
Graythan Fist |

Graythan lets a pair of flaming bolts leap from his crossbow once more, inwardly hoping and praying to Tyr that they would do the job as this was his last loaded cartridge of ammunition. A grim smile spreads briefly on his face as each bolt hammers home.
Concealment (1-20=miss): 1d100 ⇒ 33
+1 hvy repeating xbow: 1d20 + 13 ⇒ (8) + 13 = 21for: 1d10 + 5 + 3d6 ⇒ (5) + 5 + (4, 2, 5) = 21
Concealment (1-20=miss): 1d100 ⇒ 38
+1 hvy repeating xbow: 1d20 + 13 ⇒ (10) + 13 = 23for: 1d10 + 5 + 3d6 ⇒ (8) + 5 + (3, 2, 1) = 19
I'll continue to target any remaining vine horrors. If one looks like it's taken more punishment than the other, I'll focus on that one first.
HP: 34/34
AC: 22 (15 T / 19 FF)
CMD: 15
F/R/W: +5/+4/+9 (+1 vs Illusion, +2 vs disease, +2/roll 2x vs mind affecting)
Judgements used: 1/2
Bane rounds used: 5/5
Discern lies rounds used: 0/5
Relentless footing used: 0/6
inflict wand charges used: 0/50
cure wand charges used: 0/50
Spell Slots used:
Level 1 (4+1) - 2/5 | DC 15
Level 2 (2+1) - 1/3 | DC 16
Ongoing Effects
shield of faith (1/5 minutes): +2 AC
divine favor (10/10 rds): +1 to hit, +1 damage
flames of the faithful (9/10 rds): flaming/flaming burst w/ judgment
bless: +1 to hit, +1 vs fear
judgment (justice): +2 to hit
point blank shot: +1 to hit, +1 damage w/in 30ft
bane (plants): +2 to hit, +2d6+2 damage
This is my last round of divine favor and my last use of bane for the day.

GM Fanguar |
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None.
With a rattle and thunk, Graythan fires off a pair of bolts that finally put done the remaining wounded creatures. Chests heaving, you survey the sodden piles of vegetation on the deck. The silence following the combat is fleeting and it is quickly broken by a moan from somewhere out in the dark. It doesn't take long before you can see motions out on the seaweed.
They keep coming. Sometimes alone or in pairs, but usually in small groups. You are forced to bring out the crew and colonists to help defend the ship. Wounds pile up along with the corpses of your fallen enemies.
Just before dawn, they plant men gather for one last push. A dozen shamble out of the darkness, along with their strangling stands of seaweed. Before such an onslaught, you have little recourse but to flee to the protection below deck. Barricaded in, the wooden planks shiver and groan beneath the constant blows of the plant creatures. For tonight, your defenses hold and finally the assault ceases.
Stepping out into the dim, grey light of morning, you watch the fog burn away. All trace of the plant creatures have been removed from the ship's deck and there is no sign of movement out on the field of green that surrounds you.
I thought I would just RP the rest of the night, this fight has been long enough. Basically, you've been fighting all night. You may level up to 6.

Krila |

Krila keeps everyone up throughout the night, using her healing hex on everyone at least once. Then getting the wounded all around her on deck to channel between attacks. By dawn, she's cast all her spells and used all her channels, but everyone is alive.
Wiping sweat from her brow, she sighs. "Well, the good news is, we survived. The bad news is, I can't do that again tonight, I am completely out of spells and magic, and won't have any until tomorrow, assuming I can get some sleep tonight. I will still have some hexing and channeling tonight, but that's it."

Bronwenir |

"I was up all night. I would have to get eight hours of sleep to get my spells back. How many hours do we have between dawn and dusk this time of year?"
Edit: I forgot, this is Greyhawk setting. Do elves do the 4 hours of reverie instead of sleep here? If so, assume Bron said that instead.
-Posted with Wayfinder

Krila |

Krila can only regain at dawn, so that's out until tomorrow at least.

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Fighting all night = Fatigued and no ability to regain spells iirc. Is that the intent? I guess I do not recall that divine don't need rest. That does sound reasonable. Also I am sure we took more wounds. Justified was only down 6 after the last channel from Krilla. Hey, I think channels would renew at dawn for her regardless of rest so maybe she can heal up all of us including the crew before dawn?

Krila |

You cannot recover spells that were cast within the last 8 hours. Since all her spells were cast over night, she cannot recover any spells in the morning. And I did post that she would have her channels and hexes, but not her spells.

Bronwenir |

True enough Krila, I didn't think of that. Yes, we are all fatigued, and while divine casters can pray for spells without a rest, arcane casters need the rest. Of course, as Kirla says, they have to do it at a particular time of day, whereas Arcane casters can prepare or meditate at any time. I'm waiting to find out from the GM whether because this is the old D&D setting, elves do the 4 hour of not-exactly-sleep thing, or whether it's back to the pathfinder standard of 8 hours of sleep no matter what race you are. This will determine whether Bron has a chance to have spells or not. Of course, it might not be worth 4 hours even depending on how much time we have.

GM Fanguar |

From the AP: "The vine horrors are relentless foes, and the Sargasso hides hundreds, if not thousands, of the creatures. During the first night, you should run as many vine horror attacks as you think the PCs can bear. If the fights begin to feel repetitive, feel free to let dawn come and send the monsters back to their watery homes below the Sargasso surface. The goal isn't to overwhelm the PCs, simply to impress upon them the relentless nature of their foes." Basically, periodically over the course of the night, groups of creatures would attack. Getting an uninterrupted night's sleep is pretty much impossible.
@Bron: While this is technically the Greyhawk setting, we are using the pathfinder rule set, so go with their sleep rules.
The creatures don't attack during the day, so you could rest up before you set out. If you do so, you probably will have to spend a night out on the weeds, or force march through the night, fighting as you go.

GM Fanguar |

*Nudge with toe* So what's the game plan folks? Rest up or head out? While you don't know exactly where to go, the center of the Sargasso is a pretty safe guess. You will need to make survival checks or geography checks to not get turned around. Alternatively, there are several other shipwrecks that you can see and could move shipwreck to shipwreck.

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I know we are weakened and tired, but I say we strike out for the heart. We cannot hope to defeat all these vine things with their unlimited animated plants. But if we can make it to the heart then maybe we have a chance.

Krila |

We're kind of hosed over, if we leave now, we will be Fatigued from lack of sleep. That will rapidly turn into exhaustion after an hour or two as we start failing saves. We have no paladin to remove the fatigue with mercy, so... If we stay and sleep for 8 hours, we'll be travelling at night, in the fog.

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Lesser Restoration will also remove fatigue if anyone has it. I am unsure of the mechanic of fatigue converting to exhaustion. If we wait we get to fight all night again. If we leave just before dust then we likely loose the ship as I do not expect they could last through a night of that without us. And we likely have to fight all night anyway but out in the open. I say we march. Krila, since you character is lot listed under your alias I am not sure if you have Lesser Restoration or not. Can you choose Life to pick it up in the morning?

Krila |

Krila shakes her head. "Grathan, we're all fatigued, we'll be passing out in a couple of hours. If we sleep today, yes, we'll have to fight tonight without spells. But I'll still have healing. Then in the morning, since I won't have used any magic, I will have more. Today, we have been up for 30 hours, and fought hard after exploring the area. Tomorrow we will have had a full days sleep, fought for the night, and then can force march. As we become tired, I can use my spells to reinvigorate us. Pushing on today is suicide."

GM Fanguar |

Exhausted and battered, you hunker down for some rest, while other members of the crew keep a watch and make preparations for the coming night.
You groggily wake to the late afternoon sunshine. All has been quiet, with no sign of the terrible creatures from the night before. Urol, your resident gnomish geographer, has been busy and has devised a best guess of the direction to follow to find the center of the Sargasso.
Following, Urol's bearing, you make your way out across the sea of green. Hours pass, and with the sun westering and approaching dusk, you arrive at a curious sight. Here the kelp erupts from the mat at your feet forming a slimy and humid mockery of a forest. As you cross the threshold, you hear a strange whispering voice in your mind, not words so much as a mental beacon. Looking back across the sargasso as the light fade, you see the entire place coming alive. Figures begin to rise in the dozens. Around you, the kelp trees reach out slimy tendrils to trap you and ask the fog eerily begins to rise at your feet, you see arms bursting from below as the horrid vine creatures try to rise again.
Running now, you cut your way deeper into the murky oppressiveness. The moans of the creatures are all around you, coming ever closer. Suddenly, out of the fog, burst the shape of a great ship, rotten with age and barely rising above the kelp bed. Three shadowy figures patrol the deck.
Combat
I'll just say you win initiative. Map is up, you may all act.

Krila |

Adjusted Krila's position, she'd be central to the formation, for maximum healing
Krila grimaces. "Ok folks, lets go find out if this was a good idea."
She touches the bolt in her crossbow, and it begins to glow with a bright daylight shine. She then fires the bolt into the mast of the ship, lighting up the area.

Graythan Fist |

What are the lighting conditions we're looking at here, Fanguar? Is any of the setting sun able to get into this creepy kelp forest or is the only light available that which we've brought (Krila's bolt, for instance)? And light still doesn't do anything for our miss chances with the fog, yes?

GM Fanguar |

@Bron and Krila: That is fine
@Justified: The adventure says 5 feet, but let's just say you can hop onto it as part of a move action with a DC10 acrobatics check.
@Graythan: For the sake of getting through this while we are still young, let's say the light and fog are not affecting this encounter. Fog will come into play when we enter the bowels of the wreck.

Graythan Fist |

Graythan frowns up at the shadowy figures patrolling the deck of the rotted derelict. He whispers a quick prayer to Tyr and lays it upon Justified with a touch before he swinging out wide, hoping to get a better angle for a shot.
cast divine shield on giganto-justified, then move
+2 to your AC for 5 minutes, Justified =)
HP: 34/34
AC: 22 (15 T / 19 FF)
CMD: 15
F/R/W: +5/+4/+9 (+1 vs Illusion, +2 vs disease, +2/roll 2x vs mind affecting)
Judgements used: 1/2
Bane rounds used: 5/5
Discern lies rounds used: 0/5
Relentless footing used: 0/6
inflict wand charges used: 0/50
cure wand charges used: 0/50
Spell Slots used:
Level 1 (4+1) - 1/5 | DC 15
Level 2 (2+1) - 0/3 | DC 16
Ongoing Effects
shield of faith (Justified, 1/5 minutes): +2 AC

GM Fanguar |

The vine horrors turn towards you and moan. It is echoed from the 'forest' around you, still far off, but closing. The ground at your feet begins to writhe, as the sargasso itself rises up to impede your progress.
Attack vs Graythn: 1d20 + 7 ⇒ (3) + 7 = 10
Attack vs Bronwenir: 1d20 + 7 ⇒ (10) + 7 = 17
Attack vs Moira: 1d20 + 7 ⇒ (20) + 7 = 27
confirm?: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 2d8 + 14 ⇒ (5, 2) + 14 = 21
Grab: 1d20 + 13 ⇒ (5) + 13 = 18
Constrict(if grapple hits): 1d8 + 7 ⇒ (7) + 7 = 14
The vines lash out and one lands a might blow on Moira, trying to smother her in its embrace.
Everyone is up
init +3; Senses low-light vision
Languages Common
AC 19, touch 13, flat-footed 16
hp (42)
Immune plant traits
Fort +8, Ref +1, Will+2
Spd 30 ft., swim 20 ft.
Melee 2 slams +7 (ld6+4)
Base Atk +3; Grp +7
Atk Options Blind Fight
Special Actions animate vines
Animate Vines (Sp) A vine horror can use this ability at will to animate any single strand of sargasso with in 90 feet. An animated vine fights as an assassin vine (Monster Manual 20). If the vine horror is incapacitated or moves out of range, the vine returns to normal.
N Large plant
Init +0; Senses blindsight 30 ft., low-light vision; Perception +1
DEFENSE
AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
hp 30 x3
Fort +7, Ref +1, Will +2
Immune electricity, plant traits; Resist cold 10 and fire 10
OFFENSE
Speed 5 ft.
Melee slam +7 (1d8+7 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d8+7), entangle
STATISTICS
Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9
Base Atk +3; CMB +9 (+13 grapple); CMD 19 (can't be tripped)
SQ camouflage

Krila |

Krila holds up her hand, with it's holy symbol, and energy floods out of her, wrapping around any wounded enemies.
Channel: 3d6 ⇒ (2, 1, 6) = 9
Then she moves toward the boat, climbing up the side. "Dearies, I think on the boat is better this time."

Moira Greyshadow |

Moira feel the blow which causes the wind to be knocked out of her. Then she feels the warm flood of soothing energy engulfing her body and spirit. She regains her senses and says, "HELL NO! This b%#@* did not just hit me."
Moira will continue to follow Justified's cue looking for ways to flank the creatures.

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Were did the creatures on the deck go?
Unsure if you are grappled or not Moira. I could not find your CMD on your character sheet. BAB of 3+ STR of 1 and DEX of 4. That is an 18. Unless you have something else I fear you are grappled and take the constrict damage as well.
Using combat expertise to improve his AC (AC21) Justified moves away from the vines, provoking if he has to and attacks the one attacking Moira while also offering her a flank.
+1 Large glaive-guisarme: 1d20 + 14 - 2 + 2 ⇒ (12) + 14 - 2 + 2 = 262d8 + 11 + 6 ⇒ (3, 3) + 11 + 6 = 23

Graythan Fist |

Graythan skips back a half step and thunders a trio of bolts into the vine that attacked Moira. "This is already turning ugly," he mutters darkly to himself.
+1 hvy repeating xbow (pbs, rapid): 1d20 + 8 - 2 + 2 ⇒ (7) + 8 - 2 + 2 = 15for: 1d10 + 2 ⇒ (7) + 2 = 9
+1 hvy repeating xbow (pbs, rapid): 1d20 + 8 - 2 + 2 ⇒ (11) + 8 - 2 + 2 = 19for: 1d10 + 2 ⇒ (5) + 2 = 7
+1 hvy repeating xbow (pbs, rapid): 1d20 + 3 - 2 + 2 ⇒ (12) + 3 - 2 + 2 = 15for: 1d10 + 2 ⇒ (3) + 2 = 5
If Justified's attack was enough to kill the vine grappling Moira, or if any of Graythan's attacks do so, any attack rolls left over will be for the vine that attacked Graythan himself.
HP: 34/34
AC: 22 (15 T / 19 FF)
CMD: 15
F/R/W: +5/+4/+9 (+1 vs Illusion, +2 vs disease, +2/roll 2x vs mind affecting)
Judgements used: 1/2
Bane rounds used: 0/5
Discern lies rounds used: 0/5
Relentless footing used: 0/6
inflict wand charges used: 0/50
cure wand charges used: 0/50
Spell Slots used:
Level 1 (4+1) - 1/5 | DC 15
Level 2 (2+1) - 0/3 | DC 16
Ongoing Effects
shield of faith (Justified, 1/5 minutes): +3 AC
Judgment (justice): +2 to hit
Rapid shot: +1 attack, -2 to hit
Also, Justified, the AC bonus from shield of faith is +3, not +2. I'd forgotten we hit 6th level!

GM Fanguar |

@Justified: The vine horrors are still on the deck. They can animate vines pretty much at will.
@Grathan:FYI vines have reach, so you will provoke an AoO. Just wanted to check to see if you were ok with that.
Justified's AoOs
AoO 1: 1d20 + 7 ⇒ (9) + 7 = 16
AoO 2: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d8 + 7 ⇒ (6) + 7 = 13
Bron and Moira still can act

GM Fanguar |

Graythan AoO: 1d20 + 7 ⇒ (8) + 7 = 15 Meh, misses anyways
Justified and Graythan destroy the vine holding Moira. (First bolt kills it, other two applied to vine threatening Graythan
Bron and Moira are still up
init +3; Senses low-light vision
Languages Common
AC 19, touch 13, flat-footed 16
hp (42)
Immune plant traits
Fort +8, Ref +1, Will+2
Spd 30 ft., swim 20 ft.
Melee 2 slams +7 (ld6+4)
Base Atk +3; Grp +7
Atk Options Blind Fight
Special Actions animate vines
Animate Vines (Sp) A vine horror can use this ability at will to animate any single strand of sargasso with in 90 feet. An animated vine fights as an assassin vine (Monster Manual 20). If the vine horror is incapacitated or moves out of range, the vine returns to normal.
N Large plant
Init +0; Senses blindsight 30 ft., low-light vision; Perception +1
DEFENSE
AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
hp 30, 18/30
Fort +7, Ref +1, Will +2
Immune electricity, plant traits; Resist cold 10 and fire 10
OFFENSE
Speed 5 ft.
Melee slam +7 (1d8+7 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d8+7), entangle
STATISTICS
Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9
Base Atk +3; CMB +9 (+13 grapple); CMD 19 (can't be tripped)
SQ camouflage

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[ooc[Hey Moira, I am still offering a flank on the middle animated vine, but you will have to tumble to get there. I think its too far away to move to flank with any of since tumbling costs double movement. so instead...[/ooc]
Moira, with me. Justified calls, obviously eyeing the vine horrors on deck. We must kill the source of these animated vines to ever win this fight.

Bronwenir |

Sorry for the delay.
Bron moves to where he can flank with the enlarged Human, and attacks.
Swift action to enhance Scarf by +1 and Keen. Spell combat.
Attack with flank: 1d20 + 10 + 1 + 2 - 2 ⇒ (20) + 10 + 1 + 2 - 2 = 31
confirm: 1d20 + 10 + 1 + 2 - 2 ⇒ (9) + 10 + 1 + 2 - 2 = 20
regular damage: 1d6 + 6 ⇒ (6) + 6 = 12
crit damage: 1d6 + 6 ⇒ (4) + 6 = 10
If that kills the vine next to Bron, his spell as part of spell combat will be to cast glitterdust (DC 15 will save) on the two north-most vine horrors. If it does not kill the vine, he will cast Arcane Mark and attack again.
concentration check: 1d20 + 11 ⇒ (18) + 11 = 29
attack with flank: 1d20 + 10 + 1 + 2 - 2 ⇒ (17) + 10 + 1 + 2 - 2 = 28
damage: 1d6 + 6 ⇒ (6) + 6 = 12

GM Fanguar |

Bron takes all three attacks to drop the vine.
@Graythan: You can shoot at the horrors from where you are
Two of the vines are down.
ONe of the horrors comes shuffling over the side of the ship. Another steps out of Justified's reach and summons another vine into the back line.
Vine attack vs Krilla: 1d20 + 7 ⇒ (7) + 7 = 14, but ti misses.
The remaining creature goes for Justified,
Acro: 1d20 + 0 ⇒ (12) + 0 = 12
Going to provoke 2 AoOs to get to Justified
If it makes it to him: 1d20 + 7 ⇒ (10) + 7 = 17It will miss anyways
The remaining vine attacks Graythan,
Attack: 1d20 + 7 ⇒ (12) + 7 = 19 Miss
Everyone is up

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Does the animation of vines provoke an AOO?
AOO 1. +1 glaive-guisarme: 1d20 + 14 ⇒ (14) + 14 = 282d8 + 11 + 6 ⇒ (6, 4) + 11 + 6 = 27
AOO 2. +1 glaive-guisarme: 1d20 + 14 ⇒ (7) + 14 = 212d8 + 11 + 6 ⇒ (2, 4) + 11 + 6 = 23
Justified's enlarged weapon cuts down the vine horror as it tries to reach him.
On his turn Justified 5' steps. offering Moira a flank, and attacks the other vine horror on the ship cutting it down easily. His second swing slices through the creature leaving two clean halves. Crits with X3 weapons are bad news.
+1 glaive-guisarme: 1d20 + 14 ⇒ (17) + 14 = 312d8 + 11 + 6 ⇒ (3, 5) + 11 + 6 = 25
AOO 1. +1 glaive-guisarme: 1d20 + 9 ⇒ (20) + 9 = 292d8 + 11 + 6 ⇒ (5, 2) + 11 + 6 = 24
Confirm: 1d20 + 9 ⇒ (18) + 9 = 274d8 + 22 + 12 ⇒ (3, 3, 5, 1) + 22 + 12 = 46

Krila |

Krila adjusts 5ft, and holds her other half action, waiting on the thief to position herself across from her. She draws her morningstar as she moves, to provide flank.

Graythan Fist |

Graythan slips out of reach of the vine harrying him and calls on Tyr's favor again.
Swift Action: shift judgment to protection (+2 AC)
Move Action: move out of reach of the vine attacking me (still can't see map at work =\ )
Standard Action: cast divine favor
HP: 34/34
AC: 22 (15 T / 19 FF) (includes +2 sacred from judgment)
CMD: 15
F/R/W: +5/+4/+9 (+1 vs Illusion, +2 vs disease, +2/roll 2x vs mind affecting)
Judgements used: 1/2
Bane rounds used: 0/5
Discern lies rounds used: 0/5
Relentless footing used: 0/6
inflict wand charges used: 0/50
cure wand charges used: 0/50
Spell Slots used:
Level 1 (4+1) - 2/5 | DC 15
Level 2 (2+1) - 0/3 | DC 16
Ongoing Effects
shield of faith (Justified, 1/5 minutes): +3 AC
judgment (protection): +2 sacred bonus to AC
divine favor (1/10 rounds): +2 to hit/+2 damage

Moira Greyshadow |

Moira moves into flanking position with Justified.
Flanking Attack: 1d20 + 9 ⇒ (12) + 9 = 21
Rapier Damage, Sneak Attack: 1d6 + 2 + 3d6 ⇒ (2) + 2 + (6, 4, 4) = 18
+3 pts bleed damage. DC 15 Heal check to stop the bleeding
Bleeding Attack (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess.
is sneak attack the same as flank attack?

GM Fanguar |

Sorry for the delay.
@Justifed: Entering a threaten square doesn't provoke an AoO, only leaving one does, so no. I'm using the same rules as you would for a summoned monster. (I had to look this up)
@Moira: Flank attacks provide +2 hit and are one of the triggers for sneak attack, so related, but not the same thing.
Skipping Bron, he can double post if he shows up soon.
Justified's whirling blade of death and friends combine to drop 2 Vine horrors and a vine. Only a single vine horror and its pet vine remain standing and they both go for Graythan.
VH attack: 1d20 + 7 ⇒ (20) + 7 = 27
Confirm?: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Vine attack: 1d20 + 7 ⇒ (13) + 7 = 20 Think that is a miss.
Everyone is up
init +3; Senses low-light vision
Languages Common
AC 19, touch 13, flat-footed 16
hp (42)
Immune plant traits
Fort +8, Ref +1, Will+2
Spd 30 ft., swim 20 ft.
Melee 2 slams +7 (ld6+4)
Base Atk +3; Grp +7
Atk Options Blind Fight
Special Actions animate vines
Animate Vines (Sp) A vine horror can use this ability at will to animate any single strand of sargasso with in 90 feet. An animated vine fights as an assassin vine (Monster Manual 20). If the vine horror is incapacitated or moves out of range, the vine returns to normal.
N Large plant
Init +0; Senses blindsight 30 ft., low-light vision; Perception +1
DEFENSE
AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
hp 30, 18/30
Fort +7, Ref +1, Will +2
Immune electricity, plant traits; Resist cold 10 and fire 10
OFFENSE
Speed 5 ft.
Melee slam +7 (1d8+7 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d8+7), entangle
STATISTICS
Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9
Base Atk +3; CMB +9 (+13 grapple); CMD 19 (can't be tripped)
SQ camouflage