Ddraig, being conscious of his inate ability to be stealthy, decides to gently draw his sword ... and damn well stand still! (But is ready to charge forward if need be!)
Rolling on behalf of Ynyr - 1d20 + 4 ⇒ (12) + 4 = 16. Note that he doesn't seem to have finished updating his profile and he's still got all his level 3 stuff in there.
Hi folks, here's my first attempt at a map... Please place yourselves on the footpath on the left hand side of the map (the yellowy bit!). The woods (green bits!) are difficult terrain and provide concealment.
The stepping stones in the river require a DC 5 Athletics check to jump from one to the other, but landing on one requires a DC 10 Acrobatics check to keep your footing or land prone.
Two green heads with lank hair emerge from the river, one of which has a fish in its fanged mouth. Horribly you recognise them as trolls.
Nature check to learn more (free action).
One of them says, "Wozzat?"
The other (fish in mouth) replies, "Lngcgh!"
They emerge fully from the fast flowing water and ignoring it by dint of their size, plod out to the far side and hide under the bridge. One of them makes an obscene gesture at Healaugh.
Of course he's got powerful lungs. He spends half his life bellowing instructions at people on fishing boats and the other half singing horrible folk songs.
Please see above regarding the stepping stones. Are you talking about actually walking across the dam? Healaugh does like to make things difficult. It will be slippery.
Trolls - natural humanoids. These trolls are young, and thus not as strong as an adult. They are possessed of vicious claws and can bring them to bear in a frenzy when wounded. Basically, your normal D&D troll.
Nature 1d20 + 13 ⇒ (13) + 13 = 26 - if there is anything that is going to make that swim more difficult than usual, let me know; he will probably stop at the bank if there is going to be trouble.
Move to L21 and start swimming due east. Athletics 1d20 + 1 ⇒ (14) + 1 = 15. If successful I should wind up at L24.
Ghadmyr notes that the water is very fast flowing and will carry weak swimmers downstream. His skills allow him to note that the water is flowing oddly to the south as if over and through something. Perception check may tell you more.
All water squares are treated as having current that slides you 2 squares south. You can spend movement to reduce or negate the pull of the current. You need to succeed on a DC 15 Swim check to swim successfully (see Athletics skill p183 of Player's Handbook) and thus move half your speed. Ghadmyr - would you still like to swim?
"Now then, isn't it foolish I'm being and not thinking properly? No reason at all for us to be creeping up on these fish-eating things now is there? Not when I'm carrying tanglefoot bags and we can throw them and stop them moving, can't we?"
"While I harbor no fondness for trolls, these aren't our quarry. I was prepared for them to attack, but instead they flee. The river is treacherous, and I fear making the crossing now, as the day draws on, may force us to make camp in these woods. Perhaps we should return to the entrance to the wood and make our camp there, and then try a different path in the morning?"
I'd like to bash those troll skulls as much as anybody, but I'm not sure what in-character reason we have to do it, now that we know they're not being aggressive. And who knows, maybe we'll flub our stealth checks by the stirges to liven things up, or at the very least, we might consider fighting our way past the hangman tree to try the other path.