Chapter 17: A Small-Town Girl (IC)

508 posts / 0 new
Last post
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.

[/quote]

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

Talanall
Talanall's picture

Grimly, Chuul finishes bundling up his personal effects and begins to strike his tent, probably seething a little inside because he'll have to pitch it again in just a little while, or else sleep in the open. But on the bright side, it looks like this isn't going to turn into a real fight.

Kya remains perched in her chosen tree like an especially murderous, talkative squirrel, alert to treachery from the nagas.

Meanwhile, Oskav limps northward away from Avar, having crammed his few personal effects into his backpack. He'll have to scout out an entirely new place to take his morning poop, since he's also going along with the plan to break camp and comply with the snake-people's orders. But first thing's first. He'll have to either saddle his horse, or take his chances riding bareback like Garren.

The naga that most of the party can still (somewhat, at least) see slithers off toward the east; Kya has a high enough vantage point that she can see it even after its path takes it off far enough that undergrowth and the effects of the solid fog spell begin to obscure it from the others.

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 Alannah'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 69 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 86 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

Alannah tries to coax the girl from the tree, "Kya, come down from there. They won't attack our backs, they are compelled only to guard this place. They wouldn't have attacked at all had Sir Rocks-for-brains not blatantly done the opposite of what they requested." With ill grace, she rolls up her bedroll and ties it shut, then picks up the bedroll along with her saddlebags.

"Ok, Lady Alannah, I'm coming down . . . but they may have something else up their
. . . sleeves," Kya responds. Nobody laughs.

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 Garren'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 69 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 86 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

As Kya shinnies down from her tree, the nagas finish disappearing back into the tall grass of the moonlit plains. You have, at least by all appearances, managed to back away from the precipice and avert violence with the strange creatures.

Travel through the darkness in search of a new campsite is never enjoyable, but the full moon is a huge help, making Alannah, Garren, and Kya merely awkward instead of crippling their ability to move briskly. Chuul, Avar, and Oskav can see in the dark, so naturally they find the whole thing even easier.

About an hour after you struck camp the first time, you've arrived at a new campsite that looks like it'll do for the six hours or so that remain until daylight. You get settled again, not bothering with a fire, and after a brief discussion to divide up watches, you turn in for the night.

Predawn, 18 Verdil, 973 IR
Somewhere SSW of the Megaliths

You are awakened shortly before dawn—and long before Alannah and Oskav would prefer, having already had their sleep disturbed overnight—when a group of horsemen, probably a dozen in all, crests the top of the next ridge over from your campsite. It's obvious that they've seen you when they make for your position at an easy canter, so the person on sentry duty wakes the rest of you in plenty of time for you to be awake when they get to you.

It's obvious that these are professionals of some kind because every one of them is armed the same (a lance, what looks like a crossbow, and an axe) and wearing the same kind of armor and clothing (chain shirt, barbute helmet, a blue cloak and a scarlet tabard), and their horses are also lightly armored with a barding made from what looks like leather sewn with rings. The colors are instantly recognizable to everyone except Kya, because this is how the Horsekillers, those mercenaries that Ryster helped arrange for the defense of Golden Sheaves, used to dress. Like their comrades, these fellows are all half-orcs and humans, but they're the first cavalry you've seen in the Horsekiller uniform. Probably they're a patrol, since the infantry you've met so far have been equipped as armored pikemen.

It's relatively easy to pick out the man in charge, because the sergeant is wearing a different helmet, decorated with a scarlet horsehair crest that runs front to back.

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

MinusInnocence
MinusInnocence's picture

Oskav is underwhelmed by the insistence of everyone he meets tonight that he wake up and chat with them. He slowly climbs to his feet and wipes the sleep from his eyes, but will let someone who was already awake do the talking.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

HVB

"Lady Alannah, wake up! Riders!" Kya jostles the bard's shoulder.
She watches as the horses continue to close the distance.
She positions herself near Alannah and draws a vial (Mage Armor) from her pouch, keeping it at the ready incase things go downhill.

Darker

Alannah, clearly not amused with this latest development, growls in response to Kya's jostling. Annoyed, she pulls herself up to a sitting position so she can see the newest threat to getting a good night's sleep. "Oh, it's just mercenaries. Let Avar go talk to them."

Fixxxer
Fixxxer's picture

Chuul growls low by way of expressing what he thinks of that idea. "Up," he says, loud enough for all his companions to hear.

For his own part, Chuul puts himself between his group and the cavalry, letting them come to him. He leaves his heavier armor behind, not wanting to take the time to wiggle out of the leather jerkin he typically sleeps in on the trail, though he does take the time to don his sword belt. He plants his guisarme in the ground and raises his hand to the column in greeting.

Talanall
Talanall's picture

The oncoming soldiers rein in their mounts well short of Chuul, about a third of them advance farther, riding at a walk; the other eight or so have their crossbows already cranked back with a bolt on the string, although they don't have them aimed anywhere near the Bastards. When he raises his hand to return Chuul's greeting, the sergeant appears calm; he's a ruddy-skinned human man with a large, dark handlebar mustache.

He finally reins in about ten yards away from Chuul, and raises his voice enough so that it carries to you without trouble, "Good morning! I suspect that you already know there are hostile goblinoid forces in this general area; my squadron and I are conducting a reconnaissance against them, and if you have no objection, I would like to ask you a few questions. It won't take long."

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

Board Rider
Board Rider's picture

For his part Avar continues to put his armor on while overhearing what Chuul has to say.

HVB

"I'll go check it out," Kya assures Lady Alannah.
She heads off near to where Chuul and the main mercenary are hailng one another, but remains in the background.
She leans against a tree and makes her hands into fists but doesn't have them aimed anywhere near the horsemen...

deadDMwalking
deadDMwalking's picture

Garren doesn't expect trouble, but it never hurts to be prepared. One hand rests on his wand of [i]entangle[/i]. He remains at the camp and allows Chuck to handle the business with the mercenaries.

Fixxxer
Fixxxer's picture

"No objections," replies Chuul. "We ourselves are looking for the trail of some halfling nomads. I also have questions, if you have no objections."

Talanall
Talanall's picture

"I'll answer if I can," the sergeant replies, seeming pleased to have you agree to cooperate with him. "My name is Vitellus, and I'm a sergeant serving in the Horsekillers, a mercenary unit. We've been hired to assist in repelling goblinoid incursions into this region. Who might you be?"

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

Fixxxer
Fixxxer's picture

"I am called Chuul," replies the orc. He makes a motion toward his companions. "Our group has been called 'The Bastards' of late. We are familiar with the Horsekillers, having hired a unit in defense of Golden Sheaves not long ago."

Talanall
Talanall's picture

"Oh, you're the werewolf hunters," replies Vitellus, looking surprised. "I think I heard about that detail. Did you get on alright with Sergeant Gorgi?"

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

Darker

Alannah snorts a laugh from her sitting position in her bedroll, still trying to blink the sleep away from her eyes after her slumber was interrupted for a second time. She comments to Garren, "Daft imperial bastards can't even keep track of their own officer's names."

Board Rider
Board Rider's picture

Avar shakes his head in annoyance at Alannah's comment but stays quiet. The paladin eyes the Horsekiller but waits to see how Chuul responds

HVB

Kya approaches Alannah again and kneels down, though she continues to watch the riders.
"I bet he don't believe him," Kya offers. "Maybe he thinks Chuul's the actual werewolf. At least Chuul isn't going around killing horses." Kya shakes her head in disapproval.

Fixxxer
Fixxxer's picture

"I do not believe I met him," says Chuul. "But Sergeant Ergil was most competent and very professional. I was very impressed.

"You... know of our problem? The creature we hunt?"

Talanall
Talanall's picture

"I know that you're hunting some werewolf," replies Vitellus, apparently unperturbed by the byplay between rest of the Bastards, "but that's about the extent I understood of the matter, other than knowing they need a silver blade to kill 'em, and that I don't want to be the man who has to hold that knife. Ergil's a sensible fellow, and he spoke well of you and your lot."

Changing the subject, he asks, "Before you ask, I've seen nothing of anything wolf-like around these parts. Not that I'd know what to look for if it's shaped like a man instead. What's your purpose in seeking the halflings, if you don't mind my asking you?"

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

Fixxxer
Fixxxer's picture

"Berger Cole, the creature we hunt, wants very much to collect the sundered pieces of an old amulet, a necklace of bones worn by an ancestor of his. We do not want him to have it. We have part of it already, but suspect that the Behir Tribe might know where we can find another."

After a moment's thought, he adds, "Sergeant, I would be remiss if I did not mention to you a grove of standing stones nearby." Chuul motions in the general direction of last night's excitement. "Likely you already know of it. We had some trouble there with ambushers last night and I would not have your men wander into potential danger without some warning."

Talanall
Talanall's picture

"Goblins? Hobgoblins?" asks Vitellus, sounding keenly interested as he presses, "Are they using these standing stones as part of some kind of makeshift fortification?"

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

MinusInnocence
MinusInnocence's picture

"No, Sergeant, they are not goblins or hobgoblins," begins Oskav, hobbling forward a few steps now that he has his bearings and confident these men are not going to attack the party. Still, he stays well behind the forward position Chuul has taken. "They are naga and are bound to the site by powers beyond your ken. If you trespass there, be prepared to explain yourselves or your lives are forfeit." The dwarf shrugs. "Maybe you would have had an easier time if we had not already raised their ire," fixing his gaze on Avar as he finishes, "but at least our near-escape can serve as warning to others."

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Fixxxer
Fixxxer's picture

Chuul nods, his expression saying 'yes, what he said.'

Talanall
Talanall's picture

Vitellus grunts, and replies, "If they're not goblinoids and don't look like taking sides with them, then I'll leave them be, certainly. Which brings me to my main point of interest: have you seen any clementines around these parts? Wolf prints?"

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

Fixxxer
Fixxxer's picture

"I am afraid not," replies Chuul. "Not since before leaving Port Hope. Are you looking for a local group, or have they finally begun crawling down from their mountain places [i]en masse[/i]?"

Talanall
Talanall's picture

Vitellus snorts, and replies, "The latter, surely. It's worse to the north, with clemmie sign everywhere I've cared to look. They're making a push for control over the road between Port Hope and Golden Sheaves, I think. Trying to cut the line and separate the city from its dependents. But mostly it looks like bands of wolf cavalry outside of that area. Lots of it, but they're not going to hold territory with cavalry. Just cause trouble and make the halflings suffer a bit." The Horsekiller sergeant shrugs, and pulls his gaze away from your party members to get in a quick sweep of the horizon in every direction, although most of his men have been keeping watch, then offers, "I don't know if they're the ones you're looking for, but we left an encampment of shorties about noon yesterday," he gestures to the west-southwest, "call it maybe five miles, as the crow flies. We're not exactly moving in a straight line."

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

Fixxxer
Fixxxer's picture

Chuul nods. "That is very helpful, sergeant. Thank you. If we can be of no further help, we will be off to find them."

Darker

Alannah grumbles as she realizes the news means there will be more sleep and they'll be breaking camp as soon as possible.

HVB

"WAIT!!!" Kya shouts as she approaches and addresses the mercenaries.
"Sorry to interrupt, but has any of you come across anyone who's come down from Emerald Hollow lately? I heard a dragon flew up that way and it would be good to know that it didn't stop in for lunch...I mean...uh..." an expression of horror momentarily crosses her face.

Talanall
Talanall's picture

About half of the Horsekiller patrol breaks out into laughter at Kya's grisly, inadvertent pun, but Kya's obvious horror prompts Vitellus to shoot a warning glare over his shoulder at them, and they quickly settle down. Once his men are showing proper decorum again, the sergeant returns his attention to Kya.

"That's the gnome village, way up past Morville, isn't it?" Once he's sure he understands the place Kya's asking about, Vitellus turns his horse a little so he can get a better look at his troopers, and asks, "Anyone?" But nobody has.

Sympathetically, Vitellus suggests, "If you pass by the main camp outside of Winterhome, maybe someone there would know something. We've been on patrol for a week, so our news isn't the freshest."

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

HVB

"Yeah, maybe someone will know next time lwe pass through," Kya nods in agreement.
She turns back to camp and helps feed the horses and get them ready to go.

Talanall
Talanall's picture

Sergeant Vitellus bids Kya and the rest of the Bastards farewell, and he and his men ride past, taking the same path you used to reach this campsite from the megalithic circle. Hopefully, they'll do as Vitellus said they would, and skirt past it instead of repeating your experiences from last night.

Mid-Morning, 18 Verdil, 973 IR
Barnswell Clan Encampment
The Halfling Steppes

Alannah's grousing proves correct; after the Horsekillers have moved on, you get some breakfast, perform your ablutions, and then (with the exception of Kya) you mount up. There's fair weather, which is at least a small blessing; the steppes are pretty in the springtime, if you don't mind long, expansive views over rolling plains. Your travel for the first couple of hours is slowed by the frequent need to cross streams that are somewhat swollen by snowmelt from the hills and mountains east of you, and then by the generally uphill direction of your travel—it's subtle, but you can tell that you're cresting a series of ever-taller ridges. The streams are generally pretty cold, and the currents quite swift, which is unpleasant. But there usually are little patches of forest in these low, damp spots. It breaks up the monotony a little.

The uphill travel eases off pretty soon, long before it can wear down your horses, and soon you're looking down into something that's too wide and shallow to count as a valley. There's a very faint smudge of blue smoke in the distance, and you make for that, assuming that it's probably the halflings' cookfire.

This assumption proves correct; soon enough you're close enough to see through the light screen of woodland between you and them. On the other side of the forest, they've forded a narrow but swift, cold-running stream with steep banks, and then drawn up their wagons into a kind of semicircular formation that probably is meant both to make the camp more defensible and also to provide a windbreak. It looks like a pleasant spot, almost idyllic if you didn't know that these people are fleeing a war.

OOC: Map

Spoiler: Highlight to view

Alannah
Avar
Chuul
Garren
Kya
Oskav

Various Halflings

 

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

Darker

Alannah, as usual, has either no fear of potential danger or is totally naive to it, and moves to the lead when the encampment comes into sight. She figures that putting their best impressions forward for their initial encounter will better things in the long run and strikes out to great the halflings with her best smile.

MinusInnocence
MinusInnocence's picture

Seeing Alannah spur her mount forward, Oskav resigns himself to the reality that once again the Bastards will fail to make the best first impression. Still, it at least seems unlikely this situation will devolve into armed conflict, unless Sir Avar also insists on racing to the front of the column.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

HVB

Kya thinks it is a great idea for Alannah to go first so that they will make a good impression.
She is not exactly sure what the plan is, but she moves on with Alannah to make sure that the stream and the encampment are safe to approach.

Talanall
Talanall's picture

Alannah hasn't even made it to the ford when she hears a very tiny, shrill voice cry out . . . something in a language that she recognizes as Halfling, even if she doesn't understand a word of it. Looking over to her left, she can see plainly that there's a halfling next to the stream; that was obvious before, because the halfling, a male who looks as if he'd be in his late twenties if he were a human, was standing there fishing. What was less obvious was that the fisherman was accompanied by a small child, about waist high to him. Since halflings are only about two and a half to three feet tall anyway, this child was practically lost behind some tall grass or rushes growing alongside the steam until she called attention to herself by shouting.

The fisherman begins winding in his line, calling out in Common, likely for the shared benefit of the child and yourselves, "Those aren't goblins, darling. See, they don't have nasty orange skin, or pointy teeth. And goblins ride wolves, not horses."

The child ducks behind her father and peers suspiciously at Alannah past his hip, countering, "They could be in disguise, Papa! You told Conner they're all tricksy and scheme-y!"

OOC: Map

Spoiler: Highlight to view
Alannah
Avar
Chuul
Garren
Kya
Oskav

Various Halflings

 

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

Darker

Alannah smiles at the child's antics dismounts. Walking her horse a bit closer, Alannah addresses the child, "I assure you that I am no goblin. Besides, they aren't very smart and you smell them before you see them." She pinches her nose with her finger and mimes smelling something foul.

Then looking to the adults, "I and my companions have been traveling far to speak to Chief Eulan Barnstead. I do hope we've found Behir Tribe. If it is so, we would be gracious for your hospitality and a meeting with your chief."

Talanall
Talanall's picture

The halfling man replies, "Well, we are not all Behirs, but nearly all of us are Barnsteads. If it's Behir matters you're here to talk about, then I imagine there's little for you to say to me. But I'll tell Eulan you're here." He finishes getting his tackle in order, then scoops up his daughter and tells her, "Let's go see your uncle, pea blossom."

He sets off for the camp, tossing over his shoulder, "Mind your horses! The ford's treacherous, and if I were you I'd dismount to cross."

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

Darker

Alannah, already dismounted, walks her horse up to the ford, looking across to judge just how treacherous it might be.

HVB

Kya heads toward the water's edge opposite Mr. H's fishing spot..
"Maybe the horses can cross here, i'ts pretty narrow, plus, now they're pretty used to crossing streams."
Like Alannah she takes a look at the water to see if she can get a better idea of its depth and force of current.
"Mr. Oskav, I'll help with your horse."

Pages