Chapter 17: A Small-Town Girl (IC)

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Talanall
Talanall's picture

Chuul watches Avar go, a mixture of confusion and disbelief writ large across his already magically amplified face.

Kya is less sanguine about how the nagas may react to his decision to come in closer to get a better look at them.

"WAIT! I'll stop him!" shouts the young woman, sprinting toward the errant knight. She's very fast, and as Avar finds out a few seconds later when she makes contact with a tooth-rattling tackle, she's also very strong. Worse still, she has twisted his arm up behind him in a fashion that isn't exactly painful (yet, anyway) but certainly isn't comfortable and is going to make it hard for him to walk away from her.

The nagas watch the entire debacle unfurl with inscrutable calm—but then again, they're bizarre snake people and facial expressions may not be a solid guide to their emotional status. But calm or not, they don't leave the situation to resolve itself. The larger naga casts a spell, the effects of which are obvious: a thick fog immediately coalesces around Kya and Avar.

Oskav immediately recognizes the verbal components of the spell as a version of the solid fog spell.

OOC

Spoiler: Highlight to view

Orange squares represent 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. Running and charging are impossible.

Dark green squares represent 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.

Blue squares represent water, about knee-deep on a Medium creature, which behaves as a shallow bog. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Move Silently and Tumble checks in such a square increases by 2. Running and charging are impossible.

Squares containing a brown dot contain 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.

Squares containing a dark gray dot contain small megaliths, which behave as slender pillars. A creature standing in the same square as a slender pillar gains a +2 cover bonus to Armor Class and a +1 cover bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a slender pillar does not otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the pillar to its advantage when it can. A typical slender pillar has AC 4, hardness 8, and 250 hit points. A DC 20 Climb check is sufficient to climb a slender pillar.

Squares containing a dark gray dot that fills the entire square contain large megaliths, which behave as wide pillars. These pillars take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 8, and 900 hit points. A DC 20 Climb check is sufficient to climb a wide pillar.

Dark gray lines represent fallen megaliths, which function as low obstacles. A low obstacle 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.

Shaded areas are in shadowy illumination from the full moon. Creatures with low-light vision perceive these areas normally, and creatures with darkvision also see normally within the limits of their darkvision. Creatures without low-light vision or darkvision can see well enough to move without penalty, but suffer a 20% miss chance due to the concealment offered by the dim lighting. It's therefore possible to use the Hide skill with respect to creatures with normal vision.

The grey area represents a region affected by the solid fog spell. This spell functions like fog cloud (it obscures all sight, including darkvision, beyond 5 feet; a creature within 5 feet has concealment (attacks have a 20% miss chance), and creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target)), but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in solid fog.

However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

Initiative
22 - Chuul (Blue 3)
20 - Kya (Blue 5)
19 - Naga 2 (White 2)
18 - Naga 1 (White 1)
13a - Alannah (Blue 1)
13b - Garren (Blue 4)
12 - Oskav (Blue 6) and Baldr (Green 6)
11 - Avar (Blue 2; not visible because covered by Blue 5)

Alannah's horse - Black 1
Sir Fluffernutter - Black 3
Celeste - Black 4
Oskav's horse - Black 6

It is currently Alannah's turn. Chuul is delaying.

Oskav's enlarge person effect on Chuul has 63 rounds remaining. Chuul is sized Large, and receives a net +1 to Str-based checks, +1 to damage rolls (+2 to damage with two-handed weapons or one-handed weapons wielded with two hands), -2 to AC, -1 to Reflex saves, and -5 to Hide checks. Chuul's natural reach increases to 10 feet, and his melee weapons deal damage as if they are 1 size larger.

Garren's light spell has 59 minutes remaining.

Alannah's light spell has 69 minutes remaining.

Naga 1's solid fog spell has 90 rounds remaining.

Naga 2 has readied an action.

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

Talanall
Talanall's picture

Alannah mutters, "Foolish girl," and then calls out, "Kya, come back here! You won't disaude Sir Oaf, only get yourself killed along with him."

Meanwhile, Garren is busy gathering up his personal effects, evidently with every intention of complying with the nagas' directives about getting up and leaving.

OOC

Spoiler: Highlight to view

Orange squares represent 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. Running and charging are impossible.

Dark green squares represent 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.

Blue squares represent water, about knee-deep on a Medium creature, which behaves as a shallow bog. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Move Silently and Tumble checks in such a square increases by 2. Running and charging are impossible.

Squares containing a brown dot contain 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.

Squares containing a dark gray dot contain small megaliths, which behave as slender pillars. A creature standing in the same square as a slender pillar gains a +2 cover bonus to Armor Class and a +1 cover bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a slender pillar does not otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the pillar to its advantage when it can. A typical slender pillar has AC 4, hardness 8, and 250 hit points. A DC 20 Climb check is sufficient to climb a slender pillar.

Squares containing a dark gray dot that fills the entire square contain large megaliths, which behave as wide pillars. These pillars take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 8, and 900 hit points. A DC 20 Climb check is sufficient to climb a wide pillar.

Dark gray lines represent fallen megaliths, which function as low obstacles. A low obstacle 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.

Shaded areas are in shadowy illumination from the full moon. Creatures with low-light vision perceive these areas normally, and creatures with darkvision also see normally within the limits of their darkvision. Creatures without low-light vision or darkvision can see well enough to move without penalty, but suffer a 20% miss chance due to the concealment offered by the dim lighting. It's therefore possible to use the Hide skill with respect to creatures with normal vision.

The grey area represents a region affected by the solid fog spell. This spell functions like fog cloud (it obscures all sight, including darkvision, beyond 5 feet; a creature within 5 feet has concealment (attacks have a 20% miss chance), and creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target)), but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in solid fog.

However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

Initiative
22 - Chuul (Blue 3)
20 - Kya (Blue 5)
19 - Naga 2 (White 2)
18 - Naga 1 (White 1)
13a - Alannah (Blue 1)
13b - Garren (Blue 4)
12 - Oskav (Blue 6) and Baldr (Green 6)
11 - Avar (Blue 2; not visible because covered by Blue 5)

Alannah's horse - Black 1
Sir Fluffernutter - Black 3
Celeste - Black 4
Oskav's horse - Black 6

It is currently Oskav's turn. Chuul is delaying. Alannah is delaying.

Oskav's enlarge person effect on Chuul has 62 rounds remaining. Chuul is sized Large, and receives a net +1 to Str-based checks, +1 to damage rolls (+2 to damage with two-handed weapons or one-handed weapons wielded with two hands), -2 to AC, -1 to Reflex saves, and -5 to Hide checks. Chuul's natural reach increases to 10 feet, and his melee weapons deal damage as if they are 1 size larger.

Garren's light spell has 59 minutes remaining.

Alannah's light spell has 69 minutes remaining.

Naga 1's solid fog spell has 90 rounds remaining.

Naga 2 has readied an action.

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

Talanall
Talanall's picture

Oskav limps a little closer to the nagas (although he remains well within the light of the Bastards' campfire) and fixes his attention on the aberrations, resolved to attempt to counterspell the next magic one of them tries to deploy.

OOC

Spoiler: Highlight to view

Orange squares represent 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. Running and charging are impossible.

Dark green squares represent 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.

Blue squares represent water, about knee-deep on a Medium creature, which behaves as a shallow bog. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Move Silently and Tumble checks in such a square increases by 2. Running and charging are impossible.

Squares containing a brown dot contain 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.

Squares containing a dark gray dot contain small megaliths, which behave as slender pillars. A creature standing in the same square as a slender pillar gains a +2 cover bonus to Armor Class and a +1 cover bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a slender pillar does not otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the pillar to its advantage when it can. A typical slender pillar has AC 4, hardness 8, and 250 hit points. A DC 20 Climb check is sufficient to climb a slender pillar.

Squares containing a dark gray dot that fills the entire square contain large megaliths, which behave as wide pillars. These pillars take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 8, and 900 hit points. A DC 20 Climb check is sufficient to climb a wide pillar.

Dark gray lines represent fallen megaliths, which function as low obstacles. A low obstacle 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.

Shaded areas are in shadowy illumination from the full moon. Creatures with low-light vision perceive these areas normally, and creatures with darkvision also see normally within the limits of their darkvision. Creatures without low-light vision or darkvision can see well enough to move without penalty, but suffer a 20% miss chance due to the concealment offered by the dim lighting. It's therefore possible to use the Hide skill with respect to creatures with normal vision.

The grey area represents a region affected by the solid fog spell. This spell functions like fog cloud (it obscures all sight, including darkvision, beyond 5 feet; a creature within 5 feet has concealment (attacks have a 20% miss chance), and creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target)), but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in solid fog.

However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

Initiative
22 - Chuul (Blue 3)
20 - Kya (Blue 5)
19 - Naga 2 (White 2)
18 - Naga 1 (White 1)
13a - Alannah (Blue 1)
13b - Garren (Blue 4)
12 - Oskav (Blue 6) and Baldr (Green 6)
11 - Avar (Blue 2; not visible because covered by Blue 5)

Alannah's horse - Black 1
Sir Fluffernutter - Black 3
Celeste - Black 4
Oskav's horse - Black 6

It is currently Avar's turn. Chuul is delaying. Alannah is delaying.

Oskav has readied an action to counterspell the next spell or spell-like ability deployed by a naga, using dispel magic. His caster level check result is 29.

Oskav's enlarge person effect on Chuul has 62 rounds remaining. Chuul is sized Large, and receives a net +1 to Str-based checks, +1 to damage rolls (+2 to damage with two-handed weapons or one-handed weapons wielded with two hands), -2 to AC, -1 to Reflex saves, and -5 to Hide checks. Chuul's natural reach increases to 10 feet, and his melee weapons deal damage as if they are 1 size larger.

Garren's light spell has 59 minutes remaining.

Alannah's light spell has 69 minutes remaining.

Naga 1's solid fog spell has 90 rounds remaining.

Naga 2 has readied an action.

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

Talanall
Talanall's picture

As Avar hustles away from the group to gain a better vantage point to detect evil he senses movement behind him before he hears it. Before he can really finish spinning to face whatever is coming, the paladin is caught, and cranes his neck around to see what has him in its grip. "Kya? What are you doing?" Avar whispers hurriedly as he realizes who has him, worried, white pupiless eyes moving to take the young girl in. As quickly as she grabbed him the young woman lets him go again when he doesn't struggle against her.

Looking back towards the nagas, the paladin continues to whisper, "I don't know if they can see—" and is cut off when the fog surrounds the duo. "Oh, by blood and boundaries!"

Avar grumbles a curse a bit louder than a whisper, and says as if it's his own idea instead of a unanimous consensus, "It's time for us to go Kya. Try to stay behind me and lets move directly backwards." He takes a second to extend his supernatural sense, questing for a whiff of evil's stench . . . but finds nothing, and takes a step back in resignation, pushing hard as the surrounding fog proves unpleasantly squishy against his body.

His decision to move is so abrupt that he finds himself staring at the fog-shrouded back of the holy warrior's head.

OOC

Spoiler: Highlight to view

Orange squares represent 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. Running and charging are impossible.

Dark green squares represent 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.

Blue squares represent water, about knee-deep on a Medium creature, which behaves as a shallow bog. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Move Silently and Tumble checks in such a square increases by 2. Running and charging are impossible.

Squares containing a brown dot contain 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.

Squares containing a dark gray dot contain small megaliths, which behave as slender pillars. A creature standing in the same square as a slender pillar gains a +2 cover bonus to Armor Class and a +1 cover bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a slender pillar does not otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the pillar to its advantage when it can. A typical slender pillar has AC 4, hardness 8, and 250 hit points. A DC 20 Climb check is sufficient to climb a slender pillar.

Squares containing a dark gray dot that fills the entire square contain large megaliths, which behave as wide pillars. These pillars take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 8, and 900 hit points. A DC 20 Climb check is sufficient to climb a wide pillar.

Dark gray lines represent fallen megaliths, which function as low obstacles. A low obstacle 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.

Shaded areas are in shadowy illumination from the full moon. Creatures with low-light vision perceive these areas normally, and creatures with darkvision also see normally within the limits of their darkvision. Creatures without low-light vision or darkvision can see well enough to move without penalty, but suffer a 20% miss chance due to the concealment offered by the dim lighting. It's therefore possible to use the Hide skill with respect to creatures with normal vision.

The grey area represents a region affected by the solid fog spell. This spell functions like fog cloud (it obscures all sight, including darkvision, beyond 5 feet; a creature within 5 feet has concealment (attacks have a 20% miss chance), and creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target)), but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in solid fog.

However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

Initiative
22 - Chuul (Blue 3)
20 - Kya (Blue 5)
19 - Naga 2 (White 2)
18 - Naga 1 (White 1)
13a - Alannah (Blue 1)
13b - Garren (Blue 4)
12 - Oskav (Blue 6) and Baldr (Green 6)
11 - Avar (Blue 2; not visible because covered by Blue 5)

Alannah's horse - Black 1
Sir Fluffernutter - Black 3
Celeste - Black 4
Oskav's horse - Black 6

It is currently Chuul's turn. Alannah is delaying.

Oskav has readied an action to counterspell the next spell or spell-like ability deployed by a naga, using dispel magic. His caster level check result is 29.

Oskav's enlarge person effect on Chuul has 62 rounds remaining. Chuul is sized Large, and receives a net +1 to Str-based checks, +1 to damage rolls (+2 to damage with two-handed weapons or one-handed weapons wielded with two hands), -2 to AC, -1 to Reflex saves, and -5 to Hide checks. Chuul's natural reach increases to 10 feet, and his melee weapons deal damage as if they are 1 size larger.

Garren's light spell has 59 minutes remaining.

Alannah's light spell has 69 minutes remaining.

Naga 1's solid fog spell has 90 rounds remaining.

Naga 2 has readied an action.

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

Talanall
Talanall's picture

"Wait!" exclaims Chuul. "We will drag our idiot away and never return, if you let us!" He doesn't move, and waits for a response. Or, barring that, a lack of action on the nagas' parts.

"We're coming back, don't shoot!" Kya exclaims, close on the heels of Chuul's utterance. The martial artist struggles toward the edge of the thick bank of fog, and then breaks loose to hurry back toward the campfire.

But the sudden eruption of common sense proves not to be sufficient to get the nagas to extend anymore forbearance, as the larger of the two creatures begins to cast a spell. Oskav immediately recognizes the incantation as something meant to strike the victim blind, and unleashes a counterspell to prevent it from coming to fruition.

The smaller naga follows up on the attack by casting a spell of its own, which neither Alannah nor Oskav succeeds in identifying as it's being cast. But the general effect is immediately clear anyway; the serpentine creature suddenly turns invisible.

OOC

Spoiler: Highlight to view

Orange squares represent 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. Running and charging are impossible.

Dark green squares represent 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.

Blue squares represent water, about knee-deep on a Medium creature, which behaves as a shallow bog. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Move Silently and Tumble checks in such a square increases by 2. Running and charging are impossible.

Squares containing a brown dot contain 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.

Squares containing a dark gray dot contain small megaliths, which behave as slender pillars. A creature standing in the same square as a slender pillar gains a +2 cover bonus to Armor Class and a +1 cover bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a slender pillar does not otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the pillar to its advantage when it can. A typical slender pillar has AC 4, hardness 8, and 250 hit points. A DC 20 Climb check is sufficient to climb a slender pillar.

Squares containing a dark gray dot that fills the entire square contain large megaliths, which behave as wide pillars. These pillars take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 8, and 900 hit points. A DC 20 Climb check is sufficient to climb a wide pillar.

Dark gray lines represent fallen megaliths, which function as low obstacles. A low obstacle 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.

Shaded areas are in shadowy illumination from the full moon. Creatures with low-light vision perceive these areas normally, and creatures with darkvision also see normally within the limits of their darkvision. Creatures without low-light vision or darkvision can see well enough to move without penalty, but suffer a 20% miss chance due to the concealment offered by the dim lighting. It's therefore possible to use the Hide skill with respect to creatures with normal vision.

The grey area represents a region affected by the solid fog spell. This spell functions like fog cloud (it obscures all sight, including darkvision, beyond 5 feet; a creature within 5 feet has concealment (attacks have a 20% miss chance), and creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target)), but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in solid fog.

However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

Initiative
22 - Chuul (Blue 3)
20 - Kya (Blue 5)
19a - Oskav (Blue 6) and Baldr (Green 6)
19b - Naga 2 (White 2)
18 - Naga 1 (White 1)
13a - Alannah (Blue 1)
13b - Garren (Blue 4)
12 - enlarge person increment.
11 - Avar (Blue 2; not visible because covered by Blue 5)

Alannah's horse - Black 1
Sir Fluffernutter - Black 3
Celene - Black 4
Oskav's horse - Black 6

It is currently Alannah's turn. Chuul is delaying.

Oskav's enlarge person effect on Chuul has 62 rounds remaining. Chuul is sized Large, and receives a net +1 to Str-based checks, +1 to damage rolls (+2 to damage with two-handed weapons or one-handed weapons wielded with two hands), -2 to AC, -1 to Reflex saves, and -5 to Hide checks. Chuul's natural reach increases to 10 feet, and his melee weapons deal damage as if they are 1 size larger.

Garren's light spell has 59 minutes remaining.

Alannah's light spell has 69 minutes remaining.

Naga 1's solid fog spell has 89 rounds remaining.

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

Talanall
Talanall's picture

Alannah waits to see what happens, sensitive to the fact that despite the dire language of their warnings, so far the nagas haven't done anything that would really have caused permanent injury to anyone. It's possible that she can pile on to help Chuul convince them that Avar is feeble of wits; on the other hand, she's also grumpy and would like to get this mess over with and get back to sleep, and stabbing Avar might be the fastest way to skip ahead to the part where she's wrapped in warm blankets again.

Garren picks up his haversack and bedroll, and calls for Celene to come to him. She ignores the ranger, instead flicking an ear in a slight display of nerves.

Avar decides that it's best if he cuts short his planned adventures, now that it's clear that the nagas were serious and his allies are kind of annoyed. He backpedals, moving in his own tracks to get out of the fog and then turning to jog back toward the campfire.

OOC

Spoiler: Highlight to view

Orange squares represent 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. Running and charging are impossible.

Dark green squares represent 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.

Blue squares represent water, about knee-deep on a Medium creature, which behaves as a shallow bog. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Move Silently and Tumble checks in such a square increases by 2. Running and charging are impossible.

Squares containing a brown dot contain 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.

Squares containing a dark gray dot contain small megaliths, which behave as slender pillars. A creature standing in the same square as a slender pillar gains a +2 cover bonus to Armor Class and a +1 cover bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a slender pillar does not otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the pillar to its advantage when it can. A typical slender pillar has AC 4, hardness 8, and 250 hit points. A DC 20 Climb check is sufficient to climb a slender pillar.

Squares containing a dark gray dot that fills the entire square contain large megaliths, which behave as wide pillars. These pillars take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 8, and 900 hit points. A DC 20 Climb check is sufficient to climb a wide pillar.

Dark gray lines represent fallen megaliths, which function as low obstacles. A low obstacle 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.

Shaded areas are in shadowy illumination from the full moon. Creatures with low-light vision perceive these areas normally, and creatures with darkvision also see normally within the limits of their darkvision. Creatures without low-light vision or darkvision can see well enough to move without penalty, but suffer a 20% miss chance due to the concealment offered by the dim lighting. It's therefore possible to use the Hide skill with respect to creatures with normal vision.

The grey area represents a region affected by the solid fog spell. This spell functions like fog cloud (it obscures all sight, including darkvision, beyond 5 feet; a creature within 5 feet has concealment (attacks have a 20% miss chance), and creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target)), but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in solid fog.

However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

Initiative
22 - Chuul (Blue 3)
20 - Kya (Blue 5)
19a - Oskav (Blue 6) and Baldr (Green 6)
19b - Naga 2 (White 2)
18 - Naga 1 (White 1)
13a - Alannah (Blue 1)
13b - Garren (Blue 4)
12 - enlarge person increment.
11 - Avar (Blue 2; not visible because covered by Blue 5)

Alannah's horse - Black 1
Sir Fluffernutter - Black 3
Celene - Black 4
Oskav's horse - Black 6

It is currently Chuul's turn. Alannah is delaying.

Oskav's enlarge person effect on Chuul has 61 rounds remaining. Chuul is sized Large, and receives a net +1 to Str-based checks, +1 to damage rolls (+2 to damage with two-handed weapons or one-handed weapons wielded with two hands), -2 to AC, -1 to Reflex saves, and -5 to Hide checks. Chuul's natural reach increases to 10 feet, and his melee weapons deal damage as if they are 1 size larger.

Garren's light spell has 59 minutes remaining.

Alannah's light spell has 69 minutes remaining.

Naga 1's solid fog spell has 89 rounds remaining.

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

Talanall
Talanall's picture

Chuul waits to see if the nagas continue to back down, now that Avar isn't actively antagonizing them.

Meanwhile, Kya jogs over to the tree about fifteen feet away from Alannah, and goes up its trunk like a squirrel. The bard gets a good look at the whole process, and is pretty sure that Kya literally climbed the tree as fast as one of the little rodents.

Oskav isn't particularly interested, for his part. Instead the crippled wizard calls out for Balder to return to his shoulder, and stumps his way northwestward, trying to get himself closer to the horses and farther from the nagas. He waits for a moment while his familiar obeys (quietly, for once), and once the bird alights, casts a spell to help him see invisibility. Immediately, the invisible naga is revealed to him, farther away than when it first disappeared.

Clearly, it was using the spell to cover a tactical maneuver or retreat; as he watches, it continues eastward along a path that soon will place it closer to the megalithic circle, as well as putting the solid fog effect between it and the party.

The naga that the Bastards can still see also seems inclined to open up distance. It slithers carefully southward and a little to the east, keeping its gaze toward your group in case of some fresh outbreak of aggression or insanity.

OOC

Spoiler: Highlight to view

Orange squares represent 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. Running and charging are impossible.

Dark green squares represent 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.

Blue squares represent water, about knee-deep on a Medium creature, which behaves as a shallow bog. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Move Silently and Tumble checks in such a square increases by 2. Running and charging are impossible.

Squares containing a brown dot contain 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.

Squares containing a dark gray dot contain small megaliths, which behave as slender pillars. A creature standing in the same square as a slender pillar gains a +2 cover bonus to Armor Class and a +1 cover bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a slender pillar does not otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the pillar to its advantage when it can. A typical slender pillar has AC 4, hardness 8, and 250 hit points. A DC 20 Climb check is sufficient to climb a slender pillar.

Squares containing a dark gray dot that fills the entire square contain large megaliths, which behave as wide pillars. These pillars take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 8, and 900 hit points. A DC 20 Climb check is sufficient to climb a wide pillar.

Dark gray lines represent fallen megaliths, which function as low obstacles. A low obstacle 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.

Shaded areas are in shadowy illumination from the full moon. Creatures with low-light vision perceive these areas normally, and creatures with darkvision also see normally within the limits of their darkvision. Creatures without low-light vision or darkvision can see well enough to move without penalty, but suffer a 20% miss chance due to the concealment offered by the dim lighting. It's therefore possible to use the Hide skill with respect to creatures with normal vision.

The grey area represents a region affected by the solid fog spell. This spell functions like fog cloud (it obscures all sight, including darkvision, beyond 5 feet; a creature within 5 feet has concealment (attacks have a 20% miss chance), and creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target)), but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in solid fog.

However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

Initiative
22 - Chuul (Blue 3)
20 - Kya (Blue 5)
19a - Oskav (Blue 6) and Baldr (Green 6)
19b - Naga 2 (White 2)
18 - Naga 1 (White 1)
13a - Alannah (Blue 1)
13b - Garren (Blue 4)
12 - enlarge person increment.
11 - Avar (Blue 2; not visible because covered by Blue 5)

Alannah's horse - Black 1
Sir Fluffernutter - Black 3
Celene - Black 4
Oskav's horse - Black 6

It is currently Alannah's turn. Chuul is delaying. Oskav has readied a see invisibility

Oskav's enlarge person effect on Chuul has 61 rounds remaining. Chuul is sized Large, and receives a net +1 to Str-based checks, +1 to damage rolls (+2 to damage with two-handed weapons or one-handed weapons wielded with two hands), -2 to AC, -1 to Reflex saves, and -5 to Hide checks. Chuul's natural reach increases to 10 feet, and his melee weapons deal damage as if they are 1 size larger.

Garren's light spell has 59 minutes remaining.

Alannah's light spell has 69 minutes remaining.

Naga 1's solid fog spell has 89 rounds remaining.

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

Talanall
Talanall's picture

Alannah glares disapprovingly at Avar, to the exclusion of all other concerns.

Meanwhile, Garren signals to his horse for a second time. This time, Celene obeys the signal and walks southward toward him. He meets her halfway, and vaults onto her back. The mare isn't saddled, but she's uncommonly well-behaved. And maybe the lack of tack and saddle will help convey to the nagas that he's mounting up so that he can leave sooner, rather than as a prelude to escalated hostilities.

OOC

Spoiler: Highlight to view

Orange squares represent 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. Running and charging are impossible.

Dark green squares represent 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.

Blue squares represent water, about knee-deep on a Medium creature, which behaves as a shallow bog. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Move Silently and Tumble checks in such a square increases by 2. Running and charging are impossible.

Squares containing a brown dot contain 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.

Squares containing a dark gray dot contain small megaliths, which behave as slender pillars. A creature standing in the same square as a slender pillar gains a +2 cover bonus to Armor Class and a +1 cover bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a slender pillar does not otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the pillar to its advantage when it can. A typical slender pillar has AC 4, hardness 8, and 250 hit points. A DC 20 Climb check is sufficient to climb a slender pillar.

Squares containing a dark gray dot that fills the entire square contain large megaliths, which behave as wide pillars. These pillars take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 8, and 900 hit points. A DC 20 Climb check is sufficient to climb a wide pillar.

Dark gray lines represent fallen megaliths, which function as low obstacles. A low obstacle 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.

Shaded areas are in shadowy illumination from the full moon. Creatures with low-light vision perceive these areas normally, and creatures with darkvision also see normally within the limits of their darkvision. Creatures without low-light vision or darkvision can see well enough to move without penalty, but suffer a 20% miss chance due to the concealment offered by the dim lighting. It's therefore possible to use the Hide skill with respect to creatures with normal vision.

The grey area represents a region affected by the solid fog spell. This spell functions like fog cloud (it obscures all sight, including darkvision, beyond 5 feet; a creature within 5 feet has concealment (attacks have a 20% miss chance), and creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target)), but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in solid fog.

However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

Initiative
22 - Chuul (Blue 3)
20 - Kya (Blue 5)
19a - Oskav (Blue 6) and Baldr (Green 6)
19b - Naga 2 (White 2)
18 - Naga 1 (White 1)
13a - Alannah (Blue 1)
13b - Garren (Blue 4, Mounted on Celene)
12 - enlarge person increment.
11 - Avar (Blue 2; not visible because covered by Blue 5)

Alannah's horse - Black 1
Sir Fluffernutter - Black 3
Celene - Black 4
Oskav's horse - Black 6

It is currently Avar's turn. Chuul is delaying.

Oskav's enlarge person effect on Chuul has 60 rounds remaining. Chuul is sized Large, and receives a net +1 to Str-based checks, +1 to damage rolls (+2 to damage with two-handed weapons or one-handed weapons wielded with two hands), -2 to AC, -1 to Reflex saves, and -5 to Hide checks. Chuul's natural reach increases to 10 feet, and his melee weapons deal damage as if they are 1 size larger.

Oskav's see invisibility spell has 70 rounds remaining.

Garren's light spell has 59 minutes remaining.

Alannah's light spell has 69 minutes remaining.

Naga 1's solid fog spell has 87 rounds remaining.

Garren is riding bareback and takes a -5 penalty on Ride checks.

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

Talanall
Talanall's picture

Avar walks back towards the group, looking back intermittently towards the rocks and the fog patch. Stopping to look at the semi-assembled group, Avar offers, "Well, I do not sense they're evil. So that's good. But they certainly are intriguing." With that, Avar moves to follow Oskav.

OOC

Spoiler: Highlight to view

Orange squares represent 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. Running and charging are impossible.

Dark green squares represent 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.

Blue squares represent water, about knee-deep on a Medium creature, which behaves as a shallow bog. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Move Silently and Tumble checks in such a square increases by 2. Running and charging are impossible.

Squares containing a brown dot contain 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.

Squares containing a dark gray dot contain small megaliths, which behave as slender pillars. A creature standing in the same square as a slender pillar gains a +2 cover bonus to Armor Class and a +1 cover bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a slender pillar does not otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the pillar to its advantage when it can. A typical slender pillar has AC 4, hardness 8, and 250 hit points. A DC 20 Climb check is sufficient to climb a slender pillar.

Squares containing a dark gray dot that fills the entire square contain large megaliths, which behave as wide pillars. These pillars take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 8, and 900 hit points. A DC 20 Climb check is sufficient to climb a wide pillar.

Dark gray lines represent fallen megaliths, which function as low obstacles. A low obstacle 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.

Shaded areas are in shadowy illumination from the full moon. Creatures with low-light vision perceive these areas normally, and creatures with darkvision also see normally within the limits of their darkvision. Creatures without low-light vision or darkvision can see well enough to move without penalty, but suffer a 20% miss chance due to the concealment offered by the dim lighting. It's therefore possible to use the Hide skill with respect to creatures with normal vision.

The grey area represents a region affected by the solid fog spell. This spell functions like fog cloud (it obscures all sight, including darkvision, beyond 5 feet; a creature within 5 feet has concealment (attacks have a 20% miss chance), and creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target)), but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in solid fog.

However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

Initiative
22 - Chuul (Blue 3)
20 - Kya (Blue 5)
19a - Oskav (Blue 6) and Baldr (Green 6)
19b - Naga 2 (White 2)
18 - Naga 1 (White 1)
13a - Alannah (Blue 1)
13b - Garren (Blue 4, Mounted on Celene)
12 - enlarge person increment.
11 - Avar (Blue 2; not visible because covered by Blue 5)

Alannah's horse - Black 1
Sir Fluffernutter - Black 3
Celene - Black 4
Oskav's horse - Black 6

It is currently Chuul's turn.

Oskav's enlarge person effect on Chuul has 60 rounds remaining. Chuul is sized Large, and receives a net +1 to Str-based checks, +1 to damage rolls (+2 to damage with two-handed weapons or one-handed weapons wielded with two hands), -2 to AC, -1 to Reflex saves, and -5 to Hide checks. Chuul's natural reach increases to 10 feet, and his melee weapons deal damage as if they are 1 size larger.

Oskav's see invisibility spell has 70 rounds remaining.

Garren's light spell has 59 minutes remaining.

Alannah's light spell has 69 minutes remaining.

Naga 1's solid fog spell has 87 rounds remaining.

Garren is riding bareback and takes a -5 penalty on Ride checks.

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

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