| GM IronDesk |
If they are able, they will fight growls Thoa.
| GM IronDesk |
Very well then - the rear entrance it is replies Thoa. Perhaps I can provide that distraction. If I can lead the lizards away you should be able to sneak in relatively easily. Of course, I will be unable to assist you from that point on.
So what say you? Shall we proceed?
Raidh pipes up. Um, I'm not sure about swimming in all this armor.. Morgtii too, looks distinctly uncomfortable at the prospect of swimming.
Well, Thoa muses, You could float in with hollow logs or lashing together reed bunches. Or, we could split up. I could blink you metal-clad ones into the front cave, while the more buoyant members of your pack sneak in the back.
| Rodolpho Santiwale |
"I'm not sure splitting up is the greatest plan there might be a horde of goblinoids in there and keeping together might be all that let's us free the others."
| GM IronDesk |
And so the group decides to breach the watery cave entrance in force. They spend the next hour or so collecting and lashing together reeds, and armed with their makeshift rafts they quietly approach the back of the hillside.
Thoa is true to his word and provides a distraction that the pod of crocodiles inside cannot resist - he teleports in front of the cave mouth with a young wounded boar clamped firmly in his jaws. The creatures thrashing and squealing quickly bring 4 hungry crocs forward to investigate. When they draw near, Thoa and the boar blink out of existence and reappear a hundred feet down river and the crocs follow. In this way the elder blink dog draws the reptiles farther and farther away from the cave, leaving the entrance for your group to float their way into... but for how long the crocs will continue t o give chase before they give up and return home is anyone's guess.
| GM IronDesk |
The group quickly and quietly floats into the dark cave opening. After about paddling about 60 feet in near total darkness, the waterway opens into a dimly lit cavern.
The stench of stagnant water is overwhelming in this large cavern, half of which is submerged. A steep stairwell has been cut into the floor in the north, and a second shallower staircase is to the east. A nearly-skeletal, unshaven old human wearing nothing but a moldy loincloth sits cross-legged near the eastern stairway. His mouth hangs open as he stares at the ceiling, apparently oblivious to your presence.
Not oblivious to you presence however are the dozen or so crocodiles lounging about the cavern.
Cold blooded eyeballs swivel to watch you enter their lair, but most seem supremely disinterested in your arrival
| GM IronDesk |
Yes the old man is alive though not particularly responsive to his surroundings. You notice several of the crocs move protectively around him as you make your way into sight.
You also notice a chain running from the caverns ceiling into the water near one of the two jettys
| Kee-rik |
"Agreed." If the thin man isn't blocking the shallow stairway with his personal space, Kee-rik will hop over there. Otherwise, he'll head towards the steeper stairway.
Are the stairways going from the water to the dry part of the cavern, or are they exits from the cavern?
| GM IronDesk |
Encounter map updated... click the tab under my profile for the cavern layout.
The party paddles towards the shore, cautious of the crocodiles lounging everywhere around the chamber. But despite their best efforts to appear non threatening, two of the biggest bulls rear up and roar in challenge as Aedron gets within a dozen feet of shore...
Kee-rik: 1d20 + 3 ⇒ (3) + 3 = 6
Morgtii: 1d20 + 3 ⇒ (4) + 3 = 7
Raidh: 1d20 + 1 ⇒ (19) + 1 = 20
Rudolpho: 1d20 + 2 ⇒ (19) + 2 = 21
Aedron: 1d20 + 0 ⇒ (13) + 0 = 13
Crocodiles: 1d20 + 1 ⇒ (20) + 1 = 21
Crocodiles in the Basement- Rnd 1
Crocs that have become aggressive are the ones with the open mouths on the encounter map
Initiative Order, status and effects
2 Crocs -
Rudolpho (16/16 HP)
Raidh (19/19 HP)
Aedron (23/23 HP)
Morgtii (20/20 HP)
Kee-rik (17/17 HP)
Environment: Swimming rules are in effect. The water is about 5' deep and still, so each round you must pass a DC 10 swim check to move 1/4 your speed ( 1/2 as full round). You may take 10 if you are taking no other actions and do not start the round in a threatened square. As long as you maintain one arm on your reed bundle, you get a +4 to swim checks.
The two biggest crocodiles launch into the water with surprising speed and charge straight at Aedron...
Croc 1 Bite: 1d20 + 7 ⇒ (17) + 7 = 24; Dmg: 1d8 + 4 ⇒ (5) + 4 = 9; Grab: 1d20 + 11 ⇒ (13) + 11 = 24; Death roll: 1d8 + 4 ⇒ (8) + 4 = 12
Croc 2 Bite: 1d20 + 7 ⇒ (11) + 7 = 18; Dmg: 1d8 + 4 ⇒ (4) + 4 = 8; Grab: 1d20 + 11 ⇒ (19) + 11 = 30;
...The big mercenary tries to bring a weapon to bear but the two reptiles are upon him too quickly. The water turns red with Aedron's blood as the crocodiles savage him in their jaws, thrashing left and right as they each struggle to get a bigger piece of the prize.
Gruesome! Aedron -6HP. Rest of the party is up.
| Rodolpho Santiwale |
Dolph fires his Destructive Blast at the closest crocodile to his current position. He burns his third spell point of the day to improve his accuracy.
RTA 1d20 + 3 + 20 ⇒ (16) + 3 + 20 = 39
Damage 2d6 + 1 ⇒ (5, 2) + 1 = 8
| GM IronDesk |
Let go of him! Raidh screams out in panick. She paddles forward to the cavern wall then lets go of her reed bundle to draw her spear and stab at the same croc that Dolph just blasted...
swim: 1d20 + 5 + 4 - 4 ⇒ (3) + 5 + 4 - 4 = 8
Stab: 1d20 + 3 ⇒ (19) + 3 = 22; Dmg: 1d8 + 2 ⇒ (4) + 2 = 6
... but in her haste fails to make any headway in the water. Her spear thrust on the other hand finds its mark
Morgtii swims forward, as well, and while gripping his float firmly with both arms, rips into the wounded crocodile with both mid-leg claws...
Swim: 1d20 + 1 + 4 - 4 ⇒ (16) + 1 + 4 - 4 = 17
claw1: 1d20 + 2 ⇒ (18) + 2 = 20; DMG: 1d4 + 1 ⇒ (2) + 1 = 3
claw1: 1d20 + 2 ⇒ (17) + 2 = 19; DMG: 1d4 + 1 ⇒ (4) + 1 = 5
...The combined attacks of all three heroes is enough to make the scaley beast relinquish its grip in Aedron and sink crippled into the murky depths.
Kee-Rik, you are up to finish the turn - only one aggressive croc still active
| GM IronDesk |
Well Pruet my dear, you never cease to amaze me. Sillion pushed up his spectacles, and poured their young guest some tea.
Pruet scolded her employer. Well I told you my nephew was a famous adventurer. He’s been beyond the valley freeing halflings from their oppressors - fighting goblins and ogres and dragons - “The Halfling Hammer,” they call him. Pruet looks proudly over at her nephew Kennen then tuts and smacks him lightly on the wrist as he reaches for the sugar. use the spoon on your right dear.
Anyway, after that ghastly business in the library when the book was stolen and you sent word to your old apprentice Dolph and his friends to get it back, I thought Kennen would be able to help as well so I sent him a message to get here as fast as he could…. Here she casts her nephew a reproachful look… but he just took longer to get here than I thought.
Kennen opened his mouth to make an excuse about caravans stuck in the mud, but thought better of it, know tthat to argue with his aunt was a fruitless endeavor. He thought about the Wizard scholar Sillion and Pruet and the real reason he had been reluctant to accept her invitation. Kennen had spent most of his life combatting halfling oppression and to see his aunt as a house servant to this absent minded human had always rankled him. But, he had to admit, Aunt Pruet was more major domo than maid, and Sillion and Pruet had a deep and abiding trust and affection for each other. She was paid handsomely for her work from what he could tell, and was a free woman who could come and go as she pleased. Slavery was not practiced in the Valley - at least not by humans.
Sillion leaned back in his armchair and addressed Kennen. And so here hee you are, young man. It so happens we are putting together a second expedition into the Fetid Bog; to recover the Book of Terniel before the accursed giants can open it, and hopefully, to recover my erstwhile apprentice as well. Interested?
| GM IronDesk |
The light was very bright, painfully so. That was the first thing that struck him as he clawed his way back to consciousness.
The next was the smell. Stale. Perfumed?
After that were the memories. Grief, sorrow, hatred. He cried out and thrashed left and right. Something toppled and there was the sound of shattering glass. And then he was fully awake.
Easy now, move slowly. You are safe.
Many faces gathered around him - human mostly , and there - an old elven woman. It was she who spoke. I am Tsarian Vidaos , she continued, I have rescued you from the ancient places and woken you from the long sleep. Her wizened face split into a wide grin and she let out a most un-elfish bark of a laugh. And I do mean LONG. Why you might be almost as old as me! She ran a long gnarled finger almost lasciviously along the pectoral of his breastplate, Though I must say, you’ve kept rather more nicely.
Well my stony friend, are you prepared to honour your vows to the elvish people and the Goddess and resume the fight?
| Kennen Heartwell |
| GM IronDesk |
Several weeks ago, I opened the book to read it. Here Silion raises a hand as if to forstall an objection and hurries on quickly.
Now, almost immediately I knew I had made a mistake. I closed the book and locked it away in my library. But... I had a bad feeling about things and so I hired some mercenaries to guard the blasted thing. I poured over every scrap of lore I could find, went over all the research I had accumulated over the past decades trying to assuage this growing sense of dread. Eventually I hit a dead end, so I decided to consult the libraries in Bels. While Pruet and I were away, my home was attacked. The mercenaries were all killed and the book was stolen.
That's when I dispatched my apprentice Dolph and his colleagues to recover it. I wont bore you with the details but there turned out to be several factions vying for control of it: A cult of demon worshippers called the Kaj'Talel, a necromancer and his minions in the service of the vampire queen Vanya, and a band of degenerate giants called the thawn who live in the fetid bog not far from here. The giants have the book now, and Dolph's party headed into the swamp to find them, presumably with what's left of the Kaj'Talel and the necromancer close behind them.
| The Stone Warden |
The warden will find his way to his feet for an instant, stretching his limbs and working out the stiffness. He then drops to a knee, placing a clawed hand over his chest. The other hangs at his side.
"I HEED THE CALL." The Warden answers. His voice dry and heavy, rumbling as from deep under the earth. "Direct me..." his next words are softer, more courteous of the weak human ears around him. Though his head is hung down, he glances out of the corners of his eyes, trying to find his prized weapon.
| GM IronDesk |
Crowflight Tower:
Kee-rik slips beneath the water and attacks the remaining croc with tooth and claw...
Bite: 1d20 + 5 ⇒ (2) + 5 = 7
Claw 1: 1d20 + 5 ⇒ (10) + 5 = 15; Dmg: 1d3 + 1 ⇒ (2) + 1 = 3
Claw 2: 1d20 + 5 ⇒ (13) + 5 = 18; Dmg: 1d3 + 1 ⇒ (3) + 1 = 4
... carving two bloody rents down the creature's side.
Crocodiles in the Basement- Rnd 2
Initiative Order, status and effects
1 Croc - lightly wounded
Rudolpho (16/16 HP)
Raidh (19/19 HP)
Aedron (-6/23 HP) prone, unconscious, drowning
Morgtii (20/20 HP)
Kee-rik (17/17 HP)
The wounded crocodile relinquishes its grip on Aedron ( whose body promptly slips beneath the churning water) and snaps out at the grippli that wounded it...
Bite: 1d20 + 5 ⇒ (9) + 5 = 14
...but Kee-rik deftly evades the snapping jaws.
check: 1d20 - 1 ⇒ (13) - 1 = 12
While the struggle in the water continues, Dolpho spies a lone goblin come into view at the to of the western stairs. It looks at the the commotion below in surprise for a moment then starts calling over its shoulder.
Players are up!
| GM IronDesk |
Tsarian looks immensely pleased, and a little relieved. Well, that was easy! She motions for the gargoyle to stand then continues.
The situation is this: Those degenerate giants - the ones who destroyed the shrines to the Goddess that your kind swore to my kind to protect then drove both our kind from the swamp all together - have come into possession of something they shouldn't. A book that could do great harm if they figure out how to open it. We sent a team into the bog to stop them, but they have, uh, disappeared. With my best pack mule Roberta to boot! So, we are putting together a second team - That's what all these folks are here for. You are to go with them and help where you can. Steal back the book and bring back Roberta... and anyone else from the first expedition you might find I suppose. Any questions?
| The Stone Warden |
The warden shakes his head. "Give me my weapon, and I will go eradicate the threat that remains."
He will take up his greatsword, sling it on his back, and look to the others.
"We will go now." The Warden states. "My duty remains unfinished."
-Posted with Wayfinder
| Kennen Heartwell |
In his excitement he back flips over the back of the chair and races for the door. "Thanks for the tea Aunty Pruet. Bye. I'm going on an adventure." He barrels out the door and disappears. About 5 seconds later the door opens back up and he pokes his head in. "Uh...where is the bog?"
| Rodolpho Santiwale |
Dolph tries to blast the goblin, hoping to cut it down before it call for reinforcements was heard.
RTA 1d20 + 3 ⇒ (20) + 3 = 23
Damage 2d6 + 1 ⇒ (6, 5) + 1 = 12
Possible crit 1d20 + 3 ⇒ (19) + 3 = 22
Damage 2d6 + 1 ⇒ (2, 3) + 1 = 6
| GM IronDesk |
Dolpho, the goblin is about 70-80' away and your blast only has a 30' range. I can't bear to see you waste such an awesome roll though so lets assume you targeted the croc. Even with a -4 to hit for firing into melee its still a crit.
As the crocodile rears up out of the water to take another snap at Kee-rik, Dolph fires a blast right into its face, pulverizing its skull. Its corpse comes crashing back down with a colossal splash.
Raidh fumbles around for her reed bundle then tries to dive under the water to save Aedron...
Swim check: 1d20 + 5 - 4 + 4 ⇒ (1) + 5 - 4 + 4 = 6
...but comes sputtering back to the surface a few moments later empty handed.
Morgtii deftly switches his limbs about - midlegs gripping his float while arms unsling his bow and know arrow to string, all the while his legs kicking hard for shore...
full move swim check: 1d20 - 4 + 4 ⇒ (7) - 4 + 4 = 7
Aedron stabilize? (DC 16): 1d20 + 1 ⇒ (1) + 1 = 2
Aedron drowns? (DC10): 1d20 + 1 ⇒ (16) + 1 = 17
Kee-rk up to finish the turn.
| GM IronDesk |
Sillion leads Kennen into the town of Eiren and to what serves as the towm's general store - Melodies Roost. There outside the door are gathered small group preparing for travel. Kennen is introduced to an elven woman, who looks to the young halfling's eye to be about a bajillion years old, named Tsarian who not only owns Melodies Roost but apparently also runs the Many Merry Merchants guild, which Kennen reconizes from his travels as one of the most influential trading establishments in the area.
Tsarian doesn't miss a beat and quickly whisks Kennen inside her shop to show him the 'special' wares. If you're heading into the swamp you ought best be prepared...
Afterwards, He is introduced to the other members of the "B" team, as the elven crone puts it crassly.
The most intriguing of his new companions is introduced as simply " the Warden." resplendent in gold arms and armor, he seems to be made of stone.
Then there were three human mercs: Wood, Dee, and Harol. The final member of their band was a toothy half-orc with an axe named D'Son.
Sillion presses a pendant of silver and quartz into Kennen's hand. If you find him, give this to Dolpho. He'll need it, and it will help Tsarian and I keep better tabs on you all.
Kennen and the Warden may take this opportunity to purchase any mundane or masterwork PHB equipment or alchemical gear they choose, or anything from the following list:
Potion of shield of faith +2 50gp
Oil of bless weapon 50 gp
Scroll of communal protection from evil 150gp
Ring of determination (+1 will) 350gp
Clotting ring (stabilize after 1 round of dying) 900gp
| Kee-rik |
Kee-rik heads down after Aedron. [He has a pseudo-swim speed of 30', but apparently doesn't get the +8 bonus creatures with a true swim speed get (until he spends another ability point).]
Swim check: 1d20 + 6 ⇒ (7) + 6 = 13
Even if Kee-rik gets a hold on Aedron, his small size and 12 Strength may make it difficult for him to haul Aedron ashore.
| The Stone Warden |
I will take the potion of shield of faith
The warden tilts his head, looking at the Halfling coming with them. He looks like he might say something, but instead turns to look ahead, as if just waiting to be ordered to move out.
| Kennen Heartwell |
When he sees the Warden cock his head, Kennen points at him and yells, "No. Bad. You made a judgement call as soon as you saw me. I wouldn't do that until you've seen what I can do."
Can I assume to have gotten some healing potions before coming here (three cure Light 150gp). I don't see any and neither of us is particularly good at healing. I am getting a thunderstone (30gp), a fungal stun vials (75gp), antiplague (50gp), antitoxin (50gp), Potion of Shield of Faith (50gp) and Oil of Bless Weapon (50gp). 455 with healing potions or 305 without.
| GM IronDesk |
@ Kennen:Yes potions of CLW are fine.
Kee-rik dives down and manages to pull Aedron to the surface, saving the man from drowning at least, but the little grippli has trouble moving the huge Aedron very far.
While his weight isn't listed on his character sheet, I imagine Aedron at 200+ lbs. Assuming the buoyancy of the water cuts that effective weight in half, Kee-rik is still heavily encumbers trying to move him. This gives him a -6 swim check penalty, reduces his spd to 20 ( so 1 square on a single action, 2 squares of full rnd action if DC 10 swim check is successful) and gives him a max dex bonus of +1 while hauling Aedron to shore.
Crocodiles in the Basement- Rnd 2
Initiative Order, status and effects
Rudolpho (16/16 HP)
Raidh (19/19 HP)
Aedron (-7/23 HP) prone, unconscious, dying
Morgtii (20/20 HP)
Kee-rik (17/17 HP) - heavy load
Goblins! - 2 goblins, goblin dog
A second goblin responds to the warnings of the first and lead a yapping and snarling goblin dog to the top of the stairs. He drops the dog's lead, but the beast is clearly too intimidated by the crocodiles to venture down, instead contenting itself with pacing ad growling at the intruders splashing about below. The two goblins ready their short bows and prepare to fire.
Aedron stabilize? (DC17): 1d20 + 1 ⇒ (12) + 1 = 13
Morgtii swim check: 1d20 + 1 + 4 - 4 ⇒ (13) + 1 + 4 - 4 = 14
Morgtii manages to reach one of the skiffs. He pulls himself aboard and rools up to his knws, firing off an arrow at the nearest goblin...
Longbow: 1d20 + 6 ⇒ (10) + 6 = 16; Dmg: 1d6 ⇒ 2
... catching his target in the arm.
Raidh paddles forward to help Kee-rik...
Aid another / swim: 1d20 + 6 ⇒ (13) + 6 = 19 Grants Kee a +3 on next swim check
Dolph and Kee-Rik are both up
| Kee-rik |
Kee-rik heads to the nearest shore (up and to the right) and, with Raidh's help, tries to maneuver Aedron to land. If he has time this round, he'll get on land himself.
1d20 + 6 + 3 ⇒ (12) + 6 + 3 = 21
I think the nearest piece of land is out of sight of the goblin archers, but if it's not, and there's some movement left, he'll try to get Aedron and himself out of sight.
| Rodolpho Santiwale |
Dolph uses his warp ability from his sphere powers to teleport himself to the same skiff as Keerik.
By my count, that is still close range. If it falls into medium, I'll have to spend a spell point to get there.
| GM IronDesk |
Crocodiles in the Basement- Rnd 4
Initiative Order, status and effects
Rudolpho (16/16 HP)
Raidh (19/19 HP)
Aedron (-8/23 HP) prone, unconscious, dying
Morgtii (20/20 HP)
Kee-rik (17/17 HP)
Goblins! - 1 goblin lightly wounded, 1 goblin, goblin dog
Raidh manages to drag herself to shore
Aedron stabalize? DC18: 1d20 + 1 ⇒ (17) + 1 = 18
...Aedron's wound, while grievous, seem less severe now that he is on dry land.
Morgtii fires another arrow at the goblin he hit moments before...
Activate Steel rain drill
Long bow: 1d20 + 5 ⇒ (18) + 5 = 23; Dmg: 1d6 + 2 ⇒ (6) + 2 = 8
...striking the grubby little humanoid dead.
Dolph and Kee-Rik are up.
| GM IronDesk |
Yes they are. But they seem to have a growing interest in Aedrons bloody and inmoving body
| Rodolpho Santiwale |
"This is crazy, this is crazy," Dolph kept telling himself as he gritted his teeth and started picking his way through the field of crocs.
Move to the square just to the bottom right of the number 8 on the map.
He tries to blast the goblin dog from that spot.
RTA 1d20 + 3 ⇒ (20) + 3 = 23
Damage 2d6 + 1 ⇒ (1, 2) + 1 = 4
Posisble crit 1d20 + 3 ⇒ (20) + 3 = 23
Damage 2d6 + 1 ⇒ (3, 2) + 1 = 6
| Kee-rik |
Kee-rik stands between Aedron and the nearest crocodiles, trying to look dangerous (and readying an action to bite any croc that comes near).
Completely untrained Intimidate roll: 1d20 + 0 ⇒ (4) + 0 = 4
| GM IronDesk |
Rodolpho picks his way through the pod of restive crocs and fires a blast at the remaining goblin, nearly obliterating him. The goblin dog's barking changes to surprised yelps as it is splattered with gore and it flees from the chamber whimpering.
The crocs around Kee-rik are unfazed by the Grippli's posturing - indeed seem even more agitated by it, with the nearest opening its jaws and rearing back defensively.
Out of combat ... for the moment
The old man in the corner finally seems to take notice of the distrbnace around him. He stares around with sightless eyes and says in a frail voice, Who's there? Mukar, is that you?
Here is a rough map of the fetid bog. There really isn't a complete version. If you manage to do a little cartography while you're out there, I'm sure the town librarians would be eager to see your work. We've been tracking the whereabouts of the first expedition by way of a nasty black stone that Tsarian gave one of them. I lost track of it here. Sillion points to a spot on the edge of the swamp. As you can see they didn't make it very far before something went wrong. The amulet I gave you to give to Dolph will allow me to track your group the same way.
After this, your group is outfitted with a pair of pack mules laden with twelve days worth of food and water and ushered onto the road heading north-east out of town and into the Zaren wood. From here its about 20 miles ( 1.5 days by foot) to reach the edge of the bog. The first five miles is considered "town wood" and and is relatively safe to travel through. It is dotted with logging camps and fur trappers and the like. After that you will be entering the home of the Eldrinael elves, who maintain an aloof and tense peace with the humans of Eiren.
If you visit the "Gear & Loot" tab bellow my profile pic you will see you each have a quick tally sheet to keep track of your equipment and money. Please enter your current gear on these sheets and keep it updated. I think you will find it is easier updating the tally sheet that your alias profile. It is also easier for me and fellow players to see what you've got at a glance.
| The Stone Warden |
There's no mistaking the gargoyle for a human, even an elementally-aligned one. The gargoyle has a stone colored skin the same as many of the ancient structures of the valley. It appears to have eyes made of the same stone as its skin, though they do move as he watches the other travelers. The golden breastplate and greatsword on his back aren't just ceremonial; the edges are sharp and the armor hard. Its wings are small, functionless, and the tail narrows quickly to a rocky point.
The warden will carry his bow at hand, and he doesn't seem inclined for talking. In fact, he hasn't spoken to anyone since he was given his orders. He will turn his head to acknowledge others are speaking to him but he will not reply.
| Kennen Heartwell |
| Rodolpho Santiwale |
"Not Mukar. But we're friends. We are here to free some of the intelligent creatures that these goblinoids have captured. Don't suppose you could give us any help in getting in, could you?"
| GM IronDesk |
Tears begin to stream from the old man's sightless eyes and he laughs a little hysterically. Rescue? Really Mukar, haven't we played that game enough? Fine, I'll play along. His voice takes on a higher pitch and a melodramatic tone. Oh, no sirs, don't make me leave! I love it here, don't take me away from Mukar the Kind. Flee now and he may be merciful. The stairs to the west only lead into the tower, and Mukar the Brave's wrath will know no bounds if you trespass there. Take the stairs to the east to the yard and surrender now and Mukar the Benevolent may yet show you mercy...not like he did to the poor wretch in the water cage.
| GM IronDesk |
In Zaran Wood...
The shaven-pated Harol comes up behind Kennen, and interrupts Kennen. Won't get much conversation out of young D'Son there. Hobgoblin raiders bashed him in the hear what good a few years back. been kinda simple ever since. Still good with that axe though, ain't ya D'Son? The half-orc turns to Kennen and gives him a wide grin then turns back to the trail. Between him and that stone fella, this is shaping up to be a quiet trip.
Harol then bends lower and drops his voice a little. And best keep your eyes to yourself when it comes to Dee there. She may not seem like much of a looker, but Wood's the jealous type, if you know what I mean.
So, we'll be entering the elven woods soon. Trail pretty much disappears at the that point and its going to be much slower going - That part of the forest's never been touched by logger and is pretty dense. What's the plan boss? pitch camp on this side or push through and camp in the deeper woods and cross our fingers that those elves don't mind?
Harol takes Kennen's look as surprise and smiles. Well the wizard and Tsarian made it clear that you were call the shots here; said you were an ogre slayer and knew your way around trouble.