
Raaz Al'Zuul |

As the wolves flee Raaz Al'Zuul wonders, That Pack acted with a lot more intelligence than I would have expected...
"We need to watch that pack, I fear we may encounter them again."
After the second day of camping Raaz Al'Zuul will prepare the same spells.

Praetor Grey |

Grey watches the silent goblin future war playing out in their camp with a chuckle.
"If they are led by something intelligent, they will come for us at dusk, before we have broken camp. I propose we let the spell casters among us take a full day's rest with no watches. If we can be fully up and moving before nightfall we may be able to avoid another attack."

Raaz Al'Zuul |

Nodding as the half-orc finishes Raaz Al'Zuul comments, "I think changing our routine is a good idea, I like the Grey Priest's idea and breaking camp early may allow us to avoid another attack. Alternatively we can have an ambush ready for them, just not sure what resources we have to pull that off successfully."

Komm the "Grandfather" |

6d10 ⇒ (9, 8, 4, 3, 4, 10) = 38
As you ready for the next day of your journey, the third since you left Mitchrod, you watch for any signs of the wolf pack that harassed you earlier but there is no sign of them. Brok notes the party is going to be passing to the south of the Dragonmarsh Lowlands. One of these marshy areas is well known as the “Troll Fens”, due to the presence of many troll clans that make their home here.
As the moon climbs to the zenith, you find yourselves skirting the edge of the Troll Fens. Brok who is leading the groups runs into a pathway tracking through the wilderness which heads west. As the goblin looks at the path he does see some large prints criss-crossing the trail.

Keil |

Keil sees the large markings on the ground but acts as though he cares little for what made them. As the goblin does what it can to identify the prints, Keil exhales impatiently, This head scratching is a waste of time. With a hint of disgust he adds, Seeing traces of others so close to a 'known' area is expected. Be vigilant.
Survival: 1d20 + 1 ⇒ (2) + 1 = 3
Knowledge Local: 1d20 + 7 ⇒ (4) + 7 = 11 - These low rolls seem contagious :/

Raaz Al'Zuul |

Raaz Al'Zuul seeing the trackers are baffled by the prints, goes ahead and pretends he knows what he is doing:
Survival: 1d20 + 2 ⇒ (3) + 2 = 5
He crouched by the tracks and picks up some grass, "You are right Fletchling, let's stay alert."

Brok Nunnelnoggin |

Brok scans the footprints.
survival: 1d20 + 5 ⇒ (10) + 5 = 15
He crouches and sniffs at the tracks "Troll-stench ... we will have to be cautious and keep a sharp eye out."

Malzii |
Seeing that there seems to be some difficulty with identifying the tracks the party has come across, Malzii pads over to have a look at about the time Brok announces them to be that of trolls.
Survival (Aid Another; Untrained): 1d20 + 3 ⇒ (15) + 3 = 18
"Yes, trolls...wait, Malzii sees something else maybe?" she says, pointing for Brok's benefit. "Either way, we should avoid at all costs; Malzii hear tales of trolls before. Nasty nasty."
That should be enough to let Brok see what's under the second spoiler, hehe.

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Varg raises his eyebrows:
Trolls? What are trolls? Like skeletons and zombies? My fists crush skeletons and zombies.
Varg has little knowledge of what is in the outside world. He has 0 ranks in any knowledge skills.

Raaz Al'Zuul |

Raaz Al'Zuul snorts at the dwarf's bravado:
"They are both big and tough. Difficult to kill... I have never faced one in battle but have seen a troop of trolls devastate regular armies. We need to avoid at all costs"

Arlok "The Mighty" |

"Arlok know troll, Troll trade with ogre tribe sometime. Troll Stronger then ogre. That all Arlok know. Arlok don't think doggy follow us. They hunt in pack. They hunt their area. They would look for easier food. They tried us, now they move on."

Brok Nunnelnoggin |

"I don't think we'll have any trouble as long as we avoid the swamps where the trolls make their home. Let's continue quickly, and keep a sharp eye out."

Komm the "Grandfather" |

Day 4 6d10 ⇒ (4, 4, 5, 4, 3, 3) = 23
Electing to avoid any possible encounters with any roving troll bands, you hasten through the surroundings and make good time along the rudimentary trail that weaves its way through the Troll Fens. As dawn starts to break you set up camp just outside the borders of the Forest of Hope. You know it provides shelter from winter storms that batter the coast. Named for a local princess by her father, this forest is better known by its original name: the Forest of Horrors. Thick dens of spiders and other fell creatures are known to dwell within its bowers.
Judging by the map memorized by the orc witch-doctor Praetor, you estimate you have another full days travel before reaching Zelkor's Ferry and the Mouth of Doom nearby.

Brok Nunnelnoggin |

We search for a defensible place to camp for the day.
survival: 1d20 + 5 ⇒ (10) + 5 = 15
"Rest up here through the day and then find our way to our destination tomorrow?"

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Varg, slowly learning about this whole outdoors thing, also looks around trying to give his input on the best location for camp.
Survival(aid another): 1d20 + 3 ⇒ (11) + 3 = 14
He isn't much use, but does add a few useful comments.

Keil |

Bah! Spiders... Keil sneers with disgust at the thought of having to spend a day sleeping amongst spiders. He avoids hanging around under trees for most of the day unless he is sure there are no signs of spider web and even then he finds himself looks up just as many times as he looks down and around during his watch. It is a dizzying watch for the fetchling. Finding a few low bushes to curl up amongst, the fetchling wraps himself in his filthy black blanket.
Was out of town yesterday so fell behind on the troll debate :(

Komm the "Grandfather" |

Despite your concerns about spiders and worse, nothing accosts you during the day. Breaking camp, you head west again, angling south as you run into the tributary of the Wild Branch River. Finding a low spot to cross the river proves an easy task and soon you turn north again.
You make good time now, the overcast sky blocking out the moon. The air is crisp and cold but your exertions are enough to keep you warm. As dawn approaches, you see signs you are drawing closer to your goal. As the first hints of sunlight light up the sky, you see the hill off to your left where Komm informed you the stone demon face is carved into the side of the hill. The river continues onward to Zelkor's Ferry.

Brok Nunnelnoggin |

survival to find a suitable camp: 1d20 + 5 ⇒ (6) + 5 = 11
"I agree with the big man, let's find a place to hole up for the daylight and find the demon face tonight." Brok says

Keil |

With a little experience under his belt at this 'camping' thing, Keil assists Brok with finding a suitable site. Gathering up a few pieces of dead fall to use as a make shift blind, the fetchling takes a moment to take in his surroundings. Snapping his fingers curtly to get the other's attention, Keil's raspy voice warns, "Zelkor's Ferry is close. Increased activity is likely - we should be mindful of our presence here."
Survival: 1d20 + 1 ⇒ (15) + 1 = 16

Malzii |
Seeing that her assistance isn't necessary with finding a proper campsite for the day, Malzii assists some of the others in setting up camp once Brok and Keil locate a suitable place. Shivering slightly, the kobold wraps her blanket around her shoulders as she works. "Malzii does not like this cold weather," she grumbles to herself. "Tunnels will be a big improvement; less cold and no sunlight. And maybe we get lucky and find bar for Arlok?" she adds with a hint of what might be a smirk on her face, though it's difficult to tell with the reptilian features.
Assuming that we're all 'friends' is too much...but Arlok is amusing and none of them seem completely useless in battle.
"Is cold weather, too cold for crops yes? Humans might be out hunting during the day," she nods at Keil's warning. "Komm said bandits might be about too. Malzii and Scoot will be extra watchful today."

Raaz Al'Zuul |

Raaz Al'Zuul will help setting up camp following directions given with military precision. Afterwards when he starts his watch with Malzii the kobold he will ask her:
"Malzii what is your story? Why are you helping us and serving the agenda of Lord Baalzebul?"
His questions are made in a respectful tone and seems to be interested in building ties of friendship with his new comrades at arms.

Komm the "Grandfather" |

6d10 ⇒ (5, 6, 1, 10, 9, 1) = 32
1d10 + 2 ⇒ (5) + 2 = 7
1d10 + 4 ⇒ (1) + 4 = 5
.
2d6 ⇒ (2, 1) = 3
1d20 ⇒ 3
1d20 ⇒ 13
1d20 ⇒ 18
.
Perception
Arlok: 1d20 + 3 ⇒ (15) + 3 = 18
Brok: 1d20 + 9 ⇒ (15) + 9 = 24
You settle into your typical routine as the morning dawns chilly and cold. Unwilling to fatigue yourselves before you start your exploration of the Mouth of Doom, you find a small area sheltered from the biting wind and set up your lean-toes and huddle close together to stay warm.
As the sun rises to the east, the sounds of the forest surround you. All is quiet but for the sound of the wind whistling in the trees. Raaz and Malzii's watch ends without incident and they turn it over to Arlok and Brok. As they stand watch over the campsite, their keen senses pick up the rustling sounds of someone moving through the forest from the north, and the direction of Zelkors's Ferry. As you strain your ears further, the not-so-quiet sounds of muttering and swearing come wafting through the forest and appear to be getting louder. You think there are two, perhaps three voices total.
Brok and Arlok are the only ones currently awake. The time is about noon, so those who are light sensitive will be affected by it.
EDIT: I just noticed Raaz's post here. Raaz and Malzii can handle their conversation in flex-time.

Brok Nunnelnoggin |

Brok looks to Arlok and puts a finger to his lips, hoping the big man understands that it means to be quiet.
He looks to the kobold spellcaster with her entangling spell, but remembers the way she squints in the sunlight and he decides that the shady-man is a better choice for support.
Holding his loaded crossbow in his left hand, he tiptoes over to the fetchling and wakes him by placing a hand over his mouth so that he doesn't make any noise when startled awake.
stealth: 1d20 + 10 ⇒ (19) + 10 = 29
"Shhh!" he whispers to the fetchling, "Someone's moving through the trees ...."

Malzii |
As Raaz and Malzii begin their watch, the kobold is surprised when the tiefling suddenly breaks the silence that had accompanied all of their watches up to that point. She stops her circling of the camp perimeter and studies him for a moment as if weighing his words as well as his tone.
He is being serious, rather than attempting to start trouble or push Malzii around in some way.
"Is like Malzii told the fat goblin, in Mitchrod. Komm sent an imp to Malzii's tribe, the Nightmoon tribe - he said that Komm wanted tribe's best spirit talker to come to him, to aid in a great cause." The kobold puffs her chest out proudly and offers a toothy smile. "Of course Chief Kirrok knew that Malzii is the best spirit talker, not that Nyktok who talks to rocks! Malzii will aid Komm and the others and secure allies for the Nightmoon and make ancestors proud!"
Her smile then fades, as her expression and tone darken. "And Malzii doesn't know a lot about the Goat Prince, but she knows enough. Lord of the rotting dead; they rise to serve him and his followers." She shakes her head. "Not natural! Spirits of the dead rest uneasy in such a state. Malzii is not stupid, Malzii knows Baalzebul also has small power over the rotting dead but he fights the Goat Prince - enemy of enemy, you see?"
Once she's certain that Raaz has understood her words, she cocks her head as she regards him curiously. "You wear Baalzebul's mark," she points at the tiefling's unholy symbol. "Is that why you are here?"

Raaz Al'Zuul |

The Board just ate my response to Malzii. Anyone still able to see it?
He walks up to Malzii and offers his meaty hand in friendship.

Keil |

Isn't Grey still sleeping?
Keil bares his blackened teeth, almost biting Brok's hand in the process of waking. His yellow eyes narrow in hatred then relax as he becomes aware of what's going on. Looking around, the fetchling nods his understanding and quietly rises into a crouching position. Listening to the voices, Keil signals to Brok and whispers, "I'll move to flank...wake the others for ambush." then quietly makes his way toward the back of the intruding group.
Stealth: 1d20 + 10 ⇒ (18) + 10 = 28
Do we have a map up?

Brok Nunnelnoggin |

Brok cocks an ear to try and tell how close the voices are getting ...
perception: 1d20 + 9 ⇒ (8) + 9 = 17
Brok tiptoes over to Vargrenz and gently puts a hand down to wake him, all the while thinking .."One of them is going to wake up bad and put a knife in my belly because he thinks I'm here to kill him...."
stealth: 1d20 + 10 ⇒ (5) + 10 = 15
He whispers to the grey dwarf "Mans coming through woods ... shady-man going to bushwhack them ... need fast monk to help sneaky-sneak up on them."

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Varg's eyes pop open almost immediately, he spent too many years being awakened any immediately thrown into some strange battle as a slave fighter to sleep deeply.
Hearing the goblin's words, and not seeing a dagger at his throat, the grey dwarf nods in understanding and immediately stands up, not needing any equipment to be ready.
Stealth: 1d20 + 6 ⇒ (5) + 6 = 11
Unfortunately, being just awakened, he misses a small branch which breaks with a quiet "snap."
Varg will follow Brok as best he can. Varg is not the fastest in the party, so he may be unable to keep up if Brok goes too fast.

Brok Nunnelnoggin |

Brok gestures to the north showing Vargrenz the direction the voices are coming from.
He whispers "mans not expecting giant invisible dwarf to punch them in face...."

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Varg nods, whispering:
True. Let me investigate.
Varg will use his invisibility power and then his enlarge person. This should give him 9 rounds of invisibility and 10 rounds of enlarge person. He will then head off through the woods to get behind whoever is talking.
Stealth(w/invisibility): 1d20 + 6 + 20 ⇒ (3) + 6 + 20 = 29

Komm the "Grandfather" |

Technically Praetor Grey is still asleep, but I will assume everyone is quickly woken up before you investigate the noises.
1d20 + 3 ⇒ (1) + 3 = 4
1d20 + 3 ⇒ (2) + 3 = 5
1d20 + 3 ⇒ (2) + 3 = 5
The party now awake, Brok sets off towards the voices followed closely by the fetchling and the now-enlarged invisible duergar. Moving back towards the trail the goblin ranger moves silently closer whilst the others move around to encircle whoever is heading your way. The rest of you follow back at a safer distance.
As Brok creeps close to the trail he lays eyes on the source: three humans it looks like to him. One male, one female and a younger female are moving slowly down the trail. They do not look well prepared for a long wilderness trek being clothed in common wools and cloaks. They are not wearing armor of any sort and the larger humans look to be carrying stout walking sticks, burlap sacks and little else. The smaller human....child you now realize is the one making all the racket you heard earlier. Even now you hear the man turn around replying to her in the local dialect "Listen, 'Rhea....you gotta keep yer voice down. No tellin' what be lurkin' in these woods..."
It is painfully obvious none of them have the slightest idea they are surrounded by you. Ambushing them would be child's play.
Actions?

Keil |
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An evil grin creeps across Keil's mouth and it begins to water as the trio pass by him unawares. Falling in behind, yet still out of sight, the fetchling draws his short sword. Already the shadowy man can see his blade plunging into the man's back, feel the hot red sanguine and hear the women's screams... Screams! Keil can't wait for their screams. His thoughts race ahead, Killing the man will be easy. Next the woman... Keil's footfalls fall in time with the trio of humans. His heart begins to race with excitement... They'll stop in their tracks, scream, then slash! slash! Down she goes, hehehe. One by one they'll fall; perhaps the others will be there to finish it. Mmmmm, delicious!
But then Komm's words come rushing forward, Avoid any contact with anyone from Zelkor’s Ferry... and the pit of Keil's stomach drops, Blast! Where are these ones from? Chances are...Zelkor. Naaah! Robbed of his quarry the fetchling gnashes his black teeth in frustration and almost spits. Slowing his pace, he stops stalking the group of humans and looks now for Brok and the others, Cursed humans, if these disappear others will miss them and when man kin are missed, their kind start to look. We can't have that! Where's Brok? There can be no ambush this day...
Stealth: 1d20 + 10 ⇒ (15) + 10 = 25
Send secret message to Brok and others: 1d20 + 2 ⇒ (17) + 2 = 19 - Abort! Abort!
Keil aborts his ambush in favor of not drawing future attention to the group's presence here. He drops out of sight and looks for Brok and the other to stop them from ambushing (secret message) by holding up his hands to show stop.

Malzii |
Malzii blinks as the enormous tiefling offers her his hand.
Choice? Did we have a choice?
"Malzii is not sure about that," she says, slowly. "Malzii was born a spirit talker and had no choice, though Malzii doesn't regret this. True, Malzii did have choice to stay with Nightmoon tribe..." she shakes her head. "Bad idea to pass on chance like Komm gave. Malzii would have looked weak to the others. And Malzii is not weak!" she hisses, her eyes flashing with a defiance aimed at the world at large, rather than at Raaz specifically. "Malzii has wyrmblood in her, and that makes her strong!"
As quickly as it rose, the blue kobold's temper seems to abate and her expression returns to its usual calm state. "Raaz may not have had choice to be priest of The Lord of Flies, but Raaz has choice on many other things. Study of books or weapons. Food. Allies." She reaches out and shakes the offered hand. "Same for Malzii."
As Malzii is awakened, she scowls for just a moment before realizing that to be awakened with the sun still high in the sky meant trouble. Quickly, she sets off with the others as they follow behind Brok, Keil, and Vargrenz. She notes the gestures indicating that they should spread out in an attempt to encircle this other party and moves accordingly, taking a spot and waiting.
Continuing to wait for some sort of signal, her attention is caught by movement further ahead. Squinting, she can see that the source is Keil, waving his arms and then holding up both palms - a clear message to stop.
Stopping means that we've stumbled across someone or someones that we don't want to tangle with for one reason or another. I wonder what this reason might be?
Malzii is waiting to see what happens next.

Raaz Al'Zuul |

He takes the kobold's small hand in his and shakes with a firm grip. He nods his head at her and slowly turns to continue his watch. He seems gratified that he has made an ally.
When Raaz Al'Zuul is finally awakened he jumps into action and follows the directions of the team to circle around the intruders.
Perception to Hear Approaching Humans: 1d20 + 7 ⇒ (16) + 7 = 23
He waits for the scouts Brok and Keil to signal, and sees the 'Abort' signs being made by the Fletchling. He holds his position, on guard and alert.

Brok Nunnelnoggin |

Brok backs away to hide, trying to hear more about why the humans are walking this trail.
stealth: 1d20 + 10 ⇒ (12) + 10 = 22
perception: 1d20 + 9 ⇒ (14) + 9 = 23