The Epic Adventures of Kagrenac the Hunter

Game Master MattTheOsome

The Epic story of a lone Khanan ranger.


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Insubstantial Ëatherial Voice |

Prelude:

It is the year 1433 of the Second Era of man. (772 in the Third Era of the dwarves.) These are the golden days of peace. Adventurers roam throughout the land seeking fame and fortune, and the honorary title of “Hero.”

The Hero’s Guild protects the legacy of all true heroes and determines when a new hero is truly born from amidst the ranks of the worthy. As such, adventurers of all ssorts and stripes embark upon quests of daring to earn themselves the sought after title. These are the days of the fool-hardy and headstrong, the cunning and the brave, the illustrious and the indominable. And just as the age old saying goes: ”all roads lead to Khendean,” so do many of these would-be heroes seek the City of Merchants, the capital of that great nation: Mindraas. From there the venture forth into the world, doing what deeds they can. You are not the first, and neither shall you be the last, but you follow in the footsteps of the great ones who went before you, seeking your place among the world’s renowned. Though truth be told, it is life of much less risk than in days of yore, for the world has become a more docile place since then.

The dragons and their vile ilk are all but vanquished. The Leviathan has not been seen for a millennium. The Dark Lord himself seems to sleep within the mountain walls of Xzoskuur. The Great Nations wax in their power and splendour, the long days of peace stretched out before and behind them. But as dusk follows day, so the world turns in its sleep, and the things once forgotten are reawakening. As the sun begins to set upon the days of peace, rumours begin to stir. Reports say Goblins have once again been sighted crossing the Dark Lands. Dissent is spread upon the winds to the far nations. The forgotten perils of the deep are coming back to life. The mountain kingdoms of the dwarves have shut their doors against the coming night. And in the back rooms of taverns can be heard the words: “the Black Queen marches…”

In the declining days of the Age of Heroes, at the closing of the Second Era, six unassuming adventurers made their way to the city of Mindraas, unaware that their footsteps already walked the path of fate. They were each but travellers, making their way towards what they hoped would be a grand future, each with his/her own baggage brought from past lives, each of different race and heritage, and unique in name and spirit. Yet they all shared this one same thing: the call of adventure beckoned unto them, and they answered. They answered the call to adventure and excitement, not knowing that the fate of many nations would come to rest on their shoulders…


Insubstantial Ëatherial Voice |

You are Kagrenac the Hunter. Born a Khana of an unknown tribe, you were abandoned as an infant, left in the wilderness. The question of why is a mystery. But you were found by travelling merchants, who took you in and raised you. Your adoptive parents named you Peter, but in your adult years your grim and sour attitude towards people in general earned you the name Surly Pete.

You took to the life of adventure because of your love for the open road. The wilderness called you back and so you left your home and roamed the wild free lands. You left the free city of your parents in search of what it meant to be one of the Kuur-Khanan people. What you found left a foul taste in your mouth.

The Karhana of Kara-Korros are a warlike people. They trust no one, and fight for power daily. They live in tribes and worship a dead god. They are barbarians, heathens, warriors, and tyrants, every man, woman and child among them. When you learned this of them you spat on their soil and left, turning your back on the land that begot you.

But that was hardly a bad thing. You left your people in search of a higher calling. You heard of the glories of the heroes of the Great Nations, and eventually you were lured to Mindraas like countless before you. There you met your first true friends: Arctus Sônaarven of the Imperial City in Denkaarô, a retired military man with a knack for magic; Louis Batard, once a slave escaped from the arenas of Helcaryon; Victus Greyscales, a shifty Ephriish-Khana from the desert valley of Kiinarachdo; Ethron of the Wood Elves, now a wanderer like yourself, and the mysterious Elayne, one of the lost elven exiles of Puïgendëa. The 5 of you assisted Alastaar Greylin, a prestigious member of the Arcane University and previous loremaster of the courts of Denkaaro, in exploring a dwarven factory abandoned during the long years of the dragon wars.

Then you brought down the mighty Kyrax, a shape-shifter who sold his soul to the daemon Raekùro and terrorized the people of Khéndean, stealing their children and offering them as sacrifices to his daemon master. Your victory proved your heroism to the people of that nation, and caught the eye of the Black Queen, Lady Ellesandria.

Summoned to the palace in Mindraas, she spoke to you of the plight of her people, and an ancient evil. The Dark Lord, who is the enemy of all mortals, destroyed the land of Puïgendëa and drove the Lost Elves from their home. But she believed that if the Artifacts of the Divines could be brought together, the walls of Xzôskuur could be brought down, and the Dark Lord destroyed.

And so you set out emboldened with new-found purpose. Along the way you said goodbye to Louis, but also made new allies. You completed the trial of the King's Rite and secured an allegiance with Denkaaro. And while in Quendáris, you drafted a new member into your rag tag little group: a high elf Paladin known as Oak Hand, on an emissary mission from Celhágan.

From there you made your way east over the sea to the Codùn Isles on a request from a wealthy merchant. There you discovered an ancient ruin, guarded by a Necromancer, that housed an even greater evil. In the bowels of that ancient prison you fought and slew a worm-beast of Rubidjuul, and reclaimed the first of the divine artifacts: the mighty hammer Thrômm.

But you were pursued by agents of the Dark Lord, and shipwrecked on the island. The power of your foe was revealed to you as the minions of the evil one turned the crew of your ship into foul wraiths before your very eyes. But you were aided by a powerful sorcerer named Thrimn, who lived a life of exile on the islands, and ferried you to safety while the Shadow Knights wrought their havoc.

After you returned to the mainland Alastaar Greylin told you of a cave in the Ephriish Valley where he found evidence of a cosmic disturbance; a conduit to another plane. Heading west you traversed the continent seeking this rumour. Along the way you met Leroy, a dwarf from the Land of Füunó, who also joined your posse. Together you found and opened a trans-dimensional passage into one of the vaults of Moleus, the debated 13th deity of the divine pantheon, and within encountered a cosmic relic. Your team did battle with the monolith and it was hard fought, and only barely won, but in the end the heroes prevailed and uncovered a great secret that had been hidden away from the world since the lost ages before history...

...But...

...Near the end of the battle, you, Kagrenac, were grievously wounded and in that moment the demon curse of the half-soul that you and all of your race share saved you from certain death by absorbing the energy of the monolith’s spell. This resulted in a temporal anomaly which became centered on your person, and as the subspace realm of the vault collapsed after the monolith’s destruction, you were transported far from that place, with no knowledge of how this came to happen.

...

Separated from your party you now face a world as hostile and barren as the bones of a great beast, withered by eons of exposure to the sun. One moment you were surrounded by the chaos of battle, the next you are flung screaming into the abyss of silence that fills your ears. Your wounds are still great and you are momentarily exhausted as the battle rage ebbs from your blood. The hammer, Thromm, which previously you held in your hands, must have slipped from your grasp as you were transported and is clearly nowhere nearby, but the rest of your gear is with you. Your grafted armor appears a bit tarnished, but it has held.

To summarize:
- You were transported (by means actually unknown to you) away from the field of battle just after the destruction of the Comsic Monolith. Your friends are not with you.
- You have lost possession of the artifact, Thromm. Presumably it was left at the battle site.
- The rest of your gear was transported with you.
- You sustained injuries during your last fight which have not yet subsided. Take 39 strain damage and 25 injury. I checked, you are not dead nor unconscious, but you are staggered, though you should recover enough to move efficiently if you can find shelter and take a few minutes to rest.
- You have just stopped raging and are currently fatigued as a result. I will treat you as having used half your allotted rage rounds per day, (though in actuality we did not keep track.)
- You are now in a hot climate. Your Endurance feat protects you from effects of the temperature.
- You are now in a Desert. Your favoured terrain bonuses now apply.
- You have also gained a Mythic rank. You’re welcome ;)


Insubstantial Ëatherial Voice |

As your eyes adjust to the stark glare of the sun, your immediate surroundings come into focus. You can see that you are standing in a shallow, crater-like depression less than 10 feet across, ringed by sand and dirt. A light wind is blowing dust across the ground. You can see a rock outcropping not far away that may provide some shade and shelter from the wind. Beyond that you can spot a line of mountains marching away, low on the horizon, overshadowed by large grey clouds. The sun is hanging high overhead, beating down upon the world with untamed fury from its seat in a pale blue sky. Here and there you spot shriveled shrubs and desiccated trees as white as bleached bone. Whatever land this is, it appears barren and inhospitable.

Note: studying the plants up close gives you a +2 circumstance bonus on the K(Nature) check.

K(Nature) DC 17:
You can recognize that the clouds to the west are not normal storm clouds, but rather are formed largely of ash and dust. There may be wildfires, or perhaps a volcano somewhere among the mountains.

You can recognize some of the plant forms. While most appear dead at first glance, they are actually quite alive.

The taller tree shaped ones are known commonly as “Bone Trees” because of their hard exterior being densified with calcium salts, giving their smooth bark a white colour. They are known to sprout red leaves and yellow flowers during the wet season, which is the only real indication they ever give of being alive at all. Their sap is thick, yellow and pungent, but can be used as an adhesive when dried.

The small bushy plants are tumbleweed. When ready to seed, the plant sheds its outer branches in a ball like shape, carrying a single fruit which bears its seeds. This rolls about when propelled by the wind until the cage breaks and the seeds are spilled. The fruit is hard and nutty, with a bitter tang, but is rich in proteins and starch. The dried branches can be used for easy kindling, or weaving of baskets.

Another strange plant looks more like exposed roots than an individual shrub, but you recognize it as “Devil Root.” It grows thorns which contain a toxin, but also bear the plant’s seeds. The toxin is only mild, but is quite painful if it gets in a wound. These thorns can be broken off with ease and will remain toxic for several days. Unfortunately the “root” is tough and woody and offers no nutritional value, and the oils prevent it from burning clean, producing copious amounts of smoke, even when dried for several days.

Bonus: if you made this check, you get a +5 circumstance bonus on your K(Geography) checks.

K(Geography) DC 18:
Without a map, and with no knowledge of how you were suddenly transported away from your friends, it is difficult to pinpoint your location, but based on some of the familiar aspects of the terrain and the foliage (if you made your K(Nature check)) you feel relatively confident that you must be somewhere within the Khanan nation of Kàra-Korros.

K(Geography) DC 20:
More specifically, you feel fairly certain you are currently in the region known as the Desert of Blue Sands, and that those mountains you see are therefore to the west of you. From what you can recall of maps of the area, there is a village just on the other side of those mountains. You have a feeling you could reach the mountains by nightfall.

There should also be a river to the north, and a lake just a little further upstream. The river runs from the mountains to the sea flowing east. There is a town at the river mouth, where one might be able to barter passage on a boat, either north to Denkaarô, or south to other settlements in Kara-Korros or along the Gulf of Quâros.

To the south and east there is little more than miles of desert, and eventually the salty sea.

You can reference all this on the continental map, though many locations are unmarked and unlabeled. I will work on getting an expanded map of Kara-Korros up for you within a few days.

Perception DC 30, hearing based:
You can barely make out the sound of a horn being blown above the whistling of the wind. It sounds as though it is coming from a long way off, towards the mountains.

Wisdom check DC 10:
It is about noon. When you entered the desert cave with your allies, what feels like only an hour ago, it was still morning. It seems somehow time has passed in an irregular fashion.


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

K(Nature): 1d20 + 5 ⇒ (9) + 5 = 14
K(Geography): 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Perception: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
Wisdom: 1d20 + 2 ⇒ (14) + 2 = 16

Kagrenac examines his surroundings, taking careful note of the surrounding foliage and terrain. He crouches on his massive scaly haunches, and picks up a handful of sand, letting it run between his short, blunt claws. Judging from the soil composition, as well as the distinctive terrain type, this is somewhere within the Khanan nation of Kàra-Korros.

A grim smirk settles across Kagrenac's reptilian features. There are definitely worthy foes to be found here. The hunt runs strong in the
deserts of Kàra-Korros.

Kagrenac glances around once again, looking at the position of the sun. Many more hours have passed since he entered battle with the irritating stone cube. More than should be possible. Kagrenac grunts in annoyance.

Having passed more time here than he feels comfortable with, Kagrenac decides to head towards the rocky outcropping, Slade at the ready. Perhaps he can climb the rock and get a look around. Or maybe he might find some tracks, and follow them.

A tingle of anticipation runs down his long sweeping tail. This could be the start of something beautiful.


Insubstantial Ëatherial Voice |

In retrospect I think I made the difficulty of the K(Nature) check too high. Make me another check at DC 12 (no bonus, other than your favoured terrain). If you make it, you may retry the DC 20 K(Geo) with the +5 bonus.

You make your way over to the large stone outcropping. The going is slow as the multiple injuries you sustained in your last battle slow you down. After resting a few minutes in the lee of the stone you feel some vigour return to your limbs, though you still have more serious wounds that should be looked at.

Assuming ~15min have passed, heal your strain injury.

The outcropping itself stands over 30ft tall and has a significant overhang which provides you with shade even in the direct mid day sun. However the back portion is partially buried in a dune and slopes gently. You figure you could climb this with little difficulty, and get a better look at your surroundings from the top.

Beneath the outcropping about 3/4 of your view is blocked and you can see little, though the wind is reduced.

Survival DC 15, track spotting:
Beneath the outcropping you find evidence of animal tracks, some large some small. They are very old, probably left over from the last rain, or even earlier, when the ground would have been soft enough to record their footprints. Directly beneath the rock is a jumbled mess, but further away you can spot clear lanes of traffic. This spot may have been used as shelter by various animals.

Survival DC 20, track spotting:
You also notice, amid the jumble of animal tracks, footprints that resemble khanan feet. It may be that hunters have also used this place as shelter while they tracked their quarry. Using this evidence, you can spot soot marks on the underside of the rock, as if a fire has been lit here before.

If you climb the rock, you may make another perception check.

Perception DC 25:
You can barely make out the sound of a horn being blown above the whistling of the wind. It sounds as though it is coming from a long way off, towards the mountains. Following the sound you can spot a low cloud of dust about a mile off. It appears to be moving closer.


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

K(Nature): 1d20 + 5 ⇒ (5) + 5 = 10
K(Geography): 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
Survival: 10 + 14 + 2 = 26
Taking 10 on the Survival check, and I flubbed the K(Nature). Do I still get the results of the K(Geo)?

Beneath the outcropping Kagrenac finds evidence of animal tracks, some large and some small. They are very old, probably left over from the last rain, or even earlier, when the ground would have been soft enough to record their footprints. Directly beneath the rock is a jumbled mess, but further away there are several clear lanes of traffic. This spot has been used as shelter by many animals.

Kagrenac easily picks out from amid the jumble of animal tracks a couple sets footprints that resemble Khanan feet. It looks like hunters have also used this place as shelter while they tracked their quarry. Using this evidence, Kagrenac spots soot marks on the underside of the rock, as if a fire has been lit here before.

Climb: 1d20 + 5 ⇒ (2) + 5 = 7
Climb (Able Explorer): 1d20 + 5 ⇒ (12) + 5 = 17
Rolling twice and taking better, per the class feature. Lol, so worth it.

Kagrenac climbs the rock, his strong limbs making short work of the large outcropping. Once atop this convenient rock, the enormous Khana searches for anything that could be of use to him. His eyes hunt for trails or signs of civilization, his ears for the sounds of combat or movement, and his nose for the scent of campfires.
Perception: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27

Kagrenac can barely make out the sound of a horn being blown above the whistling of the wind, but it is noticable. It sounds as though it is coming from a long way off, towards the mountains. Following the sound Kagrenac spots a low cloud of dust about a mile off. It appears to be moving closer.

Kagrenac climbs down the rock, and begins assembling materials for a signal fire. The group he spotted is likely coming here, but no sense in taking chances.

Climb: 1d20 + 5 ⇒ (5) + 5 = 10
Climb (AE): 1d20 + 5 ⇒ (16) + 5 = 21
Same deal here. Rolling twice, taking higher.Injury sitting at 25, strain removed. Taking 20 on the Survival check to build a fire.

Survival: 20 + 14 + 2 = 36
Yeah, that's one kick-butt fire, alright!


Insubstantial Ëatherial Voice |

Actually, since you made the K(Geo) I could extend the bonus on the K(nature) in reverse. Go ahead and read the K(nature) spoiler from the previous post, and explain how since you miraculously know where you are, you can deduce what foliage and weather abnormalities are around you at present. It will also indicate your current bearing, ie where north is.

You manage to start a fire using what bits of plant matter you can gather and a bit of flint. To your great frustration the wood refuses to burn clean for a while, but you produce enough smoke to make an adequate signal in no time.

With a survival check like that you can easily get your signal fire going in about the time it takes you to gather material, so 1-2 minutes.


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

As Kagrenac sets up his fire, his conscious mind catches up with his subconscious.
The clouds to the west are not normal storm clouds, but appear formed largely of ash and dust. There may be wildfires, or perhaps a volcano somewhere amongst the mountains.

The flora in the area is also recognizable, although it has been years since Kagrenac has seen the like. While most of the plants appear dead at first glance, they are actually quite alive.
The taller tree shaped ones are known commonly as “Bone Trees” because of their hard exterior being encrusted with calcium salts, giving their smooth bark a white colour. They are known to sprout red leaves and yellow flowers during the wet season, which is the only real indication they ever give of being alive at all. Their sap is thick, yellow and pungent, but can be used as an adhesive when dried.
The small bushy plants are tumbleweed. When ready to seed, the plant sheds its outer branches in a ball like shape, carrying a single fruit which bears its seeds. This rolls about when propelled by the wind until the cage breaks and the seeds are spilled. The fruit is hard and nutty, with a bitter tang, but is rich in proteins and starch. The dried branches can be used for easy kindling, or weaving of baskets.
Another strange plant looks more like exposed roots than an individual shrub, but you recognize it as “Devil Root.” It grows thorns which contain a toxin, but also bear the plant’s seeds. The toxin is only mild, but is quite painful if it gets in a wound. These thorns can be broken off with ease and will remain toxic for several days. Unfortunately the “root” is tough and woody and offers no nutritional value, and the oils prevent it from burning clean, producing copious amounts of smoke, even when dried for several days.

Without a map, and with no knowledge of how he was suddenly transported away from his friends, it is difficult to pinpoint his location, but based on some of the familiar aspects of the terrain and the foliage Kagrenac feels relatively confident that he must be somewhere within the Khanan nation of Kàra-Korros. The presence of Khanan claw-prints definitely lends credence to this.

And while pinpointing his position is challenging, this is what Kagrenac has dedicated his life to: trailblazing and guiding his companions through the harshest terrains imaginable. The large Khana feels fairly certain that he is currently in the region known as the Desert of Blue Sands, and that those mountains he can see are therefore to the west of the outcropping. From what he can recall of maps of the area, there is a village just on the other side of those mountains. Kagrenac estimates that at a reasonable pace he could make the mountains by nightfall.

There should also be a river to the north, and a lake just a little further upstream. The river runs from the mountains to the sea flowing east. There is a town at the river mouth, where one might be able to barter passage on a boat, either north to Denkaarô, or south to other settlements in Kara-Korros or along the Gulf of Quâros.
To the south and east there is little more than miles of desert, and eventually the salty sea.

However, while this is all good to know, it may prove to be irrelevant to the current situation. Kagrenac can hear the horns moving closer still, and knows that he will not be alone for much longer. Hopefully they are not hostile.


Insubstantial Ëatherial Voice |

Several minutes later you notice the ground begin to tremble slightly. As you climb back atop the rock, you can see that the column of dust has moved significantly closer. Judging by its current trajectory it appears that it will pass by just to the north of you.

perception DC 20:
Amid the cloud of dust you can spot a large quadruped creature and several small humanoid ones, both behind and flanking it.


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

Perception: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
Well, that's convenient. I needed an eight.

Amid the cloud of dust Kagrenac spots a large quadruped creature and several small humanoid ones, both behind and flanking it.

Using his common sense, Kagrenac posits that this is a hunting party and it's prey. Common sense says that it is best to let them pass, and then catch up to them. However, he could also hit the beast head on.

Too dangerous while injured. The large Lizard-man laments over what could have been.

Kagrenac slips off the rock, and heads towards the commotion. It's time to take a closer look.


Insubstantial Ëatherial Voice |

You head off towards the approaching commotion. As you do, the dust cloud begins to slow and eventually comes to a stop. By now it is readily apparent that the source of most of the noise and the tremors is an Elephantine quadruped which has finally given up in the attempt to flee its hunters. Now that you are close enough, you can see the creature has a tough hide like that of cured leather, four legs the size of tree trunks, and four long tusks. And where previously you might have spotted four of the hunters, a fifth now becomes apparent. He is rodeoing the enormous beast, holding onto a spear that has been embedded deeply into the creature’s neck at the base of the skull. Blood trails deep red rivers from the wound, falling in thick drops onto the sand; the creature must be exhausted from the loss of it. Numerous other wounds mar its legs and ankles, gashes the other hunters made to slow the creature down.

As the beast turns and rears on its hind legs, threatening to crush its pursuers, one of the hunters bellows a fearsome cry: ”THRAK’TO SHO’UL BAHAL! TOH, RAAS’KORAN, TA’SHAAL! YEEEAAAAAGGHH!”

In Kuur-Khain:
”Now the beast is ours! Now, brothers, attack!
This is the moment they have been waiting for, the moment in the hunt where the hunter and the hunted finally face each other in a battle to the death. The hunters may be weary from the pursuit, but they do not show it, for they know the beast is weaker still from bloodloss.

Two of the hunters dart forward, wielding slades, the signature long armed weapons of the khanan people. However, your astute eyes can determine that these are just hunting weapons, for the hafts are made of simple wooden poles and the blades are smooth, unlike the one you wield. Darting past the forelegs, they strike passing blows at the beast’s soft belly, opening fresh wounds. Then the beast brings its front feet down upon them. The first hunter is well clear, but the second hunter is not so lucky, and a hoof comes down on the haft of his weapon, snapping it in two before he can pull it out of the way. He goes sprawling off to the side, appearing mostly unharmed, though you are sure the force of the blow must have wrenched his shoulder severely.

Roll for initiative and describe your first actions should you wish to join the fight. You are well within charging distance, especially given your ludicrous overland speed

K(nature) DC 19:
This creature is commonly known as a Baeliphant, though in the khanan tongue they are called Kôru’bahal. It is a cousin of the Oliphant native to khanan soil. It lacks the sail-like ears of its cousin, and has four large tusks instead of two, and a large thick horn like a rhino on its forehead. But these are less of a concern up close than its sheer size. Its feet are broad and could flatten a man without a second thought. They tend to prefer the drier climates of the northern badlands of Kara-korros, where they eat the rich fruit that grows from the volcanic soil, though they migrate south during the wet season. They tend to wander around in large herds or smaller families. Judging by the size of its horns, this one must be a young bull, as they tend to be the ones to wander off on their own.

GM notes:
Using stats for a young Mastodon, currently sitting at about 20 HP remaining. Movement speed hindered to 30ft, but remaining stationary (holding ground)
Initiative Khana 3: 1d20 + 3 ⇒ (3) + 3 = 6
Initiative Khana leader: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Khana rodeo guy: 1d20 + 3 ⇒ (19) + 3 = 22
Current order pending Kagrenac:
- Khana 1
- Khana 2 (disarmed)
- Baeliphant
- Khana rodeoing the Baeliphant
- Khanan Leader
- Khana 3


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

K(Nature): 1d20 + 5 ⇒ (8) + 5 = 13
Kagrenac don't care what it is. Kagrenac cares that it's still breathing.
Initiative: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
Swift action to spend a use of Mythic Power (6 Remaining) to use fleet charge. Power Attack is always on.
Kagrenac launches into action, plumes of sand spouting after every footstep. His long strides eat u[p the distance between him and his foe in a trice, and he swings his Slade into its heaving flank.

Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Confirm: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d12 + 16 ⇒ (4) + 16 = 20

Kagrenac makes another two wild swings at the enormous beast, snarling as he does so.
”I am Kagrenac the Hunter, and you are worthy prey!”

Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d12 + 16 ⇒ (7) + 16 = 23
Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d12 + 16 ⇒ (11) + 16 = 27
Obvious miss, but I kept it there so I wasn't cheating. Man, I love how Fleet charge pairs with a Full Attack. :)


Insubstantial Ëatherial Voice |

Kagrenac flies across the desert sand towards the creature like a living bolt of red lightning. As he soars over the last dune, slade raised high above his head, roaring in battle fury, the beast has only enough time to look towards the new threat and behold its impending doom. In that fantastical moment where time stands still, the beast shudders in fearful anticipation. The sunlight, glinting off the steel of your blade flashes across its eye. The other hunters look towards the newcomer. Then your blade slashes downward and cleanly takes off its left foreleg, slicing through flesh and bone in a single motion. As the beast tumbles you race beneath its huge girth and open a seam along its softer belly.

Between those two hits you did more than enough to finish it off.

The massive creature crashes into the sand, blood spraying from its numerous wounds. As it does, the Khana still riding it tumbles from his perch and rolls in the sand next to the beast.

The one who seems to be the leader races up the dune, his curved sword still in hand, with the last member following just behind him. Seeing the massive damage done by your blows he takes pause, sizing up this outsider who has just claimed the kill on his quarry. ”Thro’a do’nash, ro’khan?” he says loudly. Turning from your kill you can see he is looking intently at you. His weapon is still drawn. Pointing it at you he continues, ”Thra’kas vo’da arrah’khuun. Ok’thora, tra’dash pa’kora? Ok’pahro tra’da karan?”

Kuur-Khain, translation:
”What is the name of this one, (who has made the kill)? Your (strength of arm) and (valour in battle) are formidable. But who is your kora (your captain)? And where is your Karan (your pack, or hunting group)?”


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

Because I don’t have a comprehensive dictionary of Khana, I will simply use DoomedHero’s alternative language formatting instead.

”I am Kagrenac the Hunter. I have no captain, and my Karan is lost to me. As I was battling an Eldritch Force, it’s foul magics swept me from my Karan, and cast me here, in the very moment of our victory. Just an hour hence I was in the land of our lesser kin, and now I have awoken here with no idea how much time has passed. I know not if I am even in the same time.”

Seeing the still tense Kora, Kagrenac snorts.

”Your Karan is safe from me, Brightscales. I have no quarrel with you or your hunting pack.”

Kagrenac leans on his Slade like a walking stick or a wizard’s staff, and cocks his head slightly to the right.


Insubstantial Ëatherial Voice |

It is fine to use that format, however I will say that likely from here on out we will be using a lot of kuur-khain, at least, since you decidedly replied in that language. I followed your form for this post, but I think using formal italics will become cumbersome in the future so I probably won't continue to use them.

The leader takes a moment to absorb the words you have just spoken. If he was stunned before to see your terrible prowess, he is more awed and confused now by the tale you have just spun. Though he does sheath his sword. ”Well then, Kagrenac, is it? We are well met. I am Kora’Chathorik-Kasûl, and this is my Karan,” here he gestures at his fellows, ”We hunt for clan Krazx.” He says the last with an assertive air. It is known that Khana take great pride in being part of whatever tribe they are born to.

The creature makes a coughing, gurgling sound, blood issuing from its mouth. Its eyes roll frantically. It knows it is dead but the end will not yet come. It is still heaving heavily. Chathorik walks over to the two khana are sprawled on the ground. ”The Kôru’bahal are fearsome foes,” he says, helping the first Khana to his feet, “It is an honour to hunt them. They can run for days without food or water, even when heavily wounded. Kaaroxus gave them to the Khana, so that we would know prey that do not easily go down. In this way, Kaaroxus taught us strength.”

The other khana, the one who was nearly crushed by the beast, still lying on the ground, turns over and coughs up some words that you don’t quite catch. Chathorik keeps speaking, ”He also taught us glory, and honour. He taught us all that makes us Khana.” He is standing right over his fallen compatriot as he says this, yet he does not move to help him. ”Yours is the kill today, Hunter, and so yours is the glory, and to honour your glory, we would ask that you partake of the meat of this beast with us. But we also have a mantra among our clan, that all things that fall, must be honoured too. And so I hope I do not incur your wrath with what I do next...”

Walking past the injured khana, he retrieves the broken weapon. Picking up the haft in one hand, and the blade in the other he returns to the downed Khana. ”Brother,” he says, in a commanding tone, “honour your weapon, and honour the beast, that gives its life for your clan.” Struggling, the injured khana rises to his feet. Then taking the broken weapon, he approaches the beast. Standing over its head, he drives the point of the blade deep into the creature’s throat, severing its primary artery. A plume of blood sprays out, washing him in gore. The beast squeals, a rather piteous sound, and then lies still, released of its torment. He then proceeds to saw through the creature’s neck in an attempt to sever the head, letting out its blood in buckets as he does.

Lore:
"Kôru’bahal" is Khanan for "thunderous beast," so named for the sound that a herd of them can make when on the move. They are also commonly known as Baeliphant. Native to Kara-korros, they are cousins of the Oliphants.


Insubstantial Ëatherial Voice |

As the injured khana continues his work, Chathorik approaches you. ”You remain silent,” he says, ”Then you must also be wise, for the wise speak only when words need to be spoken.” As he approaches, he sniffs at you. ”I am curious about you, Kagrenac. From your scales and stature I would judge you to be a warrior from one of the old clans, yet your scent bears the smell of humans. From what clan do you hail?”

PS: I should have put this in the last post, but here it is now.

K(History) DC 10:
The khanan clan Krazx is a small clan of little renown, save that they have always supported the rule of clan Tark. The existence of such “stem-clans” is not unheard of, though it is rare. These “stem-clans” are, for all intents and purposes, considered to be independent clans, yet have always supported the rule of a different “father-clan” instead of vying for power themselves. However, this position tends to get them seen as weak compared to other clans, as other will view them as submissive. And most “stem-clans” are quite small compared to their “fathers.” In actuality the relationship between a “stem-clan” and its “father-clan” is more mutual. Krazx is one of the oldest of such clans.

Also, it is high time we got some thematic music going for this (you know because I had prepared so much for our tabletop game and completely forgot to use it every single session except the first two? *sigh...) Anyways, link here for your epic Kara-Korros wastelands BG music: I get (most of) my stuff on newgrounds (link is to the original track: I claim no affiliation to HalcyonicFalconX or Newgrounds, please don’t sue me). Just put that bad boy on loop as you read the next few (and previous) posts. Let me know if the link works. If not, I’ll look into putting some stuff on dropbox.


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

Kagrenac grins in what he hopes is a friendly fashion, and begins to speak.
”I have no clan. I was adopted many years ago by a group of Half-elf merchants. They trained me to scout for them, and for many years I travelled through the wilderness as their guide. Recently, I have taken up work as part of a band of Heroes, part of the Guild. We were a small band, consisting of many different peoples. Our leader was an old fleshling who knew much of the great Lore of the world. Second was the thin wisp who smelled of arcane magics, with her quadruped companion in tow. Third was her clan-mate, a taciturn archer. Fourth, one of our lesser kin, favouring two great-toothed sabers from the shadows. Fifth, the tall one who smells of metal and disappointment, the bearer of inconstant luck. And finally myself, tracker and huntsman. It was I that led them through unfamiliar trails. It was I that laughed in the face of the desert winds, when all others would have given up in despair. And it was I who was taken away.”
Kagrenac huffs once. Kagrenac should smell of elves, if any race. Three of our party are elves.

”All that to say that if I should belong to a clan then I know not which. I have no memories of the nest, only of the desert. Perhaps my time here will shed some light on the matter.”

Kagrenac’s tail twitches in excitement. The thought of finding clan is very tempting for the seemingly orphaned Khana.


Insubstantial Ëatherial Voice |

Chathorik takes in everything you say with apparent incredulity. ”You say you were raised by Half Elves? Ha. Hahaha! You are a story my friend. I would tell a tale like that to the young ones around a fire, of a great khanan warrior who befriended the other races and walked on their soil, and how above all he became their great leader. Then the children would learn how great are the Khana. But to have no tribe among your kin...” Chathorik curls his fingers into a fist and rests his knuckles against his chin. The knowledge you have shared is clearly somewhat troubling and he is thinking hard.

“It is not unheard of, Kagrenac, for khana to abandon their young. There have been many before you who have been abandoned or forgotten by their tribe, or left as orphans in the wake of one battle or another. Khana born too frail or sickly are often rejected by their sires, deemed to weak to exist. Or the tribe may decide that they will be too great a burden to raise. Whatever the case may be, such children are not expected to live long. They will either die of starvation, or be consumed by wild animals. Such is the way of the wilderness. It takes no pity upon the weak. That you are alive at all is only then by the merest happenstance. If I believed in a living god, I might say it was providence then that saved you. But Kaaroxus is dead.” His tone is rather grim, but then he chuckles to himself. ”Come!” he says, raising his voice and turning so his compatriots can hear, ”We have hunted long and must rest before we return to our village.”

Turning back to you he says, ”Is that your fire over there?” he points to the column of wispy black smoke still rising beyond the rocky outcropping. ”It would seem you found our Bóro-cûun. We will make camp there for the night, and share some meat. Then tomorrow we will return to our village.” You can tell by the way he says the last bit that this is an invitation. He is saying you are welcome to come with him to their village, should you so choose. For tonight, the six of you are able to haul the carcass of the Koru-bahal into the shelter of the stone.

With their help you get your smouldering signal fire to transform into a cheery bonfire. Before long a spit it set up and a section of meat is set to roast over the flames. As it cooks, Chathorik introduces you to his karan. Punaka-korro-borados and Aekil-borados-rathka are the youngest and apparently they are cousins, though born of the same father. Chathorik explains, ”It is often customary for the chief to have more than one wife.” Aekil is the one whose slade was broken. As part of the fire preparations, the wooden haft of the weapon was burned as kindling. Rákûn-adjil’atta is the karan's sapper, the one who speared the beast in the neck. Chathorik tells you that his job is the most crucial when hunting Koru’bahal, and the most dangerous. Rakun looks ot be about the same age as Chathorik. And the last is Thro’ku-ar’rek is Chathorik’s Sha’ran, his protege. Chathorik has taken him as his pupil so that one day he might become the leader of his own Karan.

You have whatever gear you had with you previously, but Chathorik and the other khana have travelled light, and have only their field armor and the fire for warmth and comfort. Chathorik explains that hunters need to travel light to keep up with their quarry, and so only bring the essentials with them. They will sleep on the sand, as is their way.

Lore:

Bóro-cûun = "sheltering stone," literally the word used to describe such rock formations.

Sha'al = the apprentice of the leader of a pack of hunters, literally the student of the hunter.

What Chathorik said about tribal chiefs taking more than one wife still justifies Punaka and Aekil being cousins, and not half-brothers, even though they share the same father. When the chief is involved, each wife he takes is considered to be the start of a new family, rather than one giant family. The children are raised separately (or as separate as one can get in a close-knit community). It is very rare for a male khana other than the chief to take a second, or third wife, but in such cases all are considered to be part of one family. The names of Aekil and Punaka do refer to a common ancestor, Borados, possibly a past chief and likely an ancestor of the current chief, their father.


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

"That is indeed my fire in the Bóro-cûun. I would be happy to share it with you." Implied in this innocuous statement is Kagrenac's acceptance. The last time he was this close to a clan-village was almost seven years ago, with the caravan. Even then they were not allowed closer. This is a great honour, this invitation. It is very seldom that a clanless is allowed into any clan's village. Normally they are restricted to trade posts, or mixed villages. Each clan-village is the seat of the clan's power. For any other race it would be a fortress, but the Khana do not put their strength in walls, but in their warriors. Kagrenac hasn't heard of Clan Krazx, but that in itself is not unusual. Kagrenac rarely pays attention to names.

Is it alright for me to make up a few details? It seems to fit the culture.


Insubstantial Ëatherial Voice |

The following morning the hunters rise before the dawn. The remaining embers of the fire are stamped out and your meagre camp is packed in minutes. Chathorik explains the importance of packing light is not so important for encumbrance as for the swiftness with which one can be ready to travel. Then the hunters get busy lashing cords about the carcass of the Koru-Bahal.

As they work Chathorik explains his proposed return route to you, as you are unfamiliar with the terrain. The six of you will make for an oasis not far from here, to the north-east. Chathorik estimates that you should make it there just a few hours before midday. There the group will stop and rest, an refill their water skins. "It is foolish to attempt a crossing of the great sands at the sun's peak. By midday the Eye of Fire will turn its full wrath upon the sands, and then even the lesser beasts know to hide from its gaze." The group will wait there until evening, and then make the long trek across the sands, heading due west making for the Vulture mountains, (also locally called “the Talons”). The sun will set before you reach the steppes, but this is why Chathorik intends to wait. It will be cooler once the sun is down, and that will make the journey easier.

"However, it would be foolish to cross the mountains by dark," he continues, "and we will find ourselves needing the rest. So we will camp at the base of Thar'sharrossa. There we will be within a league of Sharro'baas, our path through the mountains. Our village is just on the other side of the pass."

Lore:

Thar’sharrossa means “Little Big-tooth” in the khanan tongue, the word for tooth here actually connoting “claw, horn, tusk or fang” all at once. Sharro’baas is “the pass between the teeth.”

As he finishes his explanation, Thro'ku announces they are ready to embark. The body of the beast is lashed with strong rope to four harnesses that will be worn by the hunters. Two bonewood trunks have been tied underneath the beast to serve as runners. The hunters will drag the beast across the sand, using the harnesses to spread the load evenly. Without much further ceremony you depart.

... Roll the BG music: repost Desert of Blue Sands...

The Boro-cuun is far behind you by the time the sun has fully risen out of the limitless sands to the east. As it soaks the sands in its heat, a light breeze begins to stir, blowing wisps of dust and sand about your ankles. The wind is coming from the south, blowing in off the gulf, as is the seasonal norm, but Chathorik grunts and says he would only worry should it find a crosswind from the north. That is when the tropical monsoons occasionally blown in, kicking up dust storms in their wake, and occasionally drenching the sands in deluges that can result in flash floods. This is the dry season, so such an event is unlikely, though not unheard of. Kara-Korros is not a region known for its consistency of weather.

The morning drags on as you continue your march. As the air and ground heat up under the sun's fire, you begin to realize why it is not without reason that this region is called "the Desert of Blue Sands." The air soon becomes so hot it begins to shimmer around you, distorting your field of vision. The mirages begin to superimpose reflections of the sky onto the ground and the sands turn into a shimmering aquamarine sea.

You will need to make a fort save to avoid the more serious effects of the heat, DC 15. Your endurance applies a +4 bonus to the save, and you get another +4 from the Desert Runner racial trait. Additionally a Survival check, DC 15, can give you a +2 on the save. Chathorik is choosing a route that specifically helps with this, so you are aided on your Survival check for a +2 to that check. You need to make this fort save once per hour for the next 3 hours. The DC increases by 1 for every hour. Just roll all three at once and I'll explain what happens in the next post.

At the same time, you will need to make a will save to disbelieve the illusions of the mirages (DC 15, single event). Failing that, you will begin to believe you are surrounded by water and become sickened. These effects are permanent, at least until I say otherwise..

Just a reminder, don’t forget to remove 1 point of injury damage after resting.

Survival DC 15:

It doesn't look like any cross-winds Chathorik mentioned are headed your way, but the southern breeze looks to persist. At most the wind will kick up dust into your eyes - a minor annoyance at the worst.

GM notes:

No peeking
weather: 1d100 ⇒ 56
Heat Damage: 3d4 ⇒ (1, 1, 3) = 5
Chathorik, Survival: 1d20 + 7 ⇒ (6) + 7 = 13
Chathorik, Fort Save: 1d20 + 9 ⇒ (11) + 9 = 20
Khana Fort saves: 4d20 ⇒ (2, 4, 15, 12) = 33 +8 indiv.
Khana Will saves: 4d20 ⇒ (7, 16, 3, 14) = 40 +1 (+4) indiv.
Khana roll orders: Punaka, Aekil, Rakun, Thro’ku
Aekil & Punaka fail fort saves, begin taking heat damage in the first hour. Punaka and Rakun fail their will saves.
Note: mirage is not normal, as in doesn't conform to PF suggested rules. Victims instead become sickened until they are relieved of it's influence +1d4 minutes per hour of exposure.


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

The desert has long been Kagrenac’s home, and he knows all the tricks to staying cool and comfortable. Kagrenac is not troubled at all by the efforts of the desert to burn him alive, and spends most of the day sipping water from various cacti and tubers.

Survival: 1d20 + 16 ⇒ (20) + 16 = 36
Fort 1: 1d20 + 8 + 4 + 4 + 2 ⇒ (8) + 8 + 4 + 4 + 2 = 26
Fort 2: 1d20 + 8 + 4 + 4 + 2 ⇒ (17) + 8 + 4 + 4 + 2 = 35
Fort 3: 1d20 + 8 + 4 + 4 + 2 ⇒ (19) + 8 + 4 + 4 + 2 = 37
Will: 1d20 + 3 ⇒ (17) + 3 = 20
Injury at 24 HP


Insubstantial Ëatherial Voice |

You remain unaffected by the perils of the desert, the heat only making you feel more alive and healthy. The light distorting properties of the hot air make visibility beyond 30 feet difficult, though in truth there is very little to see in the desert. The mountains remain a brown smudge on the horizon, blurry and indistinct, off to the west.

Some of the hunters don't appear to be taking the heat quite as well. Within the first hour you notice one of the cousins, Punaka, is already showing signs of heat-stroke, and keeps looking around, disoriented. Clearly the mirages are affecting him. As you occasionally hack off a chunk of cacti to slake your thirst and keep yourself cool, Chathorik asks if you might gather a bit for the others. It might help them keep up their strength. He appears concerned about Punaka's condition, and he thinks the others could do with a little extra respite. Your survival check is more than enough to provide each of the hunters with an additional +2 on their saves to avoid non-lethal damage from the heat.

By the second hour it is clear Punaka needs rest. A little cacti and what water is left in his skin is not going to be enough. His breathing becomes hard and his eyes begin to look distant, as if they aren't focusing on anything at all.

By the third you can see foam beginning to gather on his lips. The breeze that was present earlier in the day has died and the air becomes stifling. Chathorik is also concerned but he is wise enough not to quicken the pace, though neither will he allow them to stop. The oasis isn't far and the extra exertion would likely only make things worse. Unfortunately Punaka rolled a 1 on his save so there is little you can do for him, but your aid will help the others who failed to stave off this effect.

As you keep moving, Chathorik occasionally looks to the west to refocus on the mountain ridge and ensure their course stays true.

...

Eventually you come to a ridge, what looks to be the bank of a dried out river bed. You follow this a short distance until Chathorik stops and points out a cluster of rocks set against a sandstone bluff on the opposite bank. You head down into the gully and are able to spot a cave boring back into the sandstone. Chathorik motions for the hunters to remove their harnesses and they leave the carcass at the cave mouth. The short tunnel leading to the interior is wide enough for one to walk through, though not quite tall enough so you have to duck to enter.

Once inside you can immediately feel the difference in temperature. A cool and pleasant tang greets your nostrils; there is water within, perhaps a natural spring. Sure enough, winding a few meters through the narrow sandstone passage you come to a larger room, wherein a shallow pool of clear water is set to one side of centre. The chamber is roughly circular, about 15 feet across. The pool is just off to the left of centre, less than 10 feet wide.

"We will rest here until the sun is a hand's breadth from the mountain peaks," says Chathorik. "Thro'ku, you have the first watch. Make sure no scavengers come investigating our prize." Thro'ku grunts in affirmation, quickly fills his water skin from the pool, then heads back out the way you came in.

Lore:
The Karhana of Kara-Korros have long been resistant to change from their old tribal ways and thus ignore a lot of the modern developments, such as clocks. One of their chiefest ways of keeping track of time is by extending one’s arm to full length, and measuring the number of hand-widths from the horizon to the sun’s position. The khana are resilient so they don’t really mind looking directly into the sun’s glare.

"The rest of you get some rest," he says, "We still have many miles to cover yet today, and I want you all ready to make the long march back to the camp at Thar'sharrossa." He looks at Punaka specifically, with a mixture of concern and contempt as he says this.

Sense Motive DC 17:

It seems Chathorik is unusually concerned about Punaka's well being, beyond just being the leader of the pack. But he also seems annoyed, as if he somehow knew Punaka was going to be trouble. You get the feeling it wasn't his choice that Punaka come along on this expedition.

Punaka doesn't notice this and takes a spot by the pool where he lies down, and after drinking some of the water he promptly falls asleep.

...

Chathorik comes over to you and thanks you for lending your aide earlier. He admits some of his men might not have fared so well had you not. Should you wish to converse you may do so. At this point I am mostly describing the immediate scene, as there is little of interest that will happen for some time, so now is a perfect opportunity for some NPC interaction.

At some point he mentions to you that it was his father who found this oasis, allowing members of his tribe to venture out this far on their hunts. He seems proud of this, and his eyes glaze over in memory before he loses his train of thought and stops talking. You barely know each other, and he seems to remember this. He then picks a whetstone out of a pouch on his belt, takes a seat on a rock by the pool, and begins sharpening his curved sword.

...

Now that you have time to look around, you notice another smaller passage to the back of the cave that leads out of the room. You can see the passage forks not far from the main room, the right hand side ending roughly 2 meters further. The left becomes quite narrow, just wide enough for a single khana to squeeze through, and appears to lead to a second, smaller room, though the bending of the passage prevents you from seeing any further. Rough map included here. I'll also post a link on the campaign info page.

GM notes:

Dice, many dice, but what do they mean?
dice: 1d3 ⇒ 1
more dice: 3d6 ⇒ (6, 1, 4) = 11


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

Sense Motive: 1d20 + 2 ⇒ (15) + 2 = 17
Perception: 1d20 + 12 ⇒ (4) + 12 = 16
Wait, Kagrenac can understand people? That's a first.

Kagrenac notes Chathorik's strange mix of emotions, and knows that there are clan politics at play. However, this is not an immediate concern, as he is more interested in investigating this side passage.

I probably should have stated this earlier, but Kagrenac is going to speak Kuur-Khain to every Khana he meets. He will only speak common if the others are speaking it first.

"Kora’Chathorik, is there anything down that passage there?" Kagrenac points to the gaping cleft in the rock.


Insubstantial Ëatherial Voice |

Chathorik does not look up from his weapon, but grunts in acknowledgement. "Only the bones of my father," he says in an even tone, then looks up to see your reaction. "Does that surprise you, Kagrenac? I told you that my father found this cave. He was heralded with praise by our tribe for discovering this place. He found his purpose and place in history the day he found this spring. It was the greatest honour I could give him, to lay his bones to rest here when he passed. His flesh and spirit may be gone, but now his legacy lives on, and he becomes one of the immortal."

He grows silent for a while as he continues his work, then adds "you may go and see for yourself, the bones have nothing to hide. But do so with respect. This cave is holy ground."

Lore:
Khana have no belief in an afterlife. Their outlook on the universe is very bleak, but very grounded in tangible reality. Kaaroxus, the very god who created them, died, and his bones were returned to the earth. As such all khana are grounded in a faith as bleak as the parched land in which they live, but are made all the stronger in their resolve to survive because of this. Thus a khana's greatest goal in life is to accomplish something that will gain him a mark in history unto his name by achieving what all khana call their "true purpose." Kaaroxus led in this example by creating the khana, which is said to have been be his true purpose. His son, Tarkoragg, became the father of clan Tark when he committed the first murder to prove his superiority over the other khana, and thus determined the rite of tribal leadership through contests of strength and prowess. The greatest fear a khana has to face is the possibility of being forgotten after he dies. The biggest disgrace they can feel, is to be forgotten while they are still alive.


Insubstantial Ëatherial Voice |

Filling in your answer from Skype, for reader continuity.
Kagrenac decides not to investigate the side passage. The bones of a fellow khana do not interest him in the least. Khana die everyday, mostly in non ceremonial ways, and the world does not weep at their passing, especially the other Khana. To weep is to show weakness. Also, khana lack tear ducts.

...

An hour passes uneventfully. Chathorik, finally satisfied with the condition of his sword, sheaths the weapon and heads out of the cave to relieve himself. He is gone for only a few minutes when you hear a commotion outside of the cave, at least one voice is shouting. Rakun moves to investigate. ”Sounds like some scavengers may have found our prize,” he says as he passes you. He doesn’t sound too terribly concerned, but it might be worth investigating. A couple of armed Khana can probably fend off whatever beasts have decided to investigate your kill.

Outside:

You emerge to find Thro’ku and Chathorik shouting at a number of creatures that are perched on the opposite ledge of the gully. The critters have round mouths ringed by hooked claws, and chitter and clack in response to the hunter’s threatening displays. They appear to have been drawn by the scent of the Koru’bahal’s carcass and thought to investigate a possible meal. They don’t seem to have made up their minds whether to brave facing the fearsome Khana, or go away hungry. For now the khana seem to be making them at least consider whether it is worth the risk, as they seem to be holding off.

Map here
You may want some music, so here’s a combat loop for you. Enjoy!

K(Nature) DC 13:

These six legged arthropodic creatures are called Scriit-siish by the Khana of this region. The name simply means “scurrying thing.” They are the ecological analog to wolves or hyenas here in the north-east Karra-Korros, their scaly, plated outer hide allowing them to retain water longer than any mammal. Their low, segmented bodies and multi-jointed legs give them excellent balance and thus are immune to trip attempts. However, being this close to the ground gives them a bit of a disadvantage when taking on large prey, thus they tend to rely on scavenging. In combat, they will often swarm their opponents, grabbing on with their vice-like jaws and toppling them over where they are able to do more damage. They scurry about quickly on desert terrain, and are able to quickly burrow through sand.

GM screen:

Round 1 - as Kagrenac enters
Chathorik and Thro’ku try to intimidate the approaching creatures into staying away from the body of the Koru’bahal. They ready weapons as they do so.
Chaothirik intim.: 1d20 + 8 ⇒ (4) + 8 = 12
Thro’ku intim.: 1d20 + 3 ⇒ (17) + 3 = 20
The target on the intimidate check is 10 + 2/critter in opposition. 1 success makes the critters shaken for the 1 round, and they will hold off on the attack, but 2 successes causes them to become frightened and flee. Each round 2 more critters will show up untill they overwhelm the Khana and no intimidate success is rolled. If a critter is slain, the DC of the check is lowered by 5 for that round.
The attacking beasts are called Scriit-siish. There is a pack of 12 of them, 3 of which have appeared over the lip of the gulley, opposite the cave. When they are reduced to about half their number, it is safe to assume that either the rest flee or they are slaughtered as they pose little threat beyond that point.


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

Rollin’:
Initiative: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
K(Nature): 1d20 + 5 ⇒ (3) + 5 = 8
Fleet charge (MP at 5/7 for today),
Fleet Charge: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d12 + 16 ⇒ (9) + 16 = 25
Attack 1: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d12 + 16 ⇒ (7) + 16 = 23
Attack 2: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d12 + 16 ⇒ (5) + 16 = 21

Kagrenac speeds out of the cave entrance, and slashes with his slade at the middle enemy in the line, the one straight in front of him. If that foe dies, he will slash at the others.


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

Perception: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19


Insubstantial Ëatherial Voice |

GM stuff:

Bunch of stealth checks: 6d20 ⇒ (7, 20, 2, 7, 2, 18) = 56
+13 each
Critter initiatives: 12d20 ⇒ (2, 20, 10, 11, 14, 6, 9, 18, 15, 9, 2, 15) = 131 +3 ea


Insubstantial Ëatherial Voice |

GM stuff:

Initiative
Chathorik: 1d20 + 3 ⇒ (19) + 3 = 22
Thro'ku: 1d20 + 3 ⇒ (9) + 3 = 12
Rakun: 1d20 + 1 ⇒ (6) + 1 = 7
Critters Average = 13

Order is
Chathorik
Kagrenac
Critters
Thro'ku
Rakun

Kag just went so critters up.


On map currently: 3 critters, Chathorik (blue), Thro'ku (Green). Kagrenac and Rakun just emerging from cave.

Chathorik continues to bellow at the creatures as he makes his way around the carcass of the Koru'bahal. Intimidate: 1d20 + 7 ⇒ (5) + 7 = 12
The critters don't seem to take much notice and chitter back in response.

Kagrenac emerges from the cave and spots the critters upon the ridge and races towards them before the other khana even realize he is there. In his racing stride he lunges at the middle critter but his foot slips as he ascends the bank of the gully, causing his blow to glance off one of the creature's scaly legs. His second attack is more sure as he compensates for the elevation difference and neatly flips the creature over, exposing its soft underbelly. His third stroke impales the beast. The two other creatures shriek at him in their high shrilling voices, hissing their discontent at having lost a pack member.

Now that he can see over the ridge, kagrenac notices there are 3 more of the creatures approaching beyond the first, and a shifting in the sand off to the left and right alerts him to the presence of two more that may be burrowing forward. He doesn't have enough time though to think about this as the two creatures at his feet bite and grab at his legs as they shift towards you, attempting to get into flanking positions.

C1 attack: 1d20 + 7 ⇒ (10) + 7 = 17 damage: 1d6 + 4 ⇒ (1) + 4 = 5
C2 attack: 1d20 + 7 ⇒ (9) + 7 = 16 damage: 1d6 + 4 ⇒ (6) + 4 = 10

The two you spotted burrowing slither closer through the sand, while the three newcomers dash forward to lash at him. Three possible AoOs right here. If you kill any of them you can ignore their attacks (in order please).
Actually, you cannot 1 hit any of these creatures, unless you get a critical hit. Max damage on power attack would still leave them at 2 hp.
Also, you did not declare rage or power attack, however I know from experience you like to play with Power attack always on. I'm treating your AC as non-rage AC. No need to correct me for this post but please declare in the future.

C3 attack: 1d20 + 7 ⇒ (14) + 7 = 21 damage: 1d6 + 4 ⇒ (1) + 4 = 5
C4 attack: 1d20 + 7 ⇒ (9) + 7 = 16 damage: 1d6 + 4 ⇒ (1) + 4 = 5
C5 attack: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 damage: 1d6 + 4 ⇒ (6) + 4 = 10
You take 5 strain damage form the first attack dealt by creature 3.

The first creature hits, snapping at your heel. He attempts to bring you down... Trip: 1d20 + 9 ⇒ (4) + 9 = 13 ...but you shake him off in disgust.
Also, roll yet another perception check.

Thro'ku moves towards the group of creatures surrounding you continuing his intimidating display, drawing one of the sharpened 2ft metal disks he keeps on his belt loop and banging it against his sword like a symbol. Intimidate: 1d20 + 3 ⇒ (17) + 3 = 20
His fearsome display cause the critters around you to become shaken, and they recoil slightly from his advance.

Rakun has now sighted the critters, having emerged from the cave behind you. He unslips one of his javellins and hurls it at the mass of bodies seething around you, picking one that turned his attention to Thro'ku's advance. Attack: 1d20 + 3 + 2 - 4 ⇒ (12) + 3 + 2 - 4 = 13
However in trying not to hit you his javellin falls short and impacts itself into the sandy slope.

...End of round 1...

Proceeding turn order: CHathorik, Kagrenac, Critters, Thro'ku, Rakun

Chathorik draws a bow, and fires two shots in quick succession into the midst of the seething bodies around you. attack: 1d20 + 10 ⇒ (16) + 10 = 26
attack: 1d20 + 10 ⇒ (3) + 10 = 13
One of the arrows impacts one of the creatures with a crunch, and fizzles. The creature shrieks in agony. damage: 1d8 + 4 ⇒ (6) + 4 = 10
The second sails overhead harmlessly. "Kagrenac!" he shouts, "Get away from the riverbank! There may be more burrowing in the sand!"

I should clarify, on the upper ledge of the gully there is a good bit of deep sand. While it won't impede movement, these creatures seem to be able to burrow through it, as you already spotted. The riverbed is hard, and dry. It might be more difficult for them to burrow through it. Round 2 Map Brown patches are burrowed creatures. red icon is Rakun. The one that looks like Kagrenac... is kagrenac.

GM screen:

Creature 1 has taken 10 points of damage and has 20hp remaining. Curently exposed creatures are shaken. -2AC.


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

Kagrenac slices at the three burrowing critters that pop out from under the soils, snarling in anger at their audacity. Feeling their fangs nip at his flesh, he roars in anger.

”You want to taste Khana, eh?! Then choke on your own juices, little worms. For our blood is comprised of every single foe we have vanquished. You want to taste Khana? Well, HERE. I. AM!

With that roar, Kagrenac’s blood sings with righteous rage, fuelling his thirst for the blood of his foes. These worms will have to suffice.

Super Khana Rage Mode: Activate! 6 Rounds remaining.

Kagrenac surges away to the southwest, striking the already injured beast as he does so.

Mythic power at 4/7. Kagrenac to H6.

Kagrenac strikes twice at the southwestern-most worm, single-mindedly focused on sending it to the Khanan afterlife. Which is to say: crushing its life and burning its soul in the tempestuous fires of oblivion.

Rollin’:

AoO 1: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d12 + 16 ⇒ (10) + 16 = 26

AoO 2: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d12 + 16 ⇒ (6) + 16 = 22

AoO 3: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d12 + 16 ⇒ (4) + 16 = 20

Perception: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29

Fleet Charge: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d12 + 19 ⇒ (6) + 19 = 25

Attack 1: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d12 + 19 ⇒ (12) + 19 = 31

Attack 2: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d12 + 19 ⇒ (1) + 19 = 20

"Yea though I walk through the valley of the shadow of death, I shall fear no evil, for I am the meanest son-of-a-b!$@h in the valley." --George S. Patton


Insubstantial Ëatherial Voice |

Review of Kagrenac's actions for round 2

GM rolls:

critter stealths: 6d20 ⇒ (1, 11, 4, 17, 10, 2) = 45 +13 ea. (Kagrenac spots all but 10)
Perception, Chathorik: 1d20 + 10 ⇒ (9) + 10 = 19 sees 3 (7, 9, 12)
Perception, Thro'ku: 1d20 + 1 ⇒ (4) + 1 = 5 fails all
Perception, Rakun: 1d20 + 5 ⇒ (4) + 5 = 9 fails all

Critter AoO's (2,3,5): 3d20 ⇒ (15, 5, 18) = 38 +7 each two hits
Made a mistake on the flow chart there. you also provoke from 3. forgot he isn't dead yet.
dmg (2): 1d6 + 4 ⇒ (2) + 4 = 6
(2)Trip: 1d20 + 9 ⇒ (4) + 9 = 13 fails
dmg (5): 1d6 + 6 ⇒ (3) + 6 = 9
(5)Trip: 1d20 + 9 ⇒ (6) + 9 = 15 also fails
summary: 15pts strain

Critter 2 atk: 1d20 + 7 ⇒ (1) + 7 = 8
Critter 5 atk: 1d20 + 7 ⇒ (16) + 7 = 23 hit dmg: 1d6 + 4 ⇒ (6) + 4 = 10
trip attempt (5): 1d20 + 9 ⇒ (3) + 9 = 12 fails
summary: 10pts strain

Critter 3 atk: 1d20 + 7 ⇒ (6) + 7 = 13 vs. Thro'ku: miss
critter 7 atk: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 vs Chathorik: hit dmg: 1d6 + 4 ⇒ (1) + 4 = 5 grapple: 1d20 + 9 ⇒ (10) + 9 = 19 fail

so many much rolls...

(reminder creature 3 has -2 AC)

Thro'ku hook blade: 1d20 + 3 ⇒ (5) + 3 = 8 miss
5ft step back

Rakun: 5 ft step, draw , activates rage, activates Berserker's cry. (all allies +1 morale on damage for 2 rounds)
Rakun battleaxe: 1d20 + 7 ⇒ (4) + 7 = 11 miss

...

Chathorik scimitar, 1: 1d20 + 11 ⇒ (14) + 11 = 25 hit dmg: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Chathorik scimitar, 2: 1d20 + 6 ⇒ (18) + 6 = 24 crit threat confirm: 1d20 + 6 ⇒ (9) + 6 = 15 DNC dmg: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7

You spot more slithering motion ahead of you as you make out the hidden forms of several more creatures approaching under the surface of the sand. More hidden creature's locations revealed. Marked again on map as more brown patches

The critters in front of you snap at your heels as you make an about face, backing down the slope to elude them with the reach of your weapon. You narrowly avoid having your heels caught in two of the creatures' snapping maws.
Take 15 strain damage from 2 attacks

Your following swings shred two of the critters as they scuttle towards you, ending their pitifully brief existences. The remaining two advance under your blows, and one of them manages to nick you.
Make 1 AoO vs Creature 2. Creature 5 did not start turn threatened. Take 10 strain damage from creature 5's attack.

Just as Chathorik finishes shouting his warning to you, a previously hidden creature erupts from the sandy bank and flies at Chathorik's face. He only narrowly avoids being raked by the creatures claws, and drops his bow to engage his opponent at point-blank. Drawing his scimitar he deals the creature two quick blows, cutting gashes into its side, green fluid seeping from the wounds.

While you are engaged with your quarry, one of the creatures breaks off and scrambles over towards the carcass of the Koru-bahal, but Thro'ku stands in his way. He blocks the creature's attacks and forestalls its advance, but then backs off as Rakun steps in front and attempts to drive the creature back. Emboldened by your own ferocity Rakun lets out a fearsome cry as he swings at the creature.
You and all allies gain a +1 morale bonus on damage for the next two rounds from Rakun's Berserker's Cry ability.

Round 3 map


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

Kagrenac shifts back, and slashes once at each creature. Power Attack set to ALWAYS ON, Rage at five rounds remaining. 15 Strain Damage taken. 24 Injury.
Attack: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 1d12 + 19 + 1 ⇒ (12) + 19 + 1 = 32
Attack 2: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d12 + 19 + 1 ⇒ (11) + 19 + 1 = 31
Perception: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19

"Fall before me, feeble vermin!" He shouts, blood singing with joy at the thrill of the hunt.


Insubstantial Ëatherial Voice |

GM dice:

creature stealth checks: 5d20 ⇒ (15, 9, 4, 17, 4) = 49 +13 each
creature 8 attack: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
creature 9 attack: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21

Creature Rolls:

Creature 3 5ft left.
creature 3 atk: 1d20 + 7 ⇒ (15) + 7 = 22 vs. Thro'ku: hits dmg: 1d6 + 4 ⇒ (2) + 4 = 6
trip: 1d20 + 9 ⇒ (4) + 9 = 13
Creature 7 5ft left.
creature 7 atk: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15 vs. Chathorik: miss
Thro'ku at 31/37 hp. Strain.

Jumpers
creature 10 atk: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19 vs Chathorik hits dmg: 1d6 + 4 ⇒ (6) + 4 = 10
trip: 1d20 + 9 ⇒ (1) + 9 = 10
creature 11 atk: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22 vs Chathorik hits dmg: 1d6 + 4 ⇒ (3) + 4 = 7
trip: 1d20 + 9 ⇒ (5) + 9 = 14
creature 12 atk: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 vs Chathorik ff: miss
As much as I like Chathorik and don't want him to die, these creatures are rolling absolutely terribly.


Khana party rolls:

Thro'ku attack: 1d20 + 3 ⇒ (13) + 3 = 16 hit dmg: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9
Rakun attack: 1d20 + 7 ⇒ (13) + 7 = 20 hit dmg: 1d8 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Chathorik attack 1: 1d20 + 11 ⇒ (13) + 11 = 24 hit dmg: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Chathorik attack 2: 1d20 + 6 ⇒ (12) + 6 = 18 hit dmg: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Tot=22 dmg creature 3, 20 dmg creature 7: dead.

Kagrenac steps back and culls the two creatures in front of him as two more burst from the sandy bank and fly at him, snapping. He spots them coming and makes two swift swings, diverting their attacks. Two AoOs, against 8 and 9. Both their attacks miss even if they survive. I'm just going to assume you kill them as I intend to wrap combat up.

The rest swarm between the other Khana, biting and squirming, trying to find an opening. Thro'ku nearly stumbles as one of the creatures bites his heel, but then returns in kind. Meanwhile another volley of creatures launch from the bank further up, and surround Chathorik, who only barely fends off their attacks. He is penned in with nowhere to go but onto the body of the Koru-Bahal so he stands his ground. You can see him tiring from the exertion of fending off so many.

Chathorik slays one of the creatures surrounding him, finishing it with a savage swing that sends bits of blood spraying over the rest of his assailants, while Thro'ku and Rakun bring down another.
Creatures 3 and 7 dead

The remaining critters, seeing their brethren fall before you, turn and flee, scrambling back up and over the walls of the gulley. The khana shout after them in their fury, chasing them up the slope, but the creatures are faster, and manage to slip away into the dunes, burrowing away to safety.

...

A moment of stillness passes over the group in which your rage and battle lust subside. Rakun pants from the exertion, and Chathorik ushers the group back towards the cave. But first he takes the corpse of one of the creatures, and ripping open its carapace, begins to smear its fluids and entrails in a semicircle around the Koru-Bahal and the entrance of the cave. He leave the rest of the bodies where they lie. "That should deter any more from investigating," he says with a bit of a snarl.

...

Chathorik is the last to re-enter the cave. Punaka still lies on his side by the pool sleeping. The commotion outside the cave doesn't seem to have disturbed him. Aekil is awake and wary as Chathorik enters, a question on the tip of his tongue, but he doesn't say anything. Chathorik asks him whether Punaka has stirred at all, but he just shakes his head. Chathorik takes this indifferently. "You have the next watch," he says, and Aekil gets up to head outside. "Rakun, once you catch your breath go join him. I very much doubt we will see any more trouble, but I want to be doubly sure of that. Also, keep an eye on the young one. Come and get me at mid-down. I'll take the third watch myself."

Rakun acknowledges with a grunt, and picking up his spear, he heads outside.

With business taken care of, Chathorik addresses you. "Thank you again, Kagrenac. You are proving to be a much greater ally than I anticipated. The way in which you dispatched the "crawling things" was almost awe inspiring, though such creatures are hardly worthy of a place in song. You contain a tremendous ferocity. Your enemies must tremble before you. I should only hope not to end up on the wrong side of your blade; that would be a terrible fate indeed." You are well familiar with the khanan language, so you recognize that what he says is a compliment. Despite him being the leader of this group, he is actually praising your strength and perhaps admiring it even.

Lore:
The name which Chathorik uses for the creatures you fought is Scriit-shiish which directly translates to "crawling things," though crawling could be synonymous with "scratching," and thing could be synonymous with "insect" or "vermin."

You also know that Khana don't sing, at least not in any traditional sense of the word. When they say song, what they really mean is an oratory presentation of a verse that could be shouted as one charges into battle, told to children around a fire, revelled over during a celebration, or laughed at as the Shakraz is passed about. It doesn't have to be poetic, it doesn't even need to have a story. It only needs to conjure the image of the event for the listeners to revel in. Khanan songs are also never recorded in stone. They are instead passed down from generation to generation by rote. As such, most of khanan history is taught and remembered through song.


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

"You need not fear being called to dance on the sands, Chathorik. Brothers are those are those who have shed blood beside the battlefield." Kagrenac's use of an old mercenary saying conveys his thoughts on the matter. The sentiment is that 'those who are willing to fight beside me are my brothers' is a common feeling among mercenaries, or at least the honorable ones. The exact phrasing Kagrenac learnt from an old Wood Elf ranger, many years ago.

As for 'dancing on the sands,' Kagrenac got that one from a grouchy old Ephirish Khana. Crazy old coot.

Yay, more backstory!

"Do you need help with the watch?" Kagrenac asks, tail flicking idly. He seems to have gained some trust, but how much? More than the little blunt-snout, that's for sure. Deaf little blighter didn't even wake up. Kagrenac casually bats a rock towards the blunt-snout using his tail.

Tail-flick: 1d20 + 8 ⇒ (7) + 8 = 15
That should be enough to flick a pebble at a sleeping person. Eh, you decide.


Male Human (Canadian) Post-secondary Student, Genetics Major (3)

"Well said," says Chathorik, recognizing the phrase you used.

Lore:

It's funny that you should use the word for dance, because the Karhana have about 3 forms of the word, and each of them has some connotation with battle. One refers to the deadly way with which one courts death amid the battlefield, (and is actually also used in terms of mating rituals.) The second refers to the grace and fluidity with which one wields his weapon. There is a prestigious khanan tradition called "blade-dancing" that refers to warriors who spend their whole lives perfecting the art of Slade duelling. The third refers to ferocity: the power of one's movements. This is also used in the description of tribal war-dances and battle preparation.

You flick the stone. Presumably this is a non-lethal attack, so you take a -4. The pebble deals 1 + str damage. Since khana do not have prehensile tails you cannot add your strength to the damage. That would also mean this is an attack with an improvised weapon, which incurs a further -4 on the attack. Punaka is asleep and is thus prone. He doesn't get his dex or dodge to AC, and takes a further -4 for being prone. The net result? Your attack hits; you deal 1 point of non-lethal damage. It is sufficient to wake him up.

Punaka wakes up as the pebble you flick at him bounces off his face. "Is it time to move on?" he asks, stirring slowly.

"Nay cousin," Chathorik laughs, "our brother only wishes to inform you that you missed the action." You both laugh at the sleepy, puzzled look on his face, as he struggles to comprehend. "Do not worry, you still have time to rest. It is only mid-day." This seems to register with Punaka and he rolls over and goes back to sleep.

Chathorik tells you if you wish to stand watch, you may do so. He makes it clear that you do not have to follow his orders. He is not your Kora unless you choose to be of his Karan, and that is something you should not do lightly, as it would mean relinquishing your ties to your past friends. It would also require you to be made a member of clan Krazx, something Chathorik does not have the authority to oversee. He tells you that here in the wild the only rules that need concern you - clanless and bereft of your pack - is the rule of survival. Still, he does not refuse your aid should you wish to extend it. It is up to you to do as you see fit. He has already recognized you a a valuable ally.


Insubstantial Ëatherial Voice |

Posted under the wrong alias. Appologies.


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

"Wake me when you need me."

Kagrenac grabs as much sleep as he is able to, knowing that he will need it.

Just in case.
Perception: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23


Insubstantial Ëatherial Voice |

GM screen:

Mirage DC 15
Kagrenac will save: 1d20 + 3 ⇒ (3) + 3 = 6 oops
Chathorik will save: 1d20 + 3 ⇒ (12) + 3 = 15
Rakun will save: 1d20 + 2 ⇒ (16) + 2 = 18
Aekil will save: 1d20 + 1 ⇒ (12) + 1 = 13
Punaka will save: 1d20 + 1 ⇒ (20) + 1 = 21
Thro’ku will save: 1d20 + 2 ⇒ (19) + 2 = 21
Kagrenac second save: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25 ah, brilliant

Heat DC 15
Kagrenac Fort save: 1d20 ⇒ 1 (auto succeeds on anything other than 1) oh... well...
Chathorik Fort save: 1d20 + 6 + 4 + 4 ⇒ (12) + 6 + 4 + 4 = 26
Rakun Fort save: 1d20 + 7 + 4 ⇒ (18) + 7 + 4 = 29
Aekil Fort save: 1d20 + 4 + 4 - 2 ⇒ (6) + 4 + 4 - 2 = 12
Punaka Fort save: 1d20 + 4 + 4 ⇒ (14) + 4 + 4 = 22
Thro’ku Fort save: 1d20 + 8 + 4 ⇒ (3) + 8 + 4 = 15
Kagrenac nonlethal damage from heat fatigue: 1d4 ⇒ 2

Forced March DC 10
Kagrenac Fort save: 1d20 + 8 + 4 + 4 - 2 - 2 ⇒ (11) + 8 + 4 + 4 - 2 - 2 = 23
Chathorik Fort save: 1d20 + 6 + 4 + 4 ⇒ (20) + 6 + 4 + 4 = 34
Rakun Fort save: 1d20 + 7 + 4 ⇒ (3) + 7 + 4 = 14
Punaka Fort save: 1d20 + 4 + 4 - 2 ⇒ (2) + 4 + 4 - 2 = 8
Aekil Fort save: 1d20 + 4 + 4 ⇒ (5) + 4 + 4 = 13
Thro’ku Fort save: 1d20 + 8 + 4 ⇒ (7) + 8 + 4 = 19
Punaka nonlethal damage: 1d6 ⇒ 4

Forced March DC 12
Kagrenac Fort save: 1d20 + 8 + 4 + 4 - 2 - 2 ⇒ (13) + 8 + 4 + 4 - 2 - 2 = 25
Chathorik Fort save: 1d20 + 6 + 4 + 4 ⇒ (18) + 6 + 4 + 4 = 32
Rakun Fort save: 1d20 + 7 + 4 ⇒ (7) + 7 + 4 = 18
PunakaFort save: 1d20 + 4 + 4 - 2 - 2 ⇒ (8) + 4 + 4 - 2 - 2 = 12
Aekil Fort save: 1d20 + 4 + 4 ⇒ (5) + 4 + 4 = 13
Thro’ku Fort save: 1d20 + 8 + 4 ⇒ (1) + 8 + 4 = 13 nat 1 = failure
Thro'ku nonlethal damage: 1d6 ⇒ 5

Forced march DC 14
Kagrenac Fort save: 1d20 + 8 + 4 + 4 - 2 - 2 ⇒ (16) + 8 + 4 + 4 - 2 - 2 = 28
Chathorik Fort save: 1d20 + 6 + 4 + 4 ⇒ (2) + 6 + 4 + 4 = 16
Rakun Fort save: 1d20 + 7 + 4 ⇒ (15) + 7 + 4 = 26
Punaka Fort save: 1d20 + 4 + 4 - 2 - 2 ⇒ (8) + 4 + 4 - 2 - 2 = 12
Aekil Fort save: 1d20 + 4 + 4 ⇒ (2) + 4 + 4 = 10
Thro’ku Fort save: 1d20 + 8 + 4 - 2 ⇒ (15) + 8 + 4 - 2 = 25
Aekil+Punaka nonlethal damage: 1d6 ⇒ 21d6 ⇒ 6

A few hours later you awake as Chathorik returns, informing the party it is time to move on. The sun has sunk towards the western horizon, and rests atop the constantly rolling bank of clouds that linger over the range of mountains below. The ablative heat of the day has not yet subsided, but there are miles to go before you reach the camp at the base of the mountains. You estimate that in an hour or so the sun will sink behind the cloud bank. The hunters harness themselves again and you set out, hauling the beast's carcass with you. Even you now have to admit, the body is starting to smell. The sun has been warming the meat, putrefying it with whatever filth the beast carried before it died.

As you predicted, the sun soon sinks into the cloud bank. As it does, the mirages of the desert shift and contort violently, filling the air with sudden and inexplicable banks of mist. Kagrenac reels as the landscape seems to shift around him. Fissures of steam open in the earth spewing forth thick clouds of smoke. He suddenly feels lost as the light betrays him, and he loses perspective for a moment. Then he feels a hand on his shoulder. ”Kagrenac,” says Chathorik’s deep voice, “are you all right? What you see is only the Eye of Wrath playing tricks on you. Just follow us and do not wander away or you may become lost.” Kagrenac blinks and the flashing lights die away. He realizes the columns of smoke are no more than new distortions of the light, caused by the sun shining through the dense layer of clouds, and is able to restabilize, though he feels momentarily shaken.

His morale somewhat shaken from his bout with the mirages, Kagrenac starts to feel the wear of fatigue as the heat of the afternoon gets to him rather early. 2 points non-lethal damage

Still, the heat does eventually becomes noticeably less, and the mirages gradually subside. The light gradually fades as the stars come out and the fifth face of the moon rises slowly from its bed on the edge of the horizon. Your night vision gradually supersedes your regular vision, and the world about you loses it's colour, the sand becomes a sea of speckled, shifting, white and grey, as you sense the residual heat of the day seeping from it, but it remains warm for a long time. The sense of this eery, looming twilight that blankets the world beyond your range of vision feels to you of home, bringing back memories of days spent in the wilderness of Khendean, travelling the wilds and sleeping beneath the stars.

From time to time you hear the voices of the creatures of the night call to one another. You hear a fluttering of wings as a family of bats wheels overhead, just out of sight. Later the lone cry of some mammalian night-prowler, analogous to a coyote, reaches your ears.

The hours stretch on as your march through the twilight desert continues. The sun has long set and still Chathotirk urges the party onward. This recieves a few grumbles from some of the hunters, but none of them openly protest. After an hour it becomes clear that some of the hunters are suffering from the extra expenditure and beginning to tire. Chathorik reprimands them with a few words and they press onward. Punaka looks to be faring the worst, but after the second hour you spot Thro’ku grimace as he feels the strain of a pulled muscle from earlier in today’s excitement begin to slow him. By the third hour, nearly all the hunters are breathing heavy, haggard breaths.

Eventually you feel the terrain change about you. The abundant sand gives way to flat earth and sparse grasses and brush, and you get the sense you are now steadily working your way uphill. Finally you reach a flat open spot where some of the natural vegetation looks to have been forcibly removed. Here Chathorik calls for the party to stop. Looking up, you can see that a whole third of the sky is now blocked out by a great looming mass directly in front of you. To one side of the clearing is a hut, fashioned of a sewn animal hide canvas and bone wood timbers, resembling a dome-like structure. Chathorik moves over to a clump of bushes nearby and returns towing a large low cart with a broad, open bed to which several chains are fastened. The body of the Koru-Bahal is piled onto this cart and secured with the chains. Then the hunters enter the hut, wherein a number of bedrolls are stashed. A fire is lit in a ring of stones in the middle, and a flap in the ceiling pulled back to let out the smoke. Chathorik tells the rest to sleep and takes the first watch himself. Punaka nearly collapses where he stands. The hut is about 20ft wide and roughly circular. There is enough room for 8 to sleep comfortably, and as many bedrolls, stashed in a wooden box.

GM note:

Punaka survived the day with 1 hp remaining. I nearly considered having Chathorik strike him him for complaining about the forced march, just so he’d fall unconcious on the last leg.


Insubstantial Ëatherial Voice |

The next morning you are roused just as the sun is rising out of the ocean of sand to the east. Thro'ku, who took last watch, has a large rat-like creature roasting on a spit over the fire, and begins passing around strips of seared meat for breakfast. Once everyone has had their fill, Chathorik orders the hunters to pack up and make ready to head out on the last leg of the journey.

Chathorik leads you north around the feet of the mountains, leading you up and out of the foothills. Then as you round the base of one of these mountains he turns westward and begins the ascent. Heading between two of the monumental peaks, you find yourself in a sort of valley, wedged between the steep cliffs to either side. The rocks are jagged and unforgiving. You can understand why it is called "the pass between the teeth."

As you march onward you pass an occasional fissure or crevasse in the rock. Some of these have veils of steam and smoke drifting up from them. You can also spot recent landslides where seismic tremors have sent rocks cascading down the mountain face. At one point you are forced to stop and remove one such obstruction as the rocks are too large and clustered to allow the cart to pass, but the path is quickly cleared and you are back on your way after only a moment's delay.

By midday you know the sun is overhead, but the dense grey bank of clouds that looms over the mountains masks it's presence. The air remains stuffy and warm with no wind to stir it, and dry. You notice the distinct tang of ash that laces every breath, a taste the grows stronger the farther the desert behind you becomes.

Chathorik orders a stop around noon and the water skins are passed around, as well as some more of the smoked meat from your breakfast meal. Resting on a boulder you take a moment to rest you legs. Behind you, part ways up the cliff face, an open fissure issues forth a sheet of steam towards the clouds, making an audible hisssss as it does.

Perception DC 22:

You notice a more sinister hissing sound above the white noise of the steam, that also issues from the fissure above. Looking up you spot a large, legless, scaly form slither forth, descending the mountain towards your group. You only catch a glimpse as it quickly disappears behind another ridge.

GM screen:

stealth: 1d20 + 11 + 5 ⇒ (6) + 11 + 5 = 22
Chathorik perception: 1d20 + 10 ⇒ (16) + 10 = 26
Rakun perception: 1d20 + 5 ⇒ (5) + 5 = 10
them mystery dice: 3d6 ⇒ (2, 3, 2) = 7
The approaching creature is a Basilisk (as my ver) and is yet unbuilt.


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

Well, this could be terrible. Injury at 23 HP.
Perception: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23

Kagrenac notices a more sinister hissing sound above the white noise of the steam, that also issues from the fissure above. Looking up, he spots a large, legless, scaly form slither forth, descending the mountain towards the group. Kagrenac can only catch a glimpse as it quickly disappears behind another ridge.

"Chathorik, this is not a safe place to rest. Some fell serpent stalks these fissures. It saw us, and looks hungry. We cannot afford to rest here."

Kagrenac's long scaly tail twitches in agitation. He still feels his wounds, such as they are. "We are not safe here," He reiterates.


Insubstantial Ëatherial Voice |

Chathorik looks up in surprise. "A Thro'ash'a-koa?" He says, unslinging his bow, "you are certain? We cleared them from this pass not two moons ago."

As you reiterate your warning, Chathorik picks himself up. "Let's move!" he shouts, and and the others hurriedly gather their packs and harness up again. "There's a thro'koa about. Eyes peeled. Double time. Let's move!"

The hunters put their legs into it and the cart begins to move. They soon have it up and moving almost at a running pace. The cart bounces and skips as it bumps over loose stones and cracks in the rock.
The hunters have got the cart moving at 60ft/round (which is considered sprinting), but the control is going to be poor. Thankfully, the path through the pass is mostly straight, but once you start heading down the other side it will need to slow. As it is, the hunters can only keep up this pace for a limited amount of time.

Perception DC 20:

You spot the scaly form again briefly, about 60ft above you, up the slope of the mountain. It appears to be following, navigating along narrow ledges above, using the terrain as cover.

This time Chathorik spots the creature as it slithers from crack to crag. He stops and knocks an arrow. He tracks its path guessing where it will appear next. Then just before it emerges he lets loose. The arrow flies forth and strikes the creature as it darts from cover. The creature makes a loud hissing sound in protest as it slides behind the next ledge. "Haha, that stung it! Chathorik shouts in triumph, then runs to keep pace with the cart.
With your ludicrous move speed, you would be capable of making both a move and a standard action while still keeping pace with the cart. The serpent is still 60ft above you on the mountain slope (south: to your left if that makes a difference). Attempting to reach it would require climb checks.

GM screen:

1d20 + 1 ⇒ (19) + 1 = 20
perceptions: 5d20 ⇒ (17, 17, 18, 14, 8) = 74 +10, 5, 1, 1, 1
1d20 ⇒ 16
chaos: 3d6 ⇒ (3, 6, 1) = 10


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

Spotting his foe, Kagrenac pulls out his bow and fires at the scaly form.

Turning without watching the arrow's flight, he surges after the cart.

Perception: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
Attack: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d8 + 2 ⇒ (7) + 2 = 9


Insubstantial Ëatherial Voice |

Lore, (missed from previous post):

Thro'ash'a-koa means "Giant Devil-snake" in Kuur-Khain, though you might have guessed.

Your shot was on the mark, but poorly timed, and strikes an outcropping just above the serpent as it darts for the next ledge. As you run to keep up with the cart, you can see that the serpent is gradually working its way down the slope, leading the cart now on an intercept path. It is still above you about 40ft up, now leading the cart by 10ft or so. Your shot was close, but the serpent is using the rocky crags as cover. It knows you've spotted it and is no longer trying to remain hidden, taking its full movement per round as both lateral movement and vertical climbing.

As the cart gathers speed, Chathorik runs and jumps onto it from behind. Still holding onto his bow with one hand, he manages to grab a hold of a chain with the other. He gets one foot on the wooden deck, but then one of the wheels strikes a rock and the cart bucks. Losing his balance he tumbles and falls off the back end, cursing. A bad position to be in, but he tried to take a risky move. The alternative was double move and still have no actions. It looks like you are going to need to carry the team for a bit.

GM screen:

Chathorik Damage from last attack
1d8 + 4 ⇒ (1) + 4 = 5
Rolls
reflexes: 4d20 ⇒ (19, 10, 2, 4) = 35 +3, +1, +1, +4
22, 11, 3, 8 = average 11 (success)
30-11=19
acrobatics: 1d20 + 3 ⇒ (6) + 3 = 9
ride: 1d20 + 11 ⇒ (1) + 11 = 12


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

"The White Eye take you, worm!" Kagrenac snarls, his eyes glinting in anger.

He stashes his bow, and takes out his slade.

"Move, I will guard your backs."

Kagrenac charges into an intercept course, set on defending his allies.

Mythic Power: 6/7. Fleet Charge to get into position. Two move actions to put away bow and draw slade. Charging the Bad guy.

Attack: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d12 + 13 ⇒ (6) + 13 = 19


Insubstantial Ëatherial Voice |

GM screen:

No dice have been rolled for initiative thus far, as this has been a mostly cinematic experience where turn order is maintained in group action. As Kagrenac joins battle with the snake Initiative is rolled to see who strikes first.
Kag init: 1d20 + 2 ⇒ (17) + 2 = 19
snake init: 1d20 + 5 ⇒ (7) + 5 = 12
snake attack: 1d20 + 8 ⇒ (5) + 8 = 13
Chathorik attack: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12
Chathorik attack 2: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19

Kagrenac runs up the path ahead of the cart as the large serpent descends the slope. It dodges back and forth between cracks and ledges, its sinuous form weaving between the rocks. Keeping it occupied, you chase after it, brandishing your weapon threateningly. You can’t charge the snake as it is still up the slope of the mountain. You would need to climb to it to reach it, and can’t do so as part of a charge.

Finally the snake realizes you are bent on preventing it from reaching the cart and stops to glare at you. It hisses menacingly. The cart thunders past you with a few of the hunters turning their heads to glance at you as they pass. When they are clear, the snake makes its stand. Apparently he has decided he will try to take on this lone Khana that has prevented it from reaching its quarry. As it is about to strike an arrow sails overhead, missing its target, but the momentary distraction allows you to get the first strike. You bring your slade up to catch it before it can reach you. But the snake feints and ducks underneath your blade, snapping at you with fangs the size of knives. Its reach is short, thrown off by your attack, and its maw snaps shut less than a foot from you, before it coils back and prepares to strike once more. Out of the corner of your eye you spot Chathorik running up the path behind you.
Round 1: all attacks miss. Whee!

Meanwhile Chathorik prepares to fire another arrow at the Serpent. ”Watch the fangs!” he shouts as he draws the arrow,”Their venom can turn your flesh into stone and seize your limbs. Aim for it’s underside. It has a softer belly.” Chathorik shares his ranger’s bond wiht you. You gain a +1 on attack and damage for the next 1 round. Unfortunately the snake hears this and anticipates the shot, swerving around and avoiding the arrow.

Map (I've included threatened areas. It did not cross your threatened this last round so you did not get an AoO.)

Back to you.


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

Kagrenac roars at the beast, rage flowing through his veins. Free action RAGE MODE ACTIVATE!

Like a bolt of lightning from the heavens, Kagrenac strikes the great serpent. Mythic Fleet Charge Swift Action (5/7 MP).

Attack 1: 1d20 + 11 + 2 + 1 ⇒ (16) + 11 + 2 + 1 = 30 Base, Tier, Chathoric
Damage 1: 1d12 + 19 + 1 ⇒ (12) + 19 + 1 = 32

Fury fueling his movements, Kagrenac strikes twice more at the foul creature.

Attack 2: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
Damage 2: 1d12 + 19 + 1 ⇒ (9) + 19 + 1 = 29
Attack 3: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Damage 3: 1d12 + 19 + 1 ⇒ (11) + 19 + 1 = 31

Okay...That's decent damage. Yikes...


Insubstantial Ëatherial Voice |

GM screen:

Kag does +2 dmg from Big Game Hunter: 34 tot.
grapple: 1d20 + 10 ⇒ (10) + 10 = 20
attack: 1d20 + 10 ⇒ (9) + 10 = 19

Kagrenac brings his slade downward in a vicious jab that nearly skewers the serpent. It narrowly avoids being impaled, and only just. But reading your following swings it evades with ease. It surges towards you, attempting to ensnare you, but you evade its constricting embrace. As the two of you dance with death, Chathorik fires another arrow into the fray, but it misses once more. round 2 over. Round 3: Fight!
Map again
Chathorik also shares his hunter's bond with you again. It' a pain he has to spend a move action for a bonus that lasts 1 round, but you do more damage.


Male Kuur-Khana Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

Five foot step back, And do it again!
Mythic Attack: 1d20 + 11 + 1 + 2 + 1 ⇒ (14) + 11 + 1 + 2 + 1 = 29
Damage 1: 1d12 + 21 + 1 ⇒ (12) + 21 + 1 = 34
Attack Iterative 1: 1d20 + 11 + 1 + 1 ⇒ (7) + 11 + 1 + 1 = 20
Damage 1: 1d12 + 21 + 1 ⇒ (11) + 21 + 1 = 33
Attack 2: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Damage 1: 1d12 + 21 + 1 ⇒ (9) + 21 + 1 = 31

Kagrenac slashes again!


Insubstantial Ëatherial Voice |

GM screen:

bite: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
grab: 1d20 + 10 ⇒ (11) + 10 = 21
Kag fort save: 1d20 + 8 ⇒ (11) + 8 = 19
duration: 1d4 ⇒ 3
Chathorik attack 1: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Chathorik attack 2: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Chathorik attack 3: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19

The serpent hisses in frustration, barely staying ahead of your moves. You see it tiring, but in its stubborn determination, it does not give up just yet. It lashes out once more and this time it's fangs scratch your skin, leaving a stinging sensation. Take 6 strain damage. The stinging quickly spreads like a wave over your whole body, and then just as quickly a sweeping sensation of numbness overcomes your limbs. To your horror you find your movements become sluggish as your arms and legs seem to feel heavy from the numbing shock. It seems Chathorik was right: the serpent's venom is quickly causing your limbs to seize up. You are currently slowed, as per the effects of the spell.

Seeing the snake bite you, and the tell tale signs of the poison at work, Chathorik fires a rapid succession of arrows at the beast, hoping to end it quickly. Unfortunately the crafty serpent evades the three arrows that strike off the stones around it harmlessly.

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