
Rutheric |

And I thought *HARRRRRRK* that that one monsoon back home was baaaaAAARGH. Rutheric was tired. He had been in water, and he had been out of it.
But never both, back-to-back, over and over.
It was Hell.
I suppose someone should *BBLEGH* see what's on the horizon... He spits out a small chunk of vomit that stayed in his mouth. How had that still been there?
The kappa crawls over to the figurehead, and pulls himself up to see what may be ahead.

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Solid land!
Goragg crawls glumly across the gangplank onto the dock, collapsing there and dry heaving for several minutes. Regaining some sense of composure, he mutters loudly,
Who was it recommended we go back on the first boat? Eh? Eh?? It was m... He notices that nobody is listening. ...Never mind., he says with a dismissive gesture.
Clambering back on the boat to check on the unconscious ones there, he take stock of his tactical situation.
Now is the chance to keep more rations for myself so I can get out of this fekkakta world. Just three cuts...
But I may need their weapons to face whatever lies ahead. No, this is my squad now. We face the dangers together!
But the useless little runt...now is finally time to toss him overboard and be done with his annoying comments. He moves closer to Goghurt...and notices (and remembers) Rutheric for the first time.
Bah! The fish-turtle-man will see. Then I will be the one tossed overboard.
He mutters under his breath, Very well, little useless one. You live another day.
Goragg checks that his companions are still alive, then staggers back across the gangplank to do a quick survey of the area.

mdt |

It looks exactly like the dock they left this morning. Complete with giant black inigmatic wall. It's entirely possible the boat simply went out, circled around, and came back to the same dock.

Rutheric |

It...are we back where we were? I think...we need to...*HARK*...rest up for a while...before we...go forward...*BLEGH* He sees the ones who are unconscious for the first time. That...is another reason...Goragg, was it? Let's just...wait for a bit. Ruth collapses on the deck. So...I never heard your story, green man. What...brings you to your second chance?

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Swapping war stories. This squad is not so different from any other.
Goragg leans back and rests prone on the dock.
My story is simple. Our workers (some might call them slaves, but that is the fate of lesser creatures like dogs, cows, and goblins, is it not?) grew restless and bored in their work for us, and took to blowing up their overseers with fiery explosions in protest.
We knew they had no wizards or sorcerors in their ranks. So they must have laid their filthy little hands on a Wand of Fire. But every time we entered their cave with a Retraining Squad to find it, they found nothing.
He shifts a bit and pauses, considering the benefits of dry heaving again, decides not to, shakes his head, and continues.
As top scout in my squad, I was given the honor of sneaking into their lair and finding the wand alone, for we knew that goblins with a magic device cannot resist fondling it constantly and ooh'ing and aah'ing over it.
He sighs. But I did not find it. I skulked unseen through guard rooms and sleeping quarters and kitchens and trash pits, and nowhere were there goblins pawing over any magic items at all. Nothing!
In fact, the only movement at all that late at night was from a room far in the back of the cave, where a lone goblin was muttering excitedly to himself and writing feverishly in a journal, with vials and potions and powders and bladders full of noxious fluids scattered all around him.
I watched as he mixed green dirt, grey dirt, and sugar together in a vial of piss (Goragg is clearly not a trained alchemist) , which made a "whoof" sound and turned the liquid purple.
Then he looked really excited as he went to pour a black liquid into the purple mixture. I was turning away to report back my findings when I felt flames lash my back and throw me down the hallway. There was the intense pain of burning, and my last thought before I died was that broiled hobgoblin flesh smells pretty tasty.
Then I woke up in the strange place. I don't know why I was chosen. I'm just a soldier. Maybe the hells need soldiers.
He pauses in reflection for a moment.
That stupid goblin, as you may have guessed, is currently over there sleeping in the boat.
Feeling a little better, he sits up and looks at Rutheric.
So what brings you here? What in the hells kind of creature are you? And what's with the bowl of water on your head?

Goghurt |

Goghurt sleeps, his body cold and battered, and tries not to think about how just meters away from him, a hobgoblin is speaking so poorly of him...

mdt |

Goragg and Rutheric chat for a few minutes, but both are bone weary and utterly exhausted. They end up falling asleep soaking wet but under the tarp in the back of the boat with the others. At least the tarp keeps out the worst of the rain.
It's hours and hours before people begin to wake up again.
Everyone who was battered to unconsciousness awakens with no subdual damage, but they will have a -1 to all tests, saves, and attack rolls for 24 hours, as their bodies recover. All characters need to make a Fort Save DC 14 to avoid catching a cold from the exposure.

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Fortitude: 1d20 + 6 ⇒ (11) + 6 = 17 Hobgoblins don't catch cold, silly!

Goghurt |

Fortitude: 1d20 + 5 - 1 ⇒ (12) + 5 - 1 = 16
Goghurt coughs once, and then decides not to.
He then sits down, extracts his alchemy kit and brews himself a mutagen. He's already prepared the only extract he thinks he'll need for a bit.

mdt |

Weather is in the mid 50's, which combined with the water and wind means the wind chill factor is in the mid 40's.
For those who catch a cold, you'll be at a -1 to everything (cumulative with the penalties from being knocked about) for a week in game as your body recovers.
I'm going to assume you all go through the wall when you're done with morning preps.
Once you step through the wall, you find that you are in an early afternoon light... and in a swamp. As far as the eye can see you see mud, water, trees, and reeds. At least it's warm here! Really warm here! Way too warm here! The temperatures are in the 90's (Farenheit, Mid 30's Celsius), but with the air completely saturated with water (100% humidity) it feels closer to the 110's (Mid 40's Celsius). The air is thick with the smell of rotting vegetation and mud. The air is inundated with the sounds of buzzing insects, bubbling water, and the occasional splash of something going into or out of the muck. It currently looks like you have about 4 or 5 hours of daylight left.
You are in the F4 megahex. Within that hex, you are on the dividing line between hexes K3 and K4 (see arrow on F4 map). It will take 3 days to explore a full sized hex, or 1.5 to explore a half hex (like K3 and K4). If you choose to traverse a hex and not explore it, it will take 12 hours to cross (6 hours if crossing a half-hex the short way).

Rutheric |

Sorry! Work and whatnot kept me away...let's just assume Rutheric collapsed as he was about to tell his tale.
I claim cold resistance, but hey: 1d20 + 4 ⇒ (9) + 4 = 13
The kappa sneezes vociferously. Was he getting a cold? He shouldn't have...but it would make sense, after last night.
He stepped through the 'curtain'...and found a swampy world. Rutheric could hardly believe his eyes. All the natural wonder...Home. he croaked. Sure, it was a tad swampier than his forest, but it was nature! And you can't go wrong with that.

mdt |

Cold resistance doesn't stop you from getting sick if your body is overstressed. However, it does give a bonus to resist it. So you made your save. Assume you have a few sniffles and sneezes, but it doesn't last long or give penalties.

Cale Pavel |

Fort Save vs DC 14 1d20 + 7 ⇒ (14) + 7 = 21
Cale is stone cold out of it for while and wet and cold. It's obvious once more the fates are playing games and guess who did they wanted as a play thing?
Yes yours truely.
Groaning and making himself will the pain away, he beings checking on his supplies and finding that they lost quite a bit of items. Seeing teh marshlands and overhearing Rutheric.
"Home for you but not so for the rest of us. Shall we explore this place then. What do the rest of you think?"
Changing his clothes to something more suitable for this weather, Cale checks once more his equipment and then to the others.

Rutheric |

I concur. This no doubt has some natural life in it...which is a welcome change form the...sterile and unfriendly nature of the rest of this world. Rutheric gathers up his pack, remembering to keep things in his waterproof bags, and readies to set off.
Which direction should we go?

Goghurt |

"Goghurt not really know what we're doing. Goghurt think it best if we set up semipermanent camp, find permanent food and water, and build settlement."
He muses for a moment. "Or we go kill other group."

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BUILD a settlement??? HERE???, Goragg guffaws.
Go right ahead, little useless. And when a crocagator eats you as a light afternoon snack, we'll have a celebration party from far away, eh, guys?
Goragg ponders a moment after not getting the triumphant "huzzah!" he expected from his rude suggestion.
I think we should explore up the edge of the wall, carrying as many provisions as we can. The rest we secure here to mark the spot in case we wish to return to Seasick Boat.
I wonder where we come out if we walk up the wall a few hundred paces and poke our head through. Back at the dock? Open water? Somewhere else?
I'll take the swamp over that boat, but I'm not staying here for long.

Cale Pavel |

Cale interjects here.
"That VOICE did say so before sending us on our merry way. Let us prepare. I for one am not so eager to be on that boat for now."

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Goragg sets to work using the scouting skills he was trained for, identifying the general area,
Knowledge (Nature): 1d20 + 5 ⇒ (7) + 5 = 12
looking for traps (both natural and manufactured),
Perception (Trapfinding): 1d20 + 7 ⇒ (11) + 7 = 18
watching for edible plants and animals, and shelter,
Survival: 1d20 + 6 ⇒ (7) + 6 = 13
and watching for the tracks of larger animals and possible enemies,
Survival (Follow or identify tracks): 1d20 + 7 ⇒ (8) + 7 = 15
Assuming nothing noteworthy is found, he says,
Hmpfh. If we are to explore, then let us explore. I am a trained scout. I will take lead.
He points in the general direction of J4 (unless he found something in his search) and says, Let's go.
If the team agrees with his suggestion to take lead, he will make those same checks every 100 feet of travel or so. Feel free to DMPC me if things happen today. Scouting is what he does for a living.

Cale Pavel |

Cale shrugs.
"Since he said so, I'd say let him lead. So Goragg lead on."
Cale shoulders his pack and assists any of his companions if needed and set out after the eagar hobgoblin looking to prove his stripes.
Pushing through the rather soft terrain, Cale makes sure to watch where he steps.
Keeping out an eye for the local Flora and Fauna, surroundings and taking notes.
Taking 10 for the following skills: K.Nature: +6, Survival: +6, Perception +6 for 16, 16, 16...

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To make it easier, Goragg will take 10 on his scouting checks.
Knowledge (Nature): 15
Perception (Trapfinding): 17
Survival: 16
Survival (Follow or identify tracks): 17
After going a few paces, Goragg stops abruptly, looking annoyed.
Don't you idiots know to stay back thirty feet from your scouts? Have you had no training at all?
You've already scared off lunch, dinner, and an afternoon snack. He heaves a heavy sigh.
Look, this signal - a closed fist held at ear level - means "stop and stay quiet". This signal - an open hand going forward like a football(*) pass - means "follow quietly". This signal - hand flat on top of head - means "go to ground and be extra quiet". Did you notice the common word in all those signals? It was "quiet". Got it? I'll teach you the rest later.
(*) That's American Football, in case anyone is under the mistaken impression that that *other* game is the real football. ;-)
Grumbling quietly to himself at training yet another squad of green newbies, Goragg sets off quietly, with the rest of the squad (hopefully) following thirty feet back.

Cale Pavel |

Cale Chuckles.
"By all means. Do go ahead by yourself, Goragg I noticed that you missed an important signal though since you're so eager to impress upon us your ability to command."
Moving back 30 feet away from the overbearing Hobgoblin, Cale waits while making sure that the others are able to keep up.

mdt |

Sorry, updating now.
Random: 1d20 ⇒ 15
Random: 1d100 ⇒ 56
You'll have to explore K4 first, if you want to explore J4. However, exploring K4 only takes a single day. Exploring J4 will take 2 days. Normally it would take 3 days, due to speed being 20 for Rutheric. But, because it's a swamp, and he's amphibious, he counts as one speed higher, so everyone counts for 30 speed.
The swamp is hot, humid, and mucky. But it's full of wildlife, including fish and birds, and the occasional gator (although so far you've only encountered smaller gators, under 3 feet). Lots of Leeches, however. Lots of them. Rutheric's natural armor repels them, and Cale's stony facade interests them not at all. Everyone else, however, has to stop every few hours to peel them off with a bit of fire.
Perception Cale: 1d20 + 6 ⇒ (12) + 6 = 18
Perception Goghurt: 1d20 + 0 ⇒ (20) + 0 = 20 Goghurt, please update your alias to match requested spoilered format
Perception Goragg: 1d20 + 3 ⇒ (10) + 3 = 13 Goragg, please update your alias to match requested spoilered format
Perception Grim: 1d20 + 6 ⇒ (1) + 6 = 7 Grim, please update your alias to match requested spoilered format
Perception Rutheric: 1d20 + 8 ⇒ (18) + 8 = 26
Cale, Goghurt, and Rutheric all begin to sniff the air while Goragg slogs forward through the swamp, and Grim watches the scout. As one they call out to Goragg, screaming at him as he slogs toward a rising bubble of swamp muck.
Goragg turns and runs as the muck behind him suddenly explodes with massive violence. He is thrown several feet toward the others, and everyone is covered with flung mud and rotting vegetation. Goragg pulls himself up out of the muck, with leeches on his face and arms. Behind him, the pit left by the explosion fills in with water.
Swamp gas explosion

Rutheric |

...what? Rutheric merely had a blank look on his face. He mutters to Cale, I think he'll have to explain that again to me...and I feel more at home in this area anyway.
Taking 10 on Kn(Nature), Perception and Survival checks, for results 15, 18 and 17 repsectively.
Rutheric stays behind with the rest of the group.

Cale Pavel |

Calmly peeling off rotting vegetation and cleaning off mud, Cale looks to Goragg.
"So what's the signal for lookout? Seems like it's something you should teach us then. Or you wish to demostrate to us once more?"
K4-->J4-->I4-->H4 perhaps? if everyone is fine with it.

Rutheric |

Sounds good to me. Also, I planned on taking the [url=http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid-archetypes/animal-and-terrain-domains/crocodile-domain]crocodile domain[/url as a druid, so the knowledge there are many caimans here helps my plans immensely! It's like our GM read my mind <3

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Works for me.
Not quite working for me is the spoiler format. Goragg has too many skills to fit in one box.
Which just goes to prove the inherent superiority of hobgoblins in general, Goragg mutters to no one in particular.

Cale Pavel |

The very elements are against us!!!

mdt |

Ok, moving ahead, as Gog has not posted
K4-->J4-->I4-->H4
J4 Type: 1d20 ⇒ 2
J4 Encounter 1: 1d100 ⇒ 63
J4 Encounter 2: 1d100 ⇒ 66
J4 Encounter 3: 1d100 ⇒ 79
J4 Random Encounter: 1d100 ⇒ 40
Random Count: 2d4 ⇒ (2, 4) = 6
As the group explores J4, they find that the swamp is blighted, nothing alive, not even the local animal life is willing to come into it. As if something very bad had been here and left an imprint. It's also replete with sink holes, swamp gas pockets, and quicksand. The group has to slow to a crawl exploring the hex, to get through it safely.
3 days, 15 rations used to explore, heal 9 hp
Just as they are about done, Goragg holds up his hand in a fist. Of course, everyone else see's the mounds of mud raise up out of the swamp and resolve themselves into giant frogs.
Init Cale: 1d20 ⇒ 3
Init Goghurt: 1d20 + 4 ⇒ (7) + 4 = 11
Init Goragg: 1d20 + 4 ⇒ (10) + 4 = 14
Init Grim: 1d20 + 3 ⇒ (14) + 3 = 17
Init Rutheric: 1d20 + 3 ⇒ (18) + 3 = 21
Init Frogs: 1d20 + 2 ⇒ (1) + 2 = 3
Order : Everyone but the frogs. Then the Frogs.

Rutheric |

Wait...there's no need to turn this into unnecessary fighting. Let me attempt to reason with them, in my own way.
Wild Empathy check!: 1d20 + 3 ⇒ (17) + 3 = 20

Cale Pavel |

Cale his grip on his weapon, stares at Rutheric
"What? You can talk to frogs?"

mdt |

@Rutheric - Just to confirm for you, Wild Empathy works like Diplomacy, and requires you be within 30 ft. You can initially make a check to get the animal to pause while you continue. So, you can move toward the closest frog, and use the single round diplomacy/WE check to get it to pause while you take a minute to calm it down. However, you can tell these things are hungry, so the rest are likely to begin attacking while you're dealing with the closest one. Do you still want to use Wild Empathy on the closest one?

Rutheric |

._. okay, fine...you raise a good point.
These things...they are hungry. I am pained to do this, my forest brethren, but it is survival of the fittest after all.
Let's say he assesses the situation as a free - if this is the case, he pulls out his longbow and fires at the southern one.
To hit: 1d20 + 8 ⇒ (20) + 8 = 28
damage: 1d6 ⇒ 2
EDIT: DANGNABBIT, I WASTED A NAT 20...yes, I draw my bow.

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There are too many! Assume Formation "B". Archers, ready. Set spears to... Goragg suddenly realizes he's not with his usual squad.
Muttering an oath to himself, he draws his falchion and prepares for the onslaught.
BTW, Goragg is wearing his barbed vest. From the description:
Any creature that injures you with a natural or unarmed attack must make a DC 15 Reflex save or take 1 point of damage. If a creature swallows you, it takes 1 point of damage each round until it either spits you up, you escape, or you die. The vest can only be worn over light armor or no armor.
Come on, froggies. I got a taste for frog legs tonight.

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Ah, excellent.
Goragg draws his mighty bow then.

Cale Pavel |

That sounds so wrong.
Cale raises an eyebrow at Rutheric's method of communication.
"Ok so in frog speak that was 'Hi?"
Cale has his Nodachi in his hands swifter than the eye can see, handling it the way a farmer handles his familar tools, like an extension of his arms.