can, getting himself clipped on the shoulder as he drops his guard and hurries to Serry. The elf vaults onto the mare's back without waiting for a saddle, and calls to Henrik, "Unhobble her and climb on!"

The strange creatures that were squared off against Swarbrick and Kaarys give chase, but in doing so Kaarys's assailant is forced to run a gauntlet between a pair of warhorses that, at this juncture, are terrified, angry, and have no real way to run. One of them, Kisasi's mount, succeeds in hitting the oddity with a hoof like a soup plate, leaving a sizable dent in its strange not-really-flesh. The injury throws off that creature's aim, so that it misses Kaarys.

Henrik's assailant switches targets to go after Serry instead, suggesting that it either has some intellect or is directed by someone who does. It misses, but a third creature materializes not far from the gate that Kaarys and Henrik probably were hoping to ride through, and lopes in to attack the horse. This one does a better job, hammering Serry in the shoulder hard enough to make her squeal in pain.

Kisasi isn't quite dead yet, but he's still shaking on the ground, and it's not likely that his heart is going to stand the strain for much longer.

While the hobgoblin paladin seizes and twitches, the scorpiontaur chases after Leland. The druid is helped by a few things: for one, he has passed what remains of the derelict farmyard's front gate and managed to drift far enough to the west that the monster isn't able to charge after him the way a centaur might. For another, the creature's next swing of its massive sword is just far enough off-target that it misses the erstwhile physician and healer. The blade probably wouldn't have killed him anyway, but remaining uninjured for as long as possible is a good thing if Leland wants to make his escape.

Henrik doesn't want to be caught lagging at a time like this, and hurries to unhobble Serry, then clamber's up onto the mare's back. He's no horseman, but desperate times call for desperate measures. So, feverishly, he smacks his stubby heels into her withers and screams, "YAH! GO HORSE! GO, GO, GO!"

And she does. She gets thumped—hard—by two of the strange creatures that menace her. But she lives, and she goes. It's not easy, by any means—it's dark, she's barely under Henrik's control because she's terrified and overburdened, and creatures are trying to hurt her. But she lurches past the tree, then turns south to avoid the wall, lunges through the gate, and turns north as she spots the undergrowth thicketed around one of the ruined stone fences of the downfallen farm. In so doing, she disappears into darkness that only Henrik's eyes, of those in the party, can pierce. Of course, the creatures that just pounded her nearly to death didn't seem particularly hampered by the dark, so that may not be much help in the short run. But if there's a long run, it may mean something.

In yet another sign that may be good, the spear wielding Porp-like thing that probably was responsible for the greasy patches on the ground doesn't bother chasing anyone who's fleeing, and even better, doesn't throw any kind of strange hoodoo after them. Maybe everyone has managed to get out of range; maybe he's just lazy.

The newest foe, unmasked by Leland's light spell, shows no such reticence. Leland is now very easy to see, and evidently he's also well within range of this enemy's powers, since he is briefly slimed by the same film of ectoplasmic gunk that glossed Kisasi and Swarbrick before they keeled over and started screaming. For several exquisitely long heartbeats, the druidic physician feels as if every nerve in his body has caught fire. But he's still alive and conscious when the immediate agony passes.

Sally continues to flee in terror, disappearing westward into the night.

OOC (click the image to zoom in)

The cone-shaped emanation is firelight, and the circular one is a light spell. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21a - Leland (Black 2)
21b - Raksha (Blue 2)
13 - Kaarys (Black 3)
8b - ?? (Yellow 1)
8d - ?? (Red 4)
8e - Kisasi (Black 4)
6 - Scorpiontaur (Red 1)
5 - Livestock (Grey 2,3,4,7)
4 - Henrik (Black 5)
3b - Swarbrick (Black 7)
2a - ?? (Red 3)
2b - ?? (Red 2)
2c - Sally (Blue 1)
2d - ?? (Red 5)

It is currently Leland's turn.

Armund's light spell will last for 197 rounds.

Red #3's first grease effect will last for 2 rounds.

Red #3's second grease effect will last for 3 rounds.

Condition Summary
Armund is dead.
Henrik has total concealment versus opponents who lack darkvision. He has taken 7 points of damage.
Kaarys has taken 8 points of damage. He has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. He is prone.
Kisasi has taken 29 points of damage. He is at -8 hit points, unconscious and bleeding. He has concealment versus opponents who lack low-light vision.
Kisasi's horse (Gray 4) has taken 5 points of damage. It has concealment versus opponents who lack darkvision.
Leland has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. He has taken 14 points of damage.
Raksha has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. She is prone.
Sally has concealment versus opponents who lack low-light vision.
Serry has concealment versus opponents with low-light vision, and total concealment versus other opponents without darkvision. She has taken 19 points of damage.
Swarbrick has taken 17 points of damage. He is at -3 hit points, unconscious and bleeding. He is visible to anyone who can see.
Swarbrick's horse (Gray 7) has taken 4 points of damage. It has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Vandersrike is dead.

The scorpiontaur (Red 1) has concealment from creatures that lack low-light vision. It has taken 5 points of non-lethal damage.
Red #3 has concealment versus opponents with normal vision, and no concealment from creatures that have low-light vision.
Yellow #1 has total concealment versus opponents with normal vision, and concealment from opponents with low-light vision. It has taken 7 points of damage.
Yellow #2 has total concealment versus opponents with normal vision, and concealment from opponents with low-light vision.

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

Talanall
Talanall's picture

Now that he can see well enough to run, Leland decides it's time to do just that. But in the process, he must sacrifice an orderly withdrawal. The druid judges—more correctly than he knows— that there's not much chance of living through the experience of getting hit with the scorpiontaur's sword. So he just accepts that he'll have to drop his guard and hope for the best.

That isn't what he gets, and a moment later the monstrosity has hacked him down with its blade. Raksha makes a sound of terror and heartache . . . and flees the same way as Sally.

Kaarys doesn't have much to do from behind Henrik, so he decides that he might as well use his bow to do a little shooting. The elf twists round, manages to draw despite the somewhat awkward situation, and shoots almost due south at the enemy he judges is most likely to have been the source of the odd crystalline creatures that have been appearing. When his arrow finds its mark, the shadowy humanoid figure staggers a bit. Kaarys thinks it's more surprise than pain, though.

Whatever injury the arrow caused, it must not have been enough to stop your adversary from bringing on another of the creatures that do its bidding. One of them, the first to appear, winks out of existence even as a new one pops into being between Henrik and Kaarys and Kaarys's target. The newcomer, as well as both of the remaining summoned creatures, piles in to try to bring down Serry before she can carry you away from this mess.

OOC (click the image to zoom in)

The cone-shaped emanation is firelight, and the circular one is a light spell. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21a - Leland (Black 2)
21b - Raksha (Blue 2)
13 - Kaarys (Black 3)
8b - ?? (Yellows)
8d - ?? (Red 4)
8e - Kisasi (Black 4)
6 - Scorpiontaur (Red 1)
5 - Livestock (Grey 2,3,4,7)
4 - Henrik (Black 5)
3b - Swarbrick (Black 7)
2a - ?? (Red 3)
2b - ?? (Red 2)
2c - Sally (Blue 1)
2d - ?? (Red 5)

It is currently the Yellows' turn.

Armund's light spell will last for 197 rounds.

Red #3's first grease effect will last for 2 rounds.

Red #3's second grease effect will last for 3 rounds.

Condition Summary
Armund is dead.
Henrik has total concealment versus opponents who lack darkvision. He has taken 7 points of damage.
Kaarys has taken 8 points of damage. He has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. He is prone.
Kisasi has taken 29 points of damage. He is at -8 hit points, unconscious and bleeding. He has concealment versus opponents who lack low-light vision.
Kisasi's horse (Gray 4) has taken 5 points of damage. It has concealment versus opponents who lack darkvision.
Leland has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. He has taken 30 points of damage. He is at -2 hit points, unconscious and bleeding. He is visible to anyone who can see.
Raksha has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. She is prone.
Sally has concealment versus opponents who lack low-light vision.
Serry has concealment versus opponents with low-light vision, and total concealment versus other opponents without darkvision. She has taken 25 points of damage. She is at -2 hit points, unconscious and bleeding.
Swarbrick has taken 17 points of damage. He is at -3 hit points, unconscious and bleeding. He is visible to anyone who can see.
Swarbrick's horse (Gray 7) has taken 4 points of damage. It has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Vandersrike is dead.

The scorpiontaur (Red 1) has concealment from creatures that lack low-light vision. It has taken 5 points of non-lethal damage.
Red #3 has concealment versus opponents with normal vision, and no concealment from creatures that have low-light vision.
Red #4 has has total concealment versus opponents with normal vision, and concealment from opponents with low-light vision. It has taken 2 points of damage.
Yellow #2 has total concealment versus opponents without darkvision.

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

Talanall
Talanall's picture

The newly summoned entity immediately charges in to hammer at Serry. With a squeal of agony, the mare falls under the onslaught. Neither Henrik nor Kaarys lands well, although they both manage to land on their feet and not to be trapped under the mortally wounded horse's bulk. With a tooth-rattling impact, the horsemen become footmen.

The remaining two entities hurry westward and crowd in. One tries to beat on Henrik, but the dwarf easily avoids the blow, even shaken and hurting like he is. To the south, one of the shadowy figures hurries north, moving uncertainly as if it's having some trouble seeing. Henrik's darkvision has no trouble picking out its resemblance to Porp now that it's so close. He THINKS it's a woman.

The scorpion-elf hybrid doesn't waste any time gloating over Leland's bleeding remains, preferring to make its way northwest toward the beleaguered elf and dwarf.

OOC (click the image to zoom in)

The cone-shaped emanation is firelight, and the circular one is a light spell. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21a - Leland (Black 2)
21b - Raksha (Blue 2)
13 - Kaarys (Black 3)
8b - ?? (Yellows)
8d - ?? (Red 4)
8e - Kisasi (Black 4)
6 - Scorpiontaur (Red 1)
5 - Livestock (Grey 2,4,7)
4 - Henrik (Black 5)
3b - Swarbrick (Black 7)
2a - ?? (Red 3)
2b - ?? (Red 2)
2c - Sally (Blue 1)
2d - ?? (Red 5)

It is currently Henrik's turn.

Armund's light spell will last for 197 rounds.

Red #3's first grease effect will last for 2 rounds.

Red #3's second grease effect will last for 3 rounds.

Condition Summary
Armund is dead.
Henrik has total concealment versus opponents who lack darkvision. He has taken 11 points of damage.
Kaarys has taken 12 points of damage. He has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Kisasi has taken 30 points of damage. He is at -9 hit points, unconscious and bleeding. He has concealment versus opponents who lack low-light vision.
Kisasi's horse (Gray 4) has taken 5 points of damage. It has concealment versus opponents who lack darkvision.
Leland has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. He has taken 30 points of damage. He is at -2 hit points, unconscious and bleeding. He is visible to anyone who can see.
Raksha has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. She is prone.
Sally has concealment versus opponents who lack low-light vision.
Serry has concealment versus opponents with low-light vision, and total concealment versus other opponents without darkvision. She has taken 25 points of damage. She is at -2 hit points, unconscious and bleeding.
Swarbrick has taken 17 points of damage. He is at -3 hit points, unconscious and bleeding. He is visible to anyone who can see.
Swarbrick's horse (Gray 7) has taken 4 points of damage. It has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Vandersrike is dead.

The scorpiontaur (Red 1) has concealment from creatures that lack low-light vision. It has taken 5 points of non-lethal damage.
Red #3 has concealment versus opponents with normal vision, and no concealment from creatures that have low-light vision.
Red #4 has has total concealment versus opponents with normal vision, and concealment from opponents with low-light vision. It has taken 2 points of damage.
Yellow #2 has total concealment versus opponents without darkvision.

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

Talanall
Talanall's picture

At this point, it is every man (or dwarf) for himself. Henrik stumbles off the dying horse into a staggering run toward the nearest concealment. He doesn't spare a look back for Kaarys but suggests, "Split up! It might be our only chance!"

Swarbrick continues bleeding into the dirt. While the foppish wilderness guide is busy dying, the remaining Porp-type attackers close in. The one standing in the light of your dying fire looks upward at the boughs of the tree, frowning in concentration.

Leland, likewise, continues bleeding his life away, even as Kaarys takes Henrik's suggestion and almost literally runs with it. The elf isn't engaged in melee yet, so he can move relatively freely. He heads north, stumbling a bit in the dark as he skirts the undergrowth that Henrik has decided to shelter in.

Alas, he's not fast enough to outrun the pursuit. Henrik, at bay in the undergrowth and bracken, manages to defend himself. For the moment, he's free of further injury despite being hounded by two of the entities. But Kaarys is hammered to earth by a final, thunderous blow of his pursuer's limbs.

As Kisasi breathes his last, Henrik, the lone survivor of your expedition, sees his doom scuttle out of the darkness. The scorpiontaur has caught up, and is about to pick its way toward him over Serry's dying body.

OOC (click the image to zoom in)

The cone-shaped emanation is firelight, and the circular one is a light spell. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21a - Leland (Black 2)
21b - Raksha (Blue 2)
13 - Kaarys (Black 3)
8b - ?? (Yellows)
8d - ?? (Red 4)
8e - Kisasi (Black 4)
6 - Scorpiontaur (Red 1)
5 - Livestock (Grey 2,4,7)
4 - Henrik (Black 5)
3b - Swarbrick (Black 7)
2a - ?? (Red 3)
2b - ?? (Red 2)
2c - Sally (Blue 1)
2d - ?? (Red 5)

It is currently Henrik's turn.

Armund's light spell will last for 196 rounds.

Red #3's second grease effect will last for 1 round.

Condition Summary
Armund is dead.
Henrik has total concealment versus opponents who lack darkvision. He has taken 11 points of damage.
Kaarys has taken 22 points of damage. He is a -2 hit points. He has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Kisasi has taken 31 points of damage. He is dead.
Kisasi's horse (Gray 4) has taken 5 points of damage. It has concealment versus opponents who lack darkvision.
Leland has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. He has taken 31 points of damage. He is at -3 hit points, unconscious and bleeding. He is visible to anyone who can see.
Raksha has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. She is prone.
Sally has concealment versus opponents who lack low-light vision.
Serry has concealment versus opponents with low-light vision, and total concealment versus other opponents without darkvision. She has taken 25 points of damage. She is at -2 hit points, unconscious and bleeding.
Swarbrick has taken 18 points of damage. He is at -4 hit points, unconscious and bleeding. He is visible to anyone who can see.
Swarbrick's horse (Gray 7) has taken 4 points of damage. It has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Vandersrike is dead.

The scorpiontaur (Red 1) has concealment from creatures that lack low-light vision. It has taken 5 points of non-lethal damage.
Red #3 has concealment versus opponents with normal vision, and no concealment from creatures that have low-light vision.
Red #4 has has total concealment versus opponents with normal vision, and concealment from opponents with low-light vision. It has taken 2 points of damage.
Yellow #2 has total concealment versus opponents without darkvision.

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

Talanall
Talanall's picture

Death stalks Henrik from every direction, but that doesn't bother him too much. Everyone ever born is doomed to die. Beginning with a baby's first cry, every day is a struggle against the inevitability of death. Giving up would be easy - dropping to his knees, closing his eyes, and hoping it was painless. But he can't do it. Instead he incants a prayer protecting himself from evil creatures, especially those called from the other planes of existence. Then he moves deeper into the brush, dodging a parting swipe from the nearby entity that still menaces him.

As Swarbrick continues to bleed out, the enemy standing over Kisasi's and Vandersrike's corpses continues to stare up into the nearby tree, even as one of his comrades creeps northward through the darkness. Leland and Kaarys carry on bleeding, likewise.

The summoned entities close in on Henrik despite his withdrawal deeper into the brush. One of them fetches a solid blow against him, rattling his teeth and hurting his shoulder despite his being able to catch the brunt of the attack on his shield. The scorpiontaur wades in after him as well, but its sword swings far wide of its mark. The dwarf lives on, at least for now.

OOC (click the image to zoom in)

The cone-shaped emanation is firelight, and the circular one is a light spell. Red designates areas where normal vision is possible. Pale blue is normal for characters who have low-light vision, and shadowy for others. Dark blue is shadowy for those with low-light vision, and dark for all others.

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.

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.

Light gray areas are low walls. 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.

Dark grey splotching represents dense rubble. The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

Dark grey lines are masonry walls, 10 feet in height. They have hardness 8, 90 hit points, a break DC of 35, and a Climb DC of 20. In the corner between the two walls, the Climb DC falls to 15. Travel along the top of these walls is possible with a successful Balance check against DC 15.

Initiative
21a - Leland (Black 2)
21b - Raksha (Blue 2)
13 - Kaarys (Black 3)
8b - ?? (Yellows)
8d - ?? (Red 4)
8e - Kisasi (Black 4)
6 - Scorpiontaur (Red 1)
5 - Livestock (Grey 2,4,7)
4 - Henrik (Black 5)
3b - Swarbrick (Black 7)
2a - ?? (Red 3)
2b - ?? (Red 2)
2c - Sally (Blue 1)
2d - ?? (Red 5)

It is currently Henrik's turn.

Armund's light spell will last for 195 rounds.

Condition Summary
Armund is dead.
Henrik has total concealment versus opponents who lack darkvision. He has 20% concealment from undergrowth. He has taken 17 points of damage.
Kaarys has taken 23 points of damage. He is a -3 hit points. He has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Kisasi has taken 31 points of damage. He is dead.
Kisasi's horse (Gray 4) has taken 5 points of damage. It has concealment versus opponents who lack darkvision.
Leland has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. He has taken 32 points of damage. He is at -4 hit points, unconscious and bleeding. He is visible to anyone who can see.
Raksha has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision. She is prone.
Sally has concealment versus opponents who lack low-light vision.
Serry has concealment versus opponents with low-light vision, and total concealment versus other opponents without darkvision. She has taken 25 points of damage. She is at -2 hit points, unconscious and bleeding.
Swarbrick has taken 19 points of damage. He is at -5 hit points, unconscious and bleeding. He is visible to anyone who can see.
Swarbrick's horse (Gray 7) has taken 4 points of damage. It has total concealment versus opponents who lack darkvision or low-light vision, and concealment from opponents with low-light vision.
Vandersrike is dead.

The scorpiontaur (Red 1) has concealment from creatures that lack low-light vision. It has taken 5 points of non-lethal damage.
Red #3 has concealment versus opponents with normal vision, and no concealment from creatures that have low-light vision.
Red #4 has has total concealment versus opponents with normal vision, and concealment from opponents with low-light vision. It has taken 2 points of damage.
Yellow #2 has total concealment versus opponents without darkvision.

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

Talanall
Talanall's picture

Henrik withdraws even further into the bushes, so deep that he nearly comes out the other side, resolved that he will not make his death come easily for these monsters.

Even so, he's alone—every possible ally is bleeding or already dead, and he can see the remainder of his adversaries converging on the sounds of his and his pursuers' crashing passage through the undergrowth.

One of the summoned entities winks out of existence, but that still leaves the fourth to appear; it flounders after him and he dodges a sweep of its stubby arm. The scorpiontaur's sword moves to quickly for him, though, and finally the stalwart dwarf crumples to the ground, blood gushing from a deep wound that runs through his right collarbone and into the lung beneath. Death is mercifully quick.

FIN.

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

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