Igar The Terrible |
The night passes without incident, just raucous fey all night long. The weather will be good as Bulgard predicted.
Day 3
The month is Rova, it is three days past the third quarter moon (waning crescent)
Sunrise: 6:32am, Sunset: 6:54pm, Moonrise: 2:41am, Moonset: 4:45pm
Grokar 38/40 Rhen 23/32 Zevon 28/30 Bulgard 39/39
Effects-Bulgard and Rhen are fatigued
Perception:
Grokar 17, Rhen 19, Zevon 15, Bulgard 17
Stealth:
Grokar 11, Rhen 16, Zevon 18, Bulgard 20
random 1: 1d100 ⇒ 38
random 2: 1d100 ⇒ 12
random 1: 1d20 ⇒ 16
random 2: 1d20 ⇒ 18
weather day 1: 1d100 ⇒ 52 (this day already clear)
weather day 2: 1d100 ⇒ 86
Bulgard predicts weather DC 15: 1d20 + 7 ⇒ (19) + 7 = 26 every +5 = 1 more day
Bulgard picks up tracks: 1d20 + 7 + 10 ⇒ (18) + 7 + 10 = 35 illusory map in use
Fortitude V DC10 or fatigued
Grokar 1d20 + 7 ⇒ (14) + 7 = 21
Zevon 1d20 + 3 ⇒ (15) + 3 = 18
Bulgard 1d20 + 5 ⇒ (3) + 5 = 8
Rhen 1d20 + 3 ⇒ (2) + 3 = 5
Bulgard and Rhen are fatigued
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Rhen Vemsa |
I was away over the weekend and just got back to this kinda today.
Rhen wakes up, his muscles stiff and sore which he cannot just seem to stretch out.
"Damn soft ground, I shoulda slept on a stone ta get some better sleep. So we have to be travellin' further north taday? How far do we hafta go?" Rhen asks while pulling out hard tack.
Grokar |
Grokar rises from his slumber feeling refreshed. He hadn't realized just how tired he was. Morning he yawns before lumbering off into the woods with Becky slung over his shoulder to pass water.
Are the others here with us? Banba and Milon?
Igar The Terrible |
Bulgard is able to easily navigate you through the deep forest with the aid of the three dimensional illusory map. There are no trails here and no undergrowth. After about 5 miles the land starts to creep downhill, and there are breaks in the trees, allowing sunlight to filter through. Suddenly, the dense forest gives way, revealing a wide glade running down the hillside. A thick mist hangs over a vast stretch of lowland to the northwest. It is 10:00am. You have traveled 2.5 of 8 hours today.
Treat the fog on this map as obscuring mist.
Zevon Vierding |
Zevon marches along with his crossbow loaded. He tries to summon any information on this Wingclipper or the fey treaty.
Knowledge local: 1d20 + 6 ⇒ (1) + 6 = 7
Igar The Terrible |
Ivicerus gave you 4 potions of cure moderate wounds.
Nothing on Wingclipper in local
Fey Treaty:
Long ago a treaty was made between the Fey and the representatives of Falcon's Hollow. The Indigo River would be the boundary that neither crosses so as to maintain peace. It is rumored that a white oval stone as tall as a dwarf, called the Emissary Stone is the place delegates from Falcon's Hollow go to speak with the emissaries of the Gossamer Court from time to time.
Zevon Vierding |
Indeed, thank you Rhen. A most unpleasant feeling to be sure. Now, as we get underway to locate this Wingclipper fellow, we should also be on the look out for what I recall is the Emissary Stone. As nearly as tall as you, it is the agreed upon spot where men from the Hollow can speak with the fey. Since the river was a boundary, and our crossing is may have violated some treaty, this stone may give us a chance to make amends. Of course, our assistance in the current endeavor may be enough.
Grokar |
Grokar finishes his ritual by creating a pool of water over his head and letting it pour over him. He raises with a smile. "Let's go there then."
Prepared spells: 0 level - create water, Detect magic, dancing lights, 1st level - Enlarge person and protection from evil
Bulgard Merkenkin |
Lets f-find out if that most is natural or magical. I’ll scout a-ahead
Bulgard jogs agesd, bow and arrow at the ready, trying to be quiet about it.
stealth: 1d20 + 9 ⇒ (15) + 9 = 24
perception: 1d20 + 7 ⇒ (7) + 7 = 14
knowledge nature: 1d20 + 7 ⇒ (9) + 7 = 16
He is examining the path to the mist, looking for ambushes, but mostly trying to see if the mist is unnatural and if so, what might be making it
Igar The Terrible |
You see no danger
Bulgard and Zevon inspect the fog to the northwest. There is a large mass in that direction with some of it covering a small portion of the glade. You are able to discern that this is a natural condition based on the elevation, its appearance, and weather conditions.
Grokar |
Grokar whistles while he walks, though he is a horrible whistler and he's mostly just spitting. He does keep his eyes peeled for and activity in the trees.
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Grokar |
Not at my compter but Grokar moves 3 squares NE so just south of the whiteish tree and peers into the glade. "thats a nice glade" he thinks to himself.
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Stealth: 1d20 ⇒ 6
Zevon Vierding |
Zevon uses the break in travel to recast Message on everyone. Satisfied that the party in able to communicate, he will then cast Detect magic and keep it active as he moves towards the mist. Assuming that is where the trail leads
Grokar |
Grokar Smirks "It does. He won't hide for long. Come lets go"
Grokar walks out from behind the tree and continues walking toward the mists, and looking about for anything creeping about.
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
I don't know if we are moving in some sort of combat style ie. using our movement speed. If we are Grokar will move to the X and make his perception check. If I can make more than that to keep the game moving then I will also move to where I have placed Grokars token. Unless Rhen has a different Idea, but Grokar is headed toward the X. Does that make sense I don't want to jump to far ahead but incase I cant post or something I want you to know my next 2 moves I guess
Igar The Terrible |
When Grokar gets to the x he does not notice anything unusual, except that two arrows are sailing at him from the northeast.
longbow v AC 21: 1d20 + 7 ⇒ (4) + 7 = 11
longbow v AC 21: 1d20 + 7 ⇒ (10) + 7 = 17
You discern two beings. At first they appear to be part of a tree. They are decidedly female in shape. Thier skin looks like bark and their flowing hair appears leaf like. They both have longbows trained on you. They yell at you in a language you do not understand. Sylvan
roll initiative
Grokar 1d20 + 4 ⇒ (20) + 4 = 24
Zevon 1d20 + 5 ⇒ (5) + 5 = 10
Bulgard 1d20 + 4 ⇒ (14) + 4 = 18
Rhen 1d20 + 4 ⇒ (13) + 4 = 17
enemy 1 1d20 + 4 ⇒ (17) + 4 = 21
enemy 2 1d20 + 4 ⇒ (7) + 4 = 11
Round 1
Grokar 38/40 Rhen 23/32 Zevon 28/30 Bulgard 39/39
Effects-Bulgard and Rhen are fatigued, Zevon detect magic and message
Rhen, you may move your token if wish to keep up with Grokar <---------
Grokar <---------
enemy
Bulgard, Rhen
enemy red
Zevon
Grokar |
Grokar sends a message to Zevron through his mind "were helping these little feys right?"
He moves in close to the fey archer amd yells.
"We kill Wingclipper not you" he yells hoping that these things speak common too.
Igar The Terrible |
The creature steps back cautiously as it studies the large half-orc that did not return violence. Her bow remains trained on Grokar.
"You kill Wingclipper, you no hurt us? If so you must leave immediately. This is a sacred place and we must kill all who trespass. Leave now. NOW!!! Do not come back or we kill you."
Igar The Terrible |
The elf like fey withdraws from Grokar and says "The Emissary stone is in the direction you came from. You were told to leave on penalty of death." The other fey casts a spell.
Suddenly the grass and weeds rapidly grow around Grokar and Rhen. They attempt to entangle your feet and legs.
Creatures that fail their save gain the entangled condition and cannot move. Creatures that make their save can move as normal but are in difficult terrain. Those that remain in the area must save again at the end of their turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition and cannot move. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. DC13 for all of the above. The entire area of effect is considered difficult terrain while the effect lasts. Each square moved into counts as two.
Grokar |
I figured in the couple of turns that I have technically taken Zevon, or someone else, may want to send a message to Grokar, or come out of the trees or what not. Basically I am waiting for someone to stop Grokar from attacking.
Anyone with line of sight on the half orc can see that he is growing more and more agitated, and the entangle spell is not helping. A "scree" emanates from his backpack as Crush becomes agitated as well.
Bulgard Merkenkin |
Leave them be
Bulgard wants to head to the north in pursuit of wingclipper so he calls out to Grokar.
They’re n-not our enemies. I think Clipper is this way.
Bulgard begins walking northward in stealth, looking for anything unusual.
stealth: 1d20 + 9 ⇒ (13) + 9 = 22
perception: 1d20 + 7 ⇒ (8) + 7 = 15
Grokar |
"I leave for now, find emissary stone, kill Wingclipper"
He turns to leave.
Strength: 1d20 + 3 ⇒ (4) + 3 = 7
"AHHH, you make me leave, then trap me here" he turns to the fey. "You Me not done little one"
He turns away and tries to leave again.
Strength: 1d20 + 3 ⇒ (17) + 3 = 20
Igar The Terrible |
Bulgard guides you for another mile. The thinning forest gives way to a blasted region of swampland. This area may have once been a very mossy, wetland glen,full of sprites and darting creatures. Now, greasy smoke hangs over everything, and the once-prevalent trees have been
hacked down.
A large post made of rotting wood stands forlornly against the backdrop of the swamps. A dead pixie hangs from the post by its wings, fixed there with
a pair of cold iron spikes. Apparently it was nailed alive, as its tiny hands are torn from its attempts to remove itself. A small sign is attached to the top of the post with a word written in jagged Sylvan script. Similar grisly displays decorate the perimeter of the swamp every quarter mile in either direction.
The illusory map does not give much detail beyond the fact that you are about to enter a very large marsh. Possible directions are north along the perimeter, north east (straight in) or to the east along the other perimeter.