Chapter 17: A Small-Town Girl (IC)

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MinusInnocence
MinusInnocence's picture

Oskav nods and urges his mount to press on toward the stone circle, indifferent about anyone else coming with them.

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

Darker

Alannah keeps pace with Oskav, "Do you know anything about them? I've heard tons of stories, but nothing that seems like it could be close to the truth."

MinusInnocence
MinusInnocence's picture

"They're old - so old that the technology used to cut and transport them here is lost to us. You might expect to see rock like this near Merethrone, nowhere near here. I don't know who or what made them, but they are beautiful," Oskav offers candidly. For once, he doesn't have anything weird or cynical to contribute. "We are small, Lady Alannah. Terribly small. So much time has passed - years and years beyond anyone's counting - since these stones were brought to this place that we don't even know what we're supposed to be looking at. The megaliths are a lesson that untold wonders came before us; and I hope that whatever comes after we're all bones and dust can make something just as breathtaking."

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

HVB

Kya moves to get a clear path to jump across the water and looks for a good tree to climb to survey the area for threats.

"Be careful guys," she calls to Alannah and Oskav. "Those rocks are cool and all but you never know if a demon or a druid or somebody put them there to trap you in that circle. They could be magical."

Darker

Alannah waves off Kya's concern, "These sites have been here for longer than anyone can remember. No one knows what they are for or how to use them. And if there's magic here, we will feel it."

Talanall
Talanall's picture

Alannah and Oskav resort to the simple expedient of riding their horses straight through the underbrush that chokes the stream, then through the stream itself, and up the opposing bank. They continue their chat as they go.

Meanwhile, Kya finds a spot where both banks of the stream are clear of undergrowth, and hops across easily. There's a good-sized tree standing ahead of her, off by itself where it should command a decent view of the surrounding area.

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.

Alannah - Blue 1
Avar - Blue 2
Chuul - Blue 3
Garren - Blue 4
Kya - Blue 5
Oskav - Blue 6

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

Board Rider
Board Rider's picture

Avar will ride with the others and share what he recollects.

Darker

"So they've worked like gateways into the spirit world," Alannah questions, "But not it's not the spirit world that they lead to?"

MinusInnocence
MinusInnocence's picture

Oskav shrugs. "If such things are commonplace here, I don't see anything amiss right now. But maybe natural wildlife know to avoid the area and we will have a quiet night to ourselves."

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

Darker

Oskav's comment pique Alannah's interest, "The conveyance shift to the spirit world can take place when someone falls asleep in a place where the board between the two worlds is thin. They fall asleep in one spot in this world and then wake up in the paraellel location in spirit realm." She gazes at the columns, "I wonder if this could work similiarly?"

Talanall
Talanall's picture

While the trio are talking and making their way closer to the stone circle, Kya trots over to the tree she has picked out as a vantage point. She clambers up as if the tree were merely a convenient ladder, gaining ten feet of height in just a matter of a few seconds.

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

HVB

Kya looks around from her perch in the tree, scanning the area for anything potentially dangerous or interesting. She also attempts to listen, trying to phase out the complicated chatter of her companions. She will climb higher up the tree if she thinks she will get a better view, plus it's fun to climb trees.

MinusInnocence
MinusInnocence's picture

Oskav frowns. "That would, perhaps, be the easiest way for us to find some answers to our questions. But falling through to another world would undoubtedly delay our quest to find the werewolf. Maybe we can sleep closer to the river than the stones." Turning back over his shoulder as he spurs his mount on, he calls out, "After we've had a closer look, of course."

Baldr does not share his master's enthusiasm and takes wing, following Kya's lead. He flies in higher and wider circles, but studiously avoids flying directly over the perimeter set by the circle of larger stones.

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

Talanall
Talanall's picture

Kya goes on and climbs a bit higher up her tree; there's nothing in the general vicinity that looks dangerous, and climbing is fun.

Meanwhile, Alannah, Avar and Oskav ride in a bit closer to the megaliths. There doesn't appear to be anything dangerous (or anything not dangerous) in the circle, so they dismount. The only magical readings that Oskav and Alannah are getting are coming off of their companions' equipment, and Avar feels no sense that he's in the presence of evil.

Now that they're reasonably close, the trio can see markings on the massive stones that make up the actual circle. They look like they could be writing, but they're weathered enough that it will be difficult to tell without going right up and examining them from quite close. Oskav reflects again that the age of these artifacts must be incalculable.

Chuul and Garren are still watching from what may or may not be a safe distance.

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.

Alannah - Blue 1
Avar - Blue 2
Chuul - Blue 3
Garren - Blue 4
Kya - Blue 5
Oskav - Blue 6

Alannah's horse - Black 1
Zeelar - Black 2
Oskav's horse - Black 6

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

HVB

"No sign of chimeras, guys!" Kya calls out from up in the tree. "Are we camping here with the rocks?"

Talanall
Talanall's picture

Avar strolls between two of the huge stones, and into the interior of the megalithic circle. Every stone seems to be densely covered with inscriptions on the side facing the circle. After a moment, Avar decides that the writing looks a bit like Draconic. But it's not Draconic, because he can't read it.

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

deadDMwalking
deadDMwalking's picture

Garren has little to add. He dismounts and begins seeing to Celene's needs, confident that he will be called for if his help is needed. He leads her to the stream to water her.

Board Rider
Board Rider's picture

"Alannah," Avar calls easily, "do you have a spell that allows for you to read languages? There are inscriptions everywhere."

HVB

Kya remains in the tree for now, but reaches into a pocket on her backpack for a snack as she continues to survey the scene below and the horizon. This could be awhile.

Darker

Alannah shakes her head, "No, I can speak or understand any spoken language, but not read it. However..." She trails off as she recites a simple melodic chant, casting read magic.

Talanall
Talanall's picture

Alannah is reasonably certain that these old rocks are not a giant's spellbook or anything similarly useful, because notation used to record spells, whether the spell is a scroll, a spellbook page, or even a glyph or symbol, is effectively its own language that usually is translated at a glance by the cantrip she's uttered. The inscriptions she can see remain stubbornly incomprehensible.

That doesn't rule out the possibility that the writing here is magically significant, but it definitely isn't a spell, at least as she's used to thinking about such things.

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

Darker

Alannah looks momentarily disappointed that the solution wasn't so easy, "I cannot read it. Its likely a langauge so old that it's no longer used. Or even one that is alien to our world, if the stories about these ruins are true."

HVB

"Hey guys!" Kya calls out while eating, "maybe it's broken."
She points to the fallen pillar.

Darker

Alannah shrugs and calls up to Kya, "That's about as good of a guess as anyone else could make about this place right now."

Board Rider
Board Rider's picture

"Oskav, do you have paper and a pen? I saw wizards in the Empire run a pen over things like this. If we can get a drawing of sorts maybe we can ask around as we go from place to place? Surely, someone knows this....language."

Fixxxer
Fixxxer's picture

"You would do better using cooled charcoal," offers Chuul as he dismounts. He seems to have accepted that these rocks aren't dangerous so much as one of those curiosities that make academics salivate. After only a cursory glance at the carvings, he begins to look for the best spot to make camp... outside the stones.

Talanall
Talanall's picture

After a few more minutes' desultory examination, it becomes pretty clear that nobody in the party has any clues about how to go about deciphering the inscriptions, at least for now. Avar's idea of getting a rubbing isn't bad, from a future-endeavors perspective, so you resolve to make a few in the morning, when your should have some from a campfire.

That brings up a related concern, which is picking out a campsite. After a bit of looking around, you settle for a spot some distance west of the stone circle, far enough above the stream that you should be out of danger of flash floods and other mishaps. There's a clear space between two particularly dense clumps of brush, more than large enough for a fire and your sleeping arrangements. The brush should provide a little extra protection against the possibility of something sneaking up to you in the night. You hobble your mounts between your campsite and the stream, and leave them to graze a little while you get a fire going and Chuul pitches his tent.

It's going to be the last night of the full moon this evening, and the weather is clear. It won't be too hard for whoever is on sentry duty to see if something's coming, anyway.

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.

Alannah - Blue 1
Avar - Blue 2
Chuul - Blue 3
Garren - Blue 4
Kya - Blue 5
Oskav - Blue 6

Alannah's horse - Black 1
Zeelar - Black 2
Oskav's horse - Black 6

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

Talanall
Talanall's picture

Night, 17 Verdil 973 IR
Megaliths on the Halfling Steppes

By the time all of the Bastards have had supper, Chuul has pitched his tent, the horses are groomed, watered, and grazing, and everyone who wants to has had a chance to wash up in the stream to your north, it's beginning to get dark. After a period of relaxation around the campfire, you turn in for the night. Avar gets the first watch, which goes uneventfully all the way through until he passes responsibility off to Chuul, who has actually been awake all the time anyway—the orc doesn't really need much sleep anymore.

Chuul spends several hours reading theological textbooks, whittling, and occasionally getting up to plod around on patrols around the camp. He's been an outdoorsman for long enough that he keeps his head on a swivel anytime he's moving around, and so it comes to be that while he's heading north past the horses, he spies a tell-tale movement to the south side of camp.

Something is out there.

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.

Alannah - Blue 1
Avar - Blue 2
Chuul - Blue 3
Garren - Blue 4
Kya - Blue 5
Oskav - Blue 6

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

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

Talanall
Talanall's picture

Surprise Round
Abruptly, Chuul turns on his heel and rushes southward, yelling things along the lines of, "Wake up! Get up, something is out there!"

The orc has quite a turn of speed on him, so he's standing almost on top of Oskav by the time he finishes giving the alarm. In the aftermath, nothing happens.

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.

Initiative
21 - Oskav (Blue 6)
20 - Avar (Blue 2)
13 - Kya (Blue 5)
11a - Chuul (Blue 3)
11 - Garren (Blue 4)
07 - ??? (???)
05 - Alannah (Blue 1)

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

It is currently Oskav's turn.

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

Talanall
Talanall's picture

Unsurprisingly, Oskav is awake pretty much immediately; he's the person in nearest proximity to the agitated orc. Stumbling to his feet, the dwarf begins casting a spell.

Meanwhile, Baldr the talking raven gets airborne. He's climbing steeply, and within just a moment the bird exclaims, "Hey, have you ever heard of giant snakes with human-looking faces? Because that's what's out there! Oh, shit. They heard me! Shutting up now!"

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.

Initiative
21 - Oskav (Blue 6) and Baldr (Green 6)
20 - Avar (Blue 2)
13 - Kya (Blue 5)
11a - Chuul (Blue 3)
11 - Garren (Blue 4)
07 - ??? (???)
05 - Alannah (Blue 1)

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

It is currently Avar's turn.

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

Talanall
Talanall's picture

Avar snaps awake at the alarm. Quickly shaking away dreams of brokering land deals and signing treaties, the paladin straightens his helm and searches the dark for snake people. Whilst he does so, Avar readies his shield for action. Since he doesn't bother to stand up and already is wearing his armor, the paladin looks somewhat like an extremely vigilant tortoise.

But on the bright side, he can see the human-faced snakes pretty well despite the bushes and shrubbery between him and them. They're easily as thick as his thigh, and may be as long as thirty feet. It's a little hard to tell in the dark, but they're definitely out there.

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.

Initiative
21 - Oskav (Blue 6) and Baldr (Green 6)
20 - Avar (Blue 2)
13 - Kya (Blue 5)
11a - Chuul (Blue 3)
11 - Garren (Blue 4)
07 - ??? (???)
05 - Alannah (Blue 1)

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

It is currently Kya's turn.

Avar is prone.
Kya is prone.
Garren is prone.
Alannah is prone.

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

Talanall
Talanall's picture

Kya rises from prone but remains crouched low, ready to spring, "It's two basilisks, no, wait, gorgons," she informs everyone upon catching sight of the creatures, and she hurries to guard Alannah.

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.

Initiative
21 - Oskav (Blue 6) and Baldr (Green 6)
20 - Avar (Blue 2)
13 - Kya (Blue 5)
11a - Chuul (Blue 3)
11 - Garren (Blue 4)
07 - ??? (???)
05 - Alannah (Blue 1)

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

It is currently Chuul's turn.

Avar is prone.
Kya is prone.
Garren is prone.
Alannah is prone.

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

Talanall
Talanall's picture

Alannah, barely sitting up and blinking up at the young monk, groggily cuts off Kya's hyper-shotgun attempt to identify their opponents, "Human headed snakes? They are nagas."

More businesslike, "You! In the darkness," Chuul points with his guisarme. "We want no violence. Come join our fire or be on your way!"

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.

Initiative
21 - Oskav (Blue 6) and Baldr (Green 6)
20 - Avar (Blue 2)
13 - Kya (Blue 5)
11a - Chuul (Blue 3)
11 - Garren (Blue 4)
07 - Nagas? (White 1 & 2)
05 - Alannah (Blue 1)

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

It is currently Garren's turn.

Chuul has a readied action to make a partial charge against the first obvious hostile to come into range.

Avar is prone.
Kya is prone.
Garren is prone.
Alannah is prone.

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

Talanall
Talanall's picture

Garren comes to his feet, bow in hand and arrow ready to the string, and there's a hesitation before the first snake-person—the slightly larger of the two—replies in perfectly intelligible Common, "This place is forbidden to mortals. You must leave immediately, or risk terrible deaths."

"Perilous to stay here," agrees the second creature. "Go away at once. Go away while you can."

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.

Initiative
21 - Oskav (Blue 6) and Baldr (Green 6)
20 - Avar (Blue 2)
13 - Kya (Blue 5)
11a - Chuul (Blue 3)
11 - Garren (Blue 4)
07 - Nagas? (White 1 & 2)
05 - Alannah (Blue 1)

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

It is currently Alannah's turn.

Chuul has a readied action to make a partial charge against the first obvious hostile to come into range.

Avar is prone.
Alannah is prone.

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

Talanall
Talanall's picture

Alannah tries to peer through the darkness to see who speaks, "Maybe guardian nagas? There's stories of nagas that guard places of old magic. I don't think they mean us harm. Unless we stay." She casually gets to her feet, curious to see what the others decide to do.

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.

Initiative
21 - Oskav (Blue 6) and Baldr (Green 6)
20 - Avar (Blue 2)
13 - Kya (Blue 5)
11a - Chuul (Blue 3)
11 - Garren (Blue 4)
07 - Nagas? (White 1 & 2)
05 - Alannah (Blue 1)

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

It is currently Oskav's turn.

Chuul has a readied action to make a partial charge against the first obvious hostile to come into range.

Avar is prone.

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

Talanall
Talanall's picture

Round Two
Oskav finishes casting his spell, and Chuul instantly blossoms to nearly twice his normal size. Carefully, the dwarf backs away further from the nagas, and calls out, "Are you warning us or threatening us? If you lay no claim to this place, we will fight to hold our ground."

Overhead, Baldr takes a sweeping zig-zag course (more of an S-curve, really) that leads him gently away from the snake-people.

Avar stands up gingerly, using his sword for help in the process. Standing tall the paladin calls out deeply, firmly, "Yes, please come by the light to explain! I need more information as I cannot leave just yet." The paladin stands easily, left hand casually resting on the hilt of his longsword.

The nagas hiss quietly, and the larger one replies, with just the barest suggestion of extra emphasis on its sibilants, "No stalling! If you will not leave peacefully, we must disperse you by force!"

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.

Initiative
21 - Oskav (Blue 6) and Baldr (Green 6)
20 - Avar (Blue 2)
13 - Kya (Blue 5)
11a - Chuul (Blue 3)
11 - Garren (Blue 4)
07 - Nagas? (White 1 & 2)
05 - Alannah (Blue 1)

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

It is currently Kya's turn.

Chuul has a readied action to make a partial charge against the first obvious hostile to come into range.

Oskav's enlarge person effect on Chuul has 70 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.

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

Talanall
Talanall's picture

"Please clarify", Avar calls out, "Is it acceptable to disperse two hundred feet away from here?" The tone is conversational.

"Disssperssse," Kya repeats in a whisper as she searches for the meaning. "Are nagas evil snake demons?" she asks Alannah. "I bet if you look at them they'll turn you into stone or make you do whatever they say." The young monk backs off toward the campfire, lighting a torch there.

"Dammit, no!" says Chuul. "All we want is to wait out the dawn and be on our way. If this is your land, whatever it is you are overseeing, we want no part of it. We do not want to fight. Please do not force us." He remains on guard.

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.

Initiative
21 - Oskav (Blue 6) and Baldr (Green 6)
20 - Avar (Blue 2)
13 - Kya (Blue 5)
11a - Chuul (Blue 3)
11 - Garren (Blue 4)
07 - Nagas? (White 1 & 2)
05 - Alannah (Blue 1)

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

It is currently Garren's turn.

Chuul has a readied action to make a partial charge against the first obvious hostile to come into range.

Oskav's enlarge person effect on Chuul has 70 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.

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

Talanall
Talanall's picture

Garren eases off of his bow, and instead casts a light spell on the pommel of his falchion.

The larger of the nagas rears up until its head is a little higher than Chuul's, and a cobra-like hood spreads from its neck as the creature proclaims, "You must move on without delay. When the moon of this נודד has moved one of its own diameters relative to this place, we will bow to sorrowful necessity, and slay any sentient mortal who remains within מייל אחד of this accursed place. Avoid the stones. Do not read the inscriptions. Make no copies. We are watching you."

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.

Initiative
21 - Oskav (Blue 6) and Baldr (Green 6)
20 - Avar (Blue 2)
13 - Kya (Blue 5)
11a - Chuul (Blue 3)
11 - Garren (Blue 4)
07 - Nagas? (White 1 & 2)
05 - Alannah (Blue 1)

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

It is currently Alannah's turn.

Chuul has a readied action to make a partial charge against the first obvious hostile to come into range.

Oskav's enlarge person effect on Chuul has 70 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 60 minutes remaining.

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

Talanall
Talanall's picture

Alannah answers Kya, "Nagas are not demons nor are they all evil. These are guardians, they are only here to safeguard this site and its mysteries." Figuring that they'll either be soon fighting or packing up, she wills light to illuminate the campsite around her.

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.

Initiative
21 - Oskav (Blue 6) and Baldr (Green 6)
20 - Avar (Blue 2)
13 - Kya (Blue 5)
11a - Chuul (Blue 3)
11 - Garren (Blue 4)
07 - Nagas? (White 1 & 2)
05 - Alannah (Blue 1)

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

It is currently Oskav's turn.

Chuul has a readied action to make a partial charge against the first obvious hostile to come into range.

Oskav's enlarge person effect on Chuul has 69 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 60 minutes remaining.

Alannah's light spell has 70 minutes remaining.

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

Talanall
Talanall's picture

"The moon is . . ." Avar bemoans to himself, making an unintelligible noise while simultaneously staring down and pinching the bridge of his nose. Annoyed, the paladin looks to the others, "There is something with the moon that makes it not okay to sleep here. These," Avar swipes his hand in the air back towards the aberrations, "nagas, say that we must leave within the hour. About a 15 minute walk should suffice. About a mile or so."

Spinning back to face the snakes, "If we leave can we at least know what this place is? Are others barred from here? Could, say, halflings stayed in this area recently?"

Kya takes her cue from Garren and begins gathering her things, as well, a bit confused as to Sir Avar's feelings toward the moon.

Chuul nods once. "We will go," he says. His points his now-gigantic guisarme toward the nagas. "Leave us be." The massive orc trudges over to his tent to begin the process of striking camp.

As it becomes clear that the Bastards are going to comply with their demands, the larger naga replies to Avar, "Small bipeds traverse this locality, on infrequent but regular period. We have taught them to limit exposure to this egress site. They sometimes affect to forget these lessons, and must be taught again."

"Sorrowful necessity," agrees the smaller serpent-person. "Anomalous visitation events often predict remediation. Last anomaly took place one rotation of this נודד ago, approximately. Small bipeds traversed a similar path to yours, but remained in motion. We elected not to issue remediation."

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.

Initiative
21 - Oskav (Blue 6) and Baldr (Green 6)
20 - Avar (Blue 2)
13 - Kya (Blue 5)
11a - Chuul (Blue 3)
11 - Garren (Blue 4)
07 - Nagas? (White 1 & 2)
05 - Alannah (Blue 1)

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

Initiative ends.

Chuul has a readied action to make a partial charge against the first obvious hostile to come into range.

Oskav's enlarge person effect on Chuul has 69 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 60 minutes remaining.

Alannah's light spell has 70 minutes remaining.

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

Board Rider
Board Rider's picture

Avar nods, accepting the answer, and assumes the others heard the response. The paladin begins to collect his this things.

While collecting his things Avar asks, "So what is this place? A portal?"

Talanall
Talanall's picture

The nagas ignore Avar's question in favor of sitting there and watching in a not-creepy-at-all way as his companions begin packing their things.

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

deadDMwalking
deadDMwalking's picture

Garren asks Avar quietly enough that he doesn't think the nagas will hear in Celestial, "Are they close enough that you can determine if they are aligned with the powers of darkness? I'd be curious to know whether they are welcoming evil into this world or defending us from creatures beyond our ken."

HVB

Kya has no idea what most of what the nagas just said means so she shrugs, attaches her bed roll to her backpack, makes sure her torch fire is strong, and stands ready to go.

Board Rider
Board Rider's picture

Avar pauses his packing briefly, looks towards the nagas momentarily, and shakes his head slowly. Responding to Garren in celestial, "I am too far."

"I plan on moving towards them, much in the same direction we're travelling. I should be in range then."

Once Avar is packed he will walk towards, but not directly to, the nagas. He plans to comply with the instructions but will walk where he thinks the halflings went.

HVB

Seeing that Avar looks like he may be getting to close to the nagas, Kya fears he may have looked into their eyes and grabs his arm with her free hand.
"Don't fall for their tricks, Sir knight! They'll eat you if you get too close because nagas do that all the time. They hypnotize you to make you walk close and next thing you know...swallowed whole." She frowns as though she's found herself in that very predicament many times before.

Board Rider
Board Rider's picture

"I have no intention of getting close to them," Avar rumbles easily. The paladin takes a few strides south east and then breaks into a jog parallel to the stone path.

Darker

Alannah uses a cantrip to conjure some popcorn.

HVB

Kya shrugs and takes a step back, dropping her hand to her side.

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