Tenfold Shields (IC)

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Cronono
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Gorx turns back to his companions. He switches to common. "They need more wood. Let's get more wood here."

Talanall
Talanall's picture

More wood is duly acquired, and heaped onto the blaze that is already crackling in the cavern entrance. Soon, the driest chunks of firewood are burning merrily as well. A few rotten-looking logs from the shadiest, dampest parts of the woods nearby give off a sullen, reeking black smoke and resist the flames. This is an encouraging sign.

One of the fire elementals calls out, "Now we require a fan with which to move the smoke into this cave."

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

Cronono
Cronono's picture

Gorx frowns. "What sort of fan can you touch without burning?"

Talanall
Talanall's picture

"Metal or earth," replies one of the elementals, unemotionally. "It is too cold here for them to burn properly."

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

Cronono
Cronono's picture

Gorx looks to his companions. "Do any of you have a metal or earthen fan? The elementals want to move some air around or something. I don't know - I thought this would be easier."

Darker

Grimvaalk speaks up, "Oh yes! Of course, I have an earthen fan. Oh, wait," he pantomimes patting down pockets, "Damn, I must have left it with the horde."

"What kind of Gorx'd up question is that?! Who carries an earthen fan? What the hell would that even be?"

Cronono
Cronono's picture

Gorx gestures to the elementals. "I did say I don't know. This is what they wanted to do!"

Talanall
Talanall's picture

As Gorx and Grimvaalk bicker about fans, Fanax discovers that he was wrong about there being no ways in or out of the cavern other than through the front passage.

Fortunately for him, this discovery doesn't meet him in the personage of an angry dragon or other swift and painful death. The hillside is emitting a thin plume of black smoke. It takes the goblin a minute to notice it, because the fumes aren't exactly high visibility against the backdrop of vegetation and stone, but once it's clear what he's looking at, he realizes that there's only one place it could be coming from.

Meanwhile, the fire elementals watch his kinsmen argue and hurl insults at one another. They don't have faces, but undoubtedly they would look mystified if they did.

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

MinusInnocence
MinusInnocence's picture

"I don't have a giant metal fan, but I did bring a blanket," offers Oni. "I don't know if me doing that all on my own would do the trick, though."

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Cronono
Cronono's picture

Gorx turns to the elementals. "Can my bugbear friends do the fan part without messing up your plan? They aren't made of fire but they can move that cloth thing around a bunch."

Talanall
Talanall's picture

"We have no plan," replies the fire elemental, bluntly, "except that we would rather not fight this dragon if you do not compel us to do it, and you said that you also wished to fill this cave with smoke. So we obey."

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

Board Rider
Board Rider's picture

Fanax decides to walk back to the small smoke plume.

Talanall
Talanall's picture

The smoke is coming out through a hole about as big around as Fanax's waist. There isn't much, and what there is doesn't really feel particularly warm. Fanax can tell that there's a very weak current of air moving out of the hole.

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

Fixxxer
Fixxxer's picture

"Can you not just summon some air elementals to act as a bellows?" asks Zathrus. "Or are you at a quota already?"

Board Rider
Board Rider's picture

Fanax will monitor the hole for a few moments considering what, if anything, he is going to do with this turn of events.

Cronono
Cronono's picture

Gorx frowns. "That's what these guys were for." He jerks a thumb at the fire elementals.

Fixxxer
Fixxxer's picture

"Well, nobody has a fan made out of pottery," growls Zathrus. He thinks for a moment. "Alright, new plan. His." He gestures to Oni. "Except I have a pinky tent that's large enough for a couple of us to use in lieu of a fan. Are they gonna be okay with that?" he asks Gorx. "Don't need anyone getting burned because we fucked their method up."

Cronono
Cronono's picture

Gorx nods. "I think so."

Talanall
Talanall's picture

While the goblins strategize, Oni is the first to notice that the fire is behaving a little oddly, fluttering back and forth similarly to the flame of a candle when held before one's lips. In and out, almost like something is breathing.

That thought just barely has time to lift the hairs on the back of his neck (and arms, and legs) before the bugbear realizes that no, the fire isn't actually fluttering because a huge monster is huffing and puffing inside the cavern. Its in-and-out movement is not quite that regular. Oni thinks there's some kind of current in the air that is sucking the flames into the cave, but it must be weak and fitful, unable to keep up with the fire's thirst for air.

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

MinusInnocence
MinusInnocence's picture

Oni points, likely highlighting what everyone else is already aware of. "Look. There must be an outlet for the air somewhere after all."

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Fixxxer
Fixxxer's picture

Zathrus casts a smug look Grimvaalk's way.

Darker

Grimvaalk deciphers Zathrus's look, "More smoke is going up than going in."

Board Rider
Board Rider's picture

Bored, and a bit surprised that the plan may work, Fanax quickly scans for other signs of smoke.

Either way, the goblin turns to make his way back to tell the others.

Fixxxer
Fixxxer's picture

"That we can fix," says Zathrus over his shoulder as he heads to his horse to retrieve his tent.

Talanall
Talanall's picture

Shortly thereafter, Fanax returns to find Oni and Yonah flanking the mouth of the cavern, using a canvas tent as a makeshift blanket with which to fan the smoky fire burning in the mouth of the cavern. From a distance, it's clear to the goblin scout that more than half of the smoke is going straight up, rather than into the cavern. But his earlier findings on the hillside demonstrate that the interior of the cave must be getting the other half of the smoke.

Meanwhile, those of your expedition who are closer to the fire are briefly encouraged because the cave behind the fire already looks like it's filling up with smoke. But on the part of Grimvaalk, Oni, and Gorx, encouragement quickly changes to caution as they discern that it's not smoke at all, but really a bank of thick fog.

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

Talanall
Talanall's picture

Surprise Round
It's too bad that Oni doesn't speak Ignan; if he did, he might have understood when one of the fire elementals raised its head, peered toward the foggy depths of the cave, and demanded, "What's that noise?"

But he doesn't, so he's nearly as surprised as the elementals when a blast of frigid air erupts from a point somewhere behind the fire he and Yonah have been so busily stoking. So cold is the gust of wind that the flames briefly flicker and die down, and two of the elementals are likewise brought to the brink of extinguishment. The remaining two elementals immediately begin to shout in pain and anger, notably dimmed as well.

For their part, Yonah and Oni are both so cold as to feel as if they'd just come into a warm tent after spending an hour walking through a blizzard. Their faces and ears tingle painfully, and their joints ache from the cold.

In the aftermath of the attack, the fire quickly regains some of its former vigor; the brief, agonizing blast of cold doesn't seem to be enough to extinguish it. A pale, vaguely draconic shape is just visible through the fog, as Yonah hisses, "There is a dragon!"

Initiative
18 - Oni
17 - Vumrot
14 - Fanax
10 - Yonah
08 - Grimvaalk
06 - Zathrus
05a - Fire elementals (Gray 1-4)
05b - Gorx

It is currently Oni's turn.

Oni has taken 3 points of damage.
Yonah has taken 3 points of damage.

Fire elemental 1 has suffered 10 points of damage. It is unconscious and dying.
Fire elemental 2 has suffered 10 points of damage. It is unconscious and dying.
Fire elemental 3 has suffered 5 points of damage.
Fire elemental 4 has suffered 5 points of damage.

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

Talanall
Talanall's picture

Being unarmed, Oni quickly decides that getting armed would be a fine idea—and all the better for giving him an excuse to run as fast as he can away from the angry dragon.

As Oni beats feet toward the bushes, Vumrot disappears back into the fog. In the wake of the dragon's disappearance, though, you can hear the monster bellow something. Those who understand Draconic understand it easily enough, "Trespassers! Thieves and murderers! Flee for your pitiful lives!"

Initiative
18 - Oni (Blue 5)
17 - Vumrot (Red)
14 - Fanax (Blue 1)
10 - Yonah (Blue 4)
08 - Grimvaalk (Blue 3)
06 - Zathrus (Blue 6)
05a - Fire elementals (Gray 1-4)
05b - Gorx(Blue 2)

It is currently Fanax's turn.

Oni has taken 3 points of damage.
Yonah has taken 3 points of damage.

Fire elemental 1 has suffered 10 points of damage. It is unconscious and dying.
Fire elemental 2 has suffered 10 points of damage. It is unconscious and dying.
Fire elemental 3 has suffered 5 points of damage.
Fire elemental 4 has suffered 5 points of damage.

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

Talanall
Talanall's picture

Fanax stares at Oni as he runs to gather his gear. The goblin shakes his head, runs his hands over his face and then places both hands on his hips. For the moment, he just watches to see what happens next.

Initiative
18 - Oni (Blue 5)
17 - Vumrot (Red)
14 - Fanax (Blue 1)
10 - Yonah (Blue 4)
08 - Grimvaalk (Blue 3)
06 - Zathrus (Blue 6)
05a - Fire elementals (Gray 1-4)
05b - Gorx (Blue 2)

It is currently Yonah's turn.

Oni has taken 3 points of damage.
Yonah has taken 3 points of damage.

Fire elemental 1 has suffered 10 points of damage. It is unconscious and dying.
Fire elemental 2 has suffered 10 points of damage. It is unconscious and dying.
Fire elemental 3 has suffered 5 points of damage.
Fire elemental 4 has suffered 5 points of damage.

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

Talanall
Talanall's picture

Not being a fan of icy breath to the face, Yonah moves south to put some rubble between him and the mouth of the cave, drawing his wicked looking morning star and shield as he does so. "If one of you wants an unspoiled dragon tooth, you'd best get to him before I do," he avers irritably.

Initiative
18 - Oni (Blue 5)
17 - Vumrot (Red)
14 - Fanax (Blue 1)
10 - Yonah (Blue 4)
08 - Grimvaalk (Blue 3)
06 - Zathrus (Blue 6)
05a - Fire elementals (Gray 1-4)
05b - Gorx (Blue 2)

Spoiler: Highlight to view
White squares represent the valley floor. It's reasonably flat (flat enough not to affect movement or combat). Brown dots represent ordinary trees. 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, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree.

Grey stippling represents boulders and rocks of size significant enough to affect movement. They are "dense rubble." 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. As a result of the movement penalty, dense rubble counts as difficult terrain; you can't run or charge through it.

Orange squares and yellow squares are light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides 20% concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way, but the concealment enables Hide checks.

Dark grey squares represent the hillside. At all times, you may assume that the hillside represents a "steep slope," on which the downhill side is toward the nearest white square. Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter each square of steep slope; as a result, you cannot run or charge uphill. Characters running or charging downhill (moving to an adjacent square of lower elevation) must succeed on a DC 10 Balance check upon entering the first steep slope square. Mounted characters make a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2×5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Tumble checks by 2.

Dots on the hillside are also trees, with mechanical effects identical to those already described.

The darkest area of the hillside represents a cliff, roughly 40 feet high. A cliff typically requires a DC 15 Climb check to scale. This cliff is not perfectly vertical. For every 20 feet you ascend, you will automatically move 5 feet into its area. If you fail your Climb check by 4 or less, you make no progress. If you fail by 5 or more, you fall from whatever height you have already attained.

The interior of the cavern has natural stone floors. It takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Balance and Tumble checks increases by 5. Running and charging are impossible, except along paths. The walls and ceiling of the cavern are unworked stone. It takes a DC 15 Climb check to move along an unworked stone wall.

It is currently Grimvaalk's turn.

Oni has taken 3 points of damage.
Yonah has taken 3 points of damage.

Fire elemental 1 has suffered 10 points of damage. It is unconscious and dying.
Fire elemental 2 has suffered 10 points of damage. It is unconscious and dying.
Fire elemental 3 has suffered 5 points of damage.
Fire elemental 4 has suffered 5 points of damage.

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

Talanall
Talanall's picture

Grimvaalk holds still for a minute, waiting to see what happens next.

Not so Zathrus; the deeply blue-skinned goblin doesn't like being as exposed as he is, and hurries to a position up against the cliff face northeast of the cavern entrance. It's not quite so protected as the spot Yonah picked to the south, but it still puts him out of the direct line of sight of whatever might lie inside the cave.

Meanwhile, the downed fire elementals aren't faring well. Saying that they're bleeding to death isn't quite right because they don't have blood. Or even anything that really counts as an anatomy. But they're fractionally dimmer now than they were a second ago.

Having watched two of their brethren go from rude health to the verge of death, the remaining elementals don't wait around for something to finish them off. Instead, they come galloping out of the cavern like bats out of hell, aiming to put distance between themselves and the dragon's breath. The reason for their upset is virtually unmistakable even if you don't understand Ignan, but those who do can tell that they're both so terrified of the lethal cold as to be barely coherent.

Initiative
18 - Oni (Blue 5)
17 - Vumrot (Red)
16 - Grimvaalk (Blue 3)
14 - Fanax (Blue 1)
10 - Yonah (Blue 4)
06 - Zathrus (Blue 6)
05a - Fire elementals (Gray 1-4)
05b - Gorx (Blue 2)

Spoiler: Highlight to view
White squares represent the valley floor. It's reasonably flat (flat enough not to affect movement or combat). Brown dots represent ordinary trees. 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, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree.

Grey stippling represents boulders and rocks of size significant enough to affect movement. They are "dense rubble." 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. As a result of the movement penalty, dense rubble counts as difficult terrain; you can't run or charge through it.

Orange squares and yellow squares are light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides 20% concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way, but the concealment enables Hide checks.

Dark grey squares represent the hillside. At all times, you may assume that the hillside represents a "steep slope," on which the downhill side is toward the nearest white square. Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter each square of steep slope; as a result, you cannot run or charge uphill. Characters running or charging downhill (moving to an adjacent square of lower elevation) must succeed on a DC 10 Balance check upon entering the first steep slope square. Mounted characters make a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2×5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Tumble checks by 2.

Dots on the hillside are also trees, with mechanical effects identical to those already described.

The darkest area of the hillside represents a cliff, roughly 40 feet high. A cliff typically requires a DC 15 Climb check to scale. This cliff is not perfectly vertical. For every 20 feet you ascend, you will automatically move 5 feet into its area. If you fail your Climb check by 4 or less, you make no progress. If you fail by 5 or more, you fall from whatever height you have already attained.

The interior of the cavern has natural stone floors. It takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Balance and Tumble checks increases by 5. Running and charging are impossible, except along paths. The walls and ceiling of the cavern are unworked stone. It takes a DC 15 Climb check to move along an unworked stone wall.

It is currently Gorx's turn.

Oni has taken 3 points of damage.
Yonah has taken 3 points of damage.

Fire elemental 1 has suffered 11 points of damage. It is unconscious and dying.
Fire elemental 2 has suffered 11 points of damage. It is unconscious and dying.
Fire elemental 3 has suffered 5 points of damage.
Fire elemental 4 has suffered 5 points of damage.

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

Talanall
Talanall's picture

Gorx dismisses his elemental allies back to the Spirit World, withdrawing a short distance toward the east while he mulls over how he might respond to this latest development.

Initiative
18 - Oni (Blue 5)
17 - Vumrot (Red)
16 - Grimvaalk (Blue 3)
14 - Fanax (Blue 1)
10 - Yonah (Blue 4)
06 - Zathrus (Blue 6)
05a - Fire elementals (Gray 1-4)
05b - Gorx (Blue 2)

Spoiler: Highlight to view
White squares represent the valley floor. It's reasonably flat (flat enough not to affect movement or combat). Brown dots represent ordinary trees. 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, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree.

Grey stippling represents boulders and rocks of size significant enough to affect movement. They are "dense rubble." 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. As a result of the movement penalty, dense rubble counts as difficult terrain; you can't run or charge through it.

Orange squares and yellow squares are light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides 20% concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way, but the concealment enables Hide checks.

Dark grey squares represent the hillside. At all times, you may assume that the hillside represents a "steep slope," on which the downhill side is toward the nearest white square. Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter each square of steep slope; as a result, you cannot run or charge uphill. Characters running or charging downhill (moving to an adjacent square of lower elevation) must succeed on a DC 10 Balance check upon entering the first steep slope square. Mounted characters make a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2×5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Tumble checks by 2.

Dots on the hillside are also trees, with mechanical effects identical to those already described.

The darkest area of the hillside represents a cliff, roughly 40 feet high. A cliff typically requires a DC 15 Climb check to scale. This cliff is not perfectly vertical. For every 20 feet you ascend, you will automatically move 5 feet into its area. If you fail your Climb check by 4 or less, you make no progress. If you fail by 5 or more, you fall from whatever height you have already attained.

The interior of the cavern has natural stone floors. It takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Balance and Tumble checks increases by 5. Running and charging are impossible, except along paths. The walls and ceiling of the cavern are unworked stone. It takes a DC 15 Climb check to move along an unworked stone wall.

It is currently Oni's turn.

Oni has taken 3 points of damage.
Yonah has taken 3 points of damage.

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

Talanall
Talanall's picture

Round Two
Oni sets about the business of re-arming himself. While the bugbear does so, Vumrot makes no further appearance. The dragon is undoubtedly still there, somewhere in the fog-shrouded interior of the cave.

Initiative
18 - Oni (Blue 5)
17 - Vumrot (Red)
16 - Grimvaalk (Blue 3)
14 - Fanax (Blue 1)
10 - Yonah (Blue 4)
06 - Zathrus (Blue 6)
05a - Fire elementals (Gray 1-4)
05b - Gorx (Blue 2)

Spoiler: Highlight to view
White squares represent the valley floor. It's reasonably flat (flat enough not to affect movement or combat). Brown dots represent ordinary trees. 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, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree.

Grey stippling represents boulders and rocks of size significant enough to affect movement. They are "dense rubble." 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. As a result of the movement penalty, dense rubble counts as difficult terrain; you can't run or charge through it.

Orange squares and yellow squares are light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides 20% concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way, but the concealment enables Hide checks.

Dark grey squares represent the hillside. At all times, you may assume that the hillside represents a "steep slope," on which the downhill side is toward the nearest white square. Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter each square of steep slope; as a result, you cannot run or charge uphill. Characters running or charging downhill (moving to an adjacent square of lower elevation) must succeed on a DC 10 Balance check upon entering the first steep slope square. Mounted characters make a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2×5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Tumble checks by 2.

Dots on the hillside are also trees, with mechanical effects identical to those already described.

The darkest area of the hillside represents a cliff, roughly 40 feet high. A cliff typically requires a DC 15 Climb check to scale. This cliff is not perfectly vertical. For every 20 feet you ascend, you will automatically move 5 feet into its area. If you fail your Climb check by 4 or less, you make no progress. If you fail by 5 or more, you fall from whatever height you have already attained.

The interior of the cavern has natural stone floors. It takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Balance and Tumble checks increases by 5. Running and charging are impossible, except along paths. The walls and ceiling of the cavern are unworked stone. It takes a DC 15 Climb check to move along an unworked stone wall.

It is currently Grimvaalk's turn.

Oni has taken 3 points of damage.
Yonah has taken 3 points of damage.

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

Talanall
Talanall's picture

Grimvaalk urges his wolf a little to the northeast, then nocks an arrow and waits for a shot to present itself.

Initiative
18 - Oni (Blue 5)
17 - Vumrot (Red)
16 - Grimvaalk (Blue 3)
14 - Fanax (Blue 1)
10 - Yonah (Blue 4)
06 - Zathrus (Blue 6)
05a - Fire elementals (Gray 1-4)
05b - Gorx (Blue 2)

Spoiler: Highlight to view
White squares represent the valley floor. It's reasonably flat (flat enough not to affect movement or combat). Brown dots represent ordinary trees. 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, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree.

Grey stippling represents boulders and rocks of size significant enough to affect movement. They are "dense rubble." 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. As a result of the movement penalty, dense rubble counts as difficult terrain; you can't run or charge through it.

Orange squares and yellow squares are light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides 20% concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way, but the concealment enables Hide checks.

Dark grey squares represent the hillside. At all times, you may assume that the hillside represents a "steep slope," on which the downhill side is toward the nearest white square. Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter each square of steep slope; as a result, you cannot run or charge uphill. Characters running or charging downhill (moving to an adjacent square of lower elevation) must succeed on a DC 10 Balance check upon entering the first steep slope square. Mounted characters make a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2×5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Tumble checks by 2.

Dots on the hillside are also trees, with mechanical effects identical to those already described.

The darkest area of the hillside represents a cliff, roughly 40 feet high. A cliff typically requires a DC 15 Climb check to scale. This cliff is not perfectly vertical. For every 20 feet you ascend, you will automatically move 5 feet into its area. If you fail your Climb check by 4 or less, you make no progress. If you fail by 5 or more, you fall from whatever height you have already attained.

The interior of the cavern has natural stone floors. It takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Balance and Tumble checks increases by 5. Running and charging are impossible, except along paths. The walls and ceiling of the cavern are unworked stone. It takes a DC 15 Climb check to move along an unworked stone wall.

It is currently Fanax's turn.

Oni has taken 3 points of damage.
Yonah has taken 3 points of damage.

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

Talanall
Talanall's picture

Fanax decides that the thing to do is to try to worm his way in through the smoke hole. He jogs over, and gets ready for a real adventure.

Initiative
18 - Oni (Blue 5)
17 - Vumrot (Red)
16 - Grimvaalk (Blue 3)
14 - Fanax (Blue 1)
10 - Yonah (Blue 4)
06 - Zathrus (Blue 6)
05a - Fire elementals (Gray 1-4)
05b - Gorx (Blue 2)

Spoiler: Highlight to view
White squares represent the valley floor. It's reasonably flat (flat enough not to affect movement or combat). Brown dots represent ordinary trees. 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, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree.

Grey stippling represents boulders and rocks of size significant enough to affect movement. They are "dense rubble." 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. As a result of the movement penalty, dense rubble counts as difficult terrain; you can't run or charge through it.

Orange squares and yellow squares are light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides 20% concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way, but the concealment enables Hide checks.

Dark grey squares represent the hillside. At all times, you may assume that the hillside represents a "steep slope," on which the downhill side is toward the nearest white square. Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter each square of steep slope; as a result, you cannot run or charge uphill. Characters running or charging downhill (moving to an adjacent square of lower elevation) must succeed on a DC 10 Balance check upon entering the first steep slope square. Mounted characters make a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2×5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Tumble checks by 2.

Dots on the hillside are also trees, with mechanical effects identical to those already described.

The darkest area of the hillside represents a cliff, roughly 40 feet high. A cliff typically requires a DC 15 Climb check to scale. This cliff is not perfectly vertical. For every 20 feet you ascend, you will automatically move 5 feet into its area. If you fail your Climb check by 4 or less, you make no progress. If you fail by 5 or more, you fall from whatever height you have already attained.

The interior of the cavern has natural stone floors. It takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Balance and Tumble checks increases by 5. Running and charging are impossible, except along paths. The walls and ceiling of the cavern are unworked stone. It takes a DC 15 Climb check to move along an unworked stone wall.

It is currently Yonah's turn.

Oni has taken 3 points of damage.
Yonah has taken 3 points of damage.

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

Talanall
Talanall's picture

Yonah readies himself bash brains if the dragon comes within reach, but mostly he communicates to the other goblinoids, "We'll not be effective he's on the wing." Switching to the common tongue, he then taunts, "Vumrot, I'd say you'd make a fine chair, but there's scarcely enough of you for a bar stool!"

"Why do you cower inside, wyrm?" Zathrus directs loudly at the cave entrance, also in Common. "Does the smoke bother you? Are you sick? Are you injured? Are you afraid? Come out and tell us!"

Initiative
18 - Oni (Blue 5)
17 - Vumrot (Red)
16 - Grimvaalk (Blue 3)
14 - Fanax (Blue 1)
10 - Yonah (Blue 4)
06 - Zathrus (Blue 6)
05b - Gorx (Blue 2)

Spoiler: Highlight to view
White squares represent the valley floor. It's reasonably flat (flat enough not to affect movement or combat). Brown dots represent ordinary trees. 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, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree.

Grey stippling represents boulders and rocks of size significant enough to affect movement. They are "dense rubble." 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. As a result of the movement penalty, dense rubble counts as difficult terrain; you can't run or charge through it.

Orange squares and yellow squares are light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides 20% concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way, but the concealment enables Hide checks.

Dark grey squares represent the hillside. At all times, you may assume that the hillside represents a "steep slope," on which the downhill side is toward the nearest white square. Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter each square of steep slope; as a result, you cannot run or charge uphill. Characters running or charging downhill (moving to an adjacent square of lower elevation) must succeed on a DC 10 Balance check upon entering the first steep slope square. Mounted characters make a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2×5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Tumble checks by 2.

Dots on the hillside are also trees, with mechanical effects identical to those already described.

The darkest area of the hillside represents a cliff, roughly 40 feet high. A cliff typically requires a DC 15 Climb check to scale. This cliff is not perfectly vertical. For every 20 feet you ascend, you will automatically move 5 feet into its area. If you fail your Climb check by 4 or less, you make no progress. If you fail by 5 or more, you fall from whatever height you have already attained.

The interior of the cavern has natural stone floors. It takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Balance and Tumble checks increases by 5. Running and charging are impossible, except along paths. The walls and ceiling of the cavern are unworked stone. It takes a DC 15 Climb check to move along an unworked stone wall.

It is currently Gorx's turn.

Oni has taken 3 points of damage.
Yonah has taken 3 points of damage.

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

Talanall
Talanall's picture

Gorx dispenses with the taunts—Zathrus and Yonah seem to have that covered. Instead the shaman triggers a gnarled, sooty-colored wand that fills the palm of his free hand with dancing flames.

Initiative
18 - Oni (Blue 5)
17 - Vumrot (Red)
16 - Grimvaalk (Blue 3)
14 - Fanax (Blue 1)
10 - Yonah (Blue 4)
06 - Zathrus (Blue 6)
05b - Gorx (Blue 2)

Spoiler: Highlight to view
White squares represent the valley floor. It's reasonably flat (flat enough not to affect movement or combat). Brown dots represent ordinary trees. 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, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree.

Grey stippling represents boulders and rocks of size significant enough to affect movement. They are "dense rubble." 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. As a result of the movement penalty, dense rubble counts as difficult terrain; you can't run or charge through it.

Orange squares and yellow squares are light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides 20% concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way, but the concealment enables Hide checks.

Dark grey squares represent the hillside. At all times, you may assume that the hillside represents a "steep slope," on which the downhill side is toward the nearest white square. Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter each square of steep slope; as a result, you cannot run or charge uphill. Characters running or charging downhill (moving to an adjacent square of lower elevation) must succeed on a DC 10 Balance check upon entering the first steep slope square. Mounted characters make a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2×5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Tumble checks by 2.

Dots on the hillside are also trees, with mechanical effects identical to those already described.

The darkest area of the hillside represents a cliff, roughly 40 feet high. A cliff typically requires a DC 15 Climb check to scale. This cliff is not perfectly vertical. For every 20 feet you ascend, you will automatically move 5 feet into its area. If you fail your Climb check by 4 or less, you make no progress. If you fail by 5 or more, you fall from whatever height you have already attained.

The interior of the cavern has natural stone floors. It takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Balance and Tumble checks increases by 5. Running and charging are impossible, except along paths. The walls and ceiling of the cavern are unworked stone. It takes a DC 15 Climb check to move along an unworked stone wall.

It is currently Oni's turn.

Gorx's produce flame spell will last for two minutes.

Oni has taken 3 points of damage.
Yonah has taken 3 points of damage.

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

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