
GM Mustache |

Sigurd is suspicious... and he can tell she isn't telling the whole truth, but can't parse out what is truth and what is a lie. And he certainly can't recall any history of small green finger statues.
She continues to speak: "Why do you care to restore order in these lands? The bandits, in one form or another, have lived here for 1000 years and will continue to live here. You also speak of surveying. You do not come out and say it, but I suspect you of doing more than exploration. You mean to settle these lands, do you not? Don't deny it!" Her calm demeanor starts to become angrier.

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"Well ma'am, I can't speak for all of society, but I for one have little interest in that. Whatever building may happen here, the wild places need to stay wild. Nature is queen here, and will continue to be, if I have anything to say about it."
Diplomacy: 1d20 - 2 ⇒ (5) - 2 = 3
"Um, but that's just me. I'm probably wrong. Gee, you're pretty."

GM Mustache |

"Your words are honey, but your demeanor... it is poison! You lie to me!" She spits out these last words and her appearance... shifts. In the elf woman's place is an enchantingly beautiful and terrifying... fairy? She is six feet tall, blonde, winged, with a face emanating power and malice. "This is MY land, and there shall be no civilization HERE! Nyrissa, queen of the First World, thus declares it!"
She disappears in a brilliant flash of light. All of you need to blink to clear out the eye spots, and in that moment, in the darkness beyond the campfire, you hear movement.
Ike: 1d20 + 2 ⇒ (16) + 2 = 18
Arlen: 1d20 + 7 ⇒ (16) + 7 = 23
Sigurd: 1d20 + 1 ⇒ (14) + 1 = 15
Rai: 1d20 + 5 ⇒ (20) + 5 = 25
Brokk'r: 1d20 + 2 ⇒ (9) + 2 = 11
Diceros: 1d20 + 5 ⇒ (16) + 5 = 21
??: 1d20 + 4 ⇒ (2) + 4 = 6
ROUND 1
Arlen
Brokk'r
Sigurd
Rai
Ike
Diceros
??
Go if you are bold!
In Roll20, you now have to deal with darkness! The campfire is releasing a small circle of bright light, but if you attack outside of this dim area enemies will have 20% concealment from your attack. Brokk'r has darkvision and can see much further. Anyone with low-light vision will see the campfire light twice as big as it really is.

Arlen Graytale |

GM, I believe knowledge of fey falls under knowledge nature? Do I know anything about Nyrissa such as her goals and methods and the probability that this woman we have encountered is Nyrissa herself or some servant of what kind of power?
Knowledge Nature: 1d20 + 9 ⇒ (20) + 9 = 29
Arlen tries to pick up a burning branch from the fire (move action if there is one available), inhales deeply and prepares to hurl his voice at the strange woman, should she pursue this apparently hostile route.
Readied action to cast ear-piercing scream.

Brokk'r Battleforge |

Brokk'r eyes the elven woman apprehensively not excited to be saddled with another durned elf. He says nothing to her as his group joins her fire. He doesn't care why she's here, and it's none of her concern why they are.
When she offers ridiculous sums of money for trinkets she claims are of no value, Brokk'r is a little suspicious, but sees no reason to mention it yet.
"What in the nine hells!?" the surly dwarf shouts when the elf turns into a fairy and then disappears in a flash of blinding light.
Hearing movement, he peers into the darkness and sees a dim form approaching. He charges it (full-round action).
Charging Shield Bash Attack: 1d20 + 1 + 3 + 2 ⇒ (7) + 1 + 3 + 2 = 13 BAB+STR+charging bonus
Heavy Spiked Shield Bash Damage: 1d6 + 4 ⇒ (2) + 4 = 6 STR·1.5
Miss Chance: 1d100 ⇒ 93 Or do you want to roll this?

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Sigurd jumps back at seeing this elf woman transform into a different creature entirely. Though he's never seen one in person, he grew up hearing stories of the fey creatures that inhabit his frozen homeland. This figure certainly matches the description of the characters from his childhood stories. Could it be that they inhabit the forests of this land too?
Knowledge Nature: 1d20 + 1 ⇒ (13) + 1 = 14 Bardic Knowledge
As he searches his memories for any information about fey creatures that he can remember, he grabs his hammer from his back. He yells,
"This darkness cannot hide you, foul creature!" and casts light on himself.

GM Mustache |

Sigurd lights up the area, shining forth with much more light than the fire provided!
Brokk'r charges out of the vicinity of the campfire, but misses the creature, barely. Now that he is close, he sees it is a hideous, short, hunchbacked creature with three glowing blue eyes. Oily hair grows from its head and back, covering it like a cloak. Certainly this is not the woman who disappeared.
Sigurd and Arlen consider the woman. She certainly looked like a fairy queen. It seems most likely that she was referring to herself in the third person when she spoke the name of Nyrissa.
Arlen in particular ponders the name "Nyrissa". It seems most familiar, as if he has once read an old book about the Fey with that name in it or a very similar name.
Once you can see what is attacking you, you can do another knowledge nature on the enemy.

Arlen Graytale |

Seeing Brokk'r run very far away, Arlen steps after him.
5 ft step if there was a potential torch to use my move action on. Full move after Brokk'r if not. Will unleash the scream once I'm within 25 ft (spell range) of her and have a decent idea of her position.

Ike - Medium Humanoid Form |

Ike seemed both elated and hurt to hear this elven woman call him poisonous! On one hand, he'd finally found someone who could change their shape as readily as he did! On the other... she seemed to want nothing to do with him! Why!?
But as she vanished and left them with something dangerous to deal with, Ike slopped out of Pygmy's pouch and began to form into a proper shape! Interested in trying out a new form, Ike tried his best to copy the shape of the elven woman before she transformed and vanished, going for an elven shape. However, in his haste, he not only missed some details in copying her figure, he transformed into a different race altogether - although this new form of Ike looked an awful lot like the woman who just vanished, his skin was a dark hue, eyes bleak and pale, and hair silver white.
Ike had inadvertently shape-changed into a drow!
On the plus side, he could see perfectly well into the darkness surrounding them! "Well... that didn't work out how I- OH MY GOSH! Is that my voice? Is that MY voice!? Wow... this is weird. Even for me." Unfortunately, he didn't have much time to contemplate that, as he marched valiantly to Brokk'r's side, hands forming into a pair of long, curved, serrated blades! "Come pick a fight with a someone your own color, freakazoid!"
Standard action to transform into a drow, move action to move closer to Brokk'r, free action to form a pair of morphic weapons.

Arlen Graytale |

Gotcha, thanks! I think it can be two move actions since I was already by the fire. My current movement was due to a 5 ft step that I won't actually take. Double move it is! I moved myself after Brokk'r.

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Diceros has no idea what seems to be going on. Where did the pretty lady go? Who is approaching? Why there is a drow, fabled enemy of his people, standing there?
He decides that if things are going to get crazy, he'll help out a little bit. He spontaneously summons a giant centipede nearby to help out the fight.
He also sends Pygmy to the attack, but Pygmy is momentarily distracted by all the movement and noise and stays by Diceros's side!
Handle Pygmy DC:10: 1d20 + 4 + 3 ⇒ (1) + 4 + 3 = 8 +compentency +skill
The centipede has darkvision and can appear 25ft from Diceros, so he casts it in the direction of Brokk'r. Does the 'pede take an immediate action or wait till next round? I'm still fumbling with round action sequence...
I think I can only cast here, and not move? If I move, I move toward the action.
If the centipede can move, it moves toward the action. (Speed 40)
for the record, my summon spell will replace "calm animals" today.

GM Mustache |

ROUND SUMMARY
Taken a bit by surprise, the party tries to figure out what is happening and determine what is making the noise in the dark. They spend a few scant seconds getting into position and preparing. Brokk'r can see them plainly,however, and instead charges into the fray! He misses!
The small creature near Brokk'r gladly engages the off balance dwarf.His defense holds strong, however, and the attacks miss.
From the darkness another charges, and those by the fire get their first clear look! It bites Sigurd on the arm, and holds on! Sigurd is grappled and dealt 2 damage!
A giant centipede appears on the grass! Diceros, I'll let you control/roll for it when you go. Should be easy to find the stat block online
gremlin bite to-hit: 1d20 + 3 ⇒ (1) + 3 = 4
gremlin bite damage: 1d4 + 1 ⇒ (2) + 1 = 3
gremlin free grab: 1d20 + 5 ⇒ (18) + 5 = 23
gremlin claw to-hit: 1d20 + 4 ⇒ (7) + 4 = 11
gremlin claw damage: 1d3 + 1 ⇒ (3) + 1 = 4
gremlin free trip: 1d20 + 5 ⇒ (12) + 5 = 17
gremlin claw to-hit: 1d20 + 4 ⇒ (12) + 4 = 16
gremlin claw damage: 1d3 + 1 ⇒ (1) + 1 = 2
gremlin free trip: 1d20 + 5 ⇒ (14) + 5 = 19
gremlin bite to-hit: 1d20 + 5 ⇒ (20) + 5 = 25
gremlin bite damage: 1d4 + 1 ⇒ (1) + 1 = 2
gremlin free grab: 1d20 + 5 ⇒ (12) + 5 = 17
gremlin confirm?: 1d20 + 5 ⇒ (4) + 5 = 9
To learn 1 piece of information, free action check: Knowledge: nature, DC: 12. (It will be revealed next time GM posts and it will be assumed all players are told.)
ROUND 2
Arlen
Brokk'r
Sigurd
Rai
Ike
Diceros
??
Go if you are bold!

Brokk'r Battleforge |

Brokk'r slowly circles the creature (5-ft. step), hoping to set up a flank with Ike. As he makes his way around, he notices the drow next to Arlen and mutters curses under his breath. "Look out, elf!" he shouts (free action) as he bashes his shield into the other creature (standard action).
Shield Bash Attack: 1d20 + 1 + 3 ⇒ (16) + 1 + 3 = 20 BAB+STR
Heavy Spiked Shield Bash Damage: 1d6 + 4 ⇒ (2) + 4 = 6 STR·1.5

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Ah ha! Diceros thinks he can remember his uncle telling him about these creatures:
Natural Knowledge: 1d20 + 1 - 1 + 2 + 3 ⇒ (8) + 1 - 1 + 2 + 3 = 131 rank -1 int +2 Nature Sense +3 class
He also tells Pygmy to attack the nearby creature, which he hears and obeys.
Handle Pygmy DC:10: 1d20 + 4 + 3 ⇒ (12) + 4 + 3 = 19 +compentency +skill
Then, he slides behind Sigurd to attack with his spear.
Spear Jab: 1d20 + 2 ⇒ (8) + 2 = 10 Str
Spear Damage: 1d8 + 3 ⇒ (8) + 3 = 11 Strx1.5
The centipede, meanwhile, scurries over to the west, where he can see another gremlin engaging with a dwarf.
Centipede Bite: 1d20 ⇒ 1 no bonuses to attack

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Pyg snorts and leaps over the fire (not really, he can get around it. but still that'd be awesome) and takes aim at the strange creature in front of him.
Rhino Horn Goring: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9 BAB+Str
Rhino Horn: 1d8 + 3 ⇒ (4) + 3 = 7 Strx1.5
...but probably whiffs.

Ike - Medium Humanoid Form |

Kn. Nature: 1d20 + 4 ⇒ (12) + 4 = 16
Ike tried really hard to recall what this thing was, but in the meantime, they had more important things to worry about! Like hacking up this stupid monster biting on Brokk'r. "I said LET! HIM! GO!" Ike shouted, bringing up both bladed arms and slashing away at the creature! If a lot of things disliked getting cut up!
Full attack action on the monster biting Brokk'r! Pleeeeeeeease let it work?
Morphic Weapon 1: 1d20 + 5 ⇒ (17) + 5 = 221d6 + 4 ⇒ (5) + 4 = 9
Morphic Weapon 2: 1d20 + 5 ⇒ (5) + 5 = 101d6 + 4 ⇒ (2) + 4 = 6

GM Mustache |

Rai drinks the elixir of shield and then moves to set a flank with the dwarf ( Rai now ac 20)
You are flanking with Sigurd. Ike and Rai-- you guys simply can't get normal access to a PC or tablet? I can continue to move you around, but you don't really know what is going on tactically which could be a problem in tough fights especially throwing bombs.

Arlen Graytale |

Arlen hears Brokk'r's warning and turns, ready to unleash a furious scream upon the Drow. But then he sees the strange creature move into position and attack Brokk'r's adversary.
[i]Perhaps it is friendly? Or perhaps it is Ike... Our most nebulous and fascinating companion.[/ooc]
Arlen turns on the gremlin attacked by the centipede, Brokk'r, and Ike.
"LET MY FRIENDS BE!!"
Sonic damage: 1d6 ⇒ 5
Ear-piercing scream. DC 16 fort save or be dazed for 1 round and take 1d6 damage. On a successful save, no daze and half damage.

GM Mustache |

Sigurd- BOTTED- (I strongly suspect this is what Sigurd would do)
Sigurd starts to belt out a praise song to Gorum! He lets the little thing hang from his arm, even managing to mix its weak grappling into the narrative of his battle song.
+2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a -1 penalty to AC.

GM Mustache |

ROUND 2 SUMMARY
Brokk'r and Ike start pounding on the western gremlin, while Arlen directs a scream at it! It is dealt another 5 damage and is dazed for 1 round! fort: 1d20 + 3 ⇒ (4) + 3 = 7
Those working on the eastern gremlin are having less progress. Pygmy and Diceros miss their attacks, Rai is just now getting into position, and Sigurd sings and laughs as it hangs from his arm!
With his feelings a bit hurt, the gremlin decides to release Sigurd in order to get three attacks off against him! He bites again for 2 damage, this time grappling him around the other arm! He then rakes him with a claw for 2 damage, and takes him to the ground with a trip! Who's singing now, eh, Sigurd!!!
gremlin bite to-hit: 1d20 + 3 ⇒ (5) + 3 = 8
gremlin bite damage: 1d4 + 1 ⇒ (3) + 1 = 4
gremlin free grab: 1d20 + 5 ⇒ (4) + 5 = 9
gremlin claw to-hit 1: 1d20 + 4 ⇒ (11) + 4 = 15
gremlin claw damage: 1d3 + 1 ⇒ (1) + 1 = 2
gremlin free trip: 1d20 + 5 ⇒ (14) + 5 = 19
gremlin claw to-hit 2: 1d20 + 4 ⇒ (11) + 4 = 15
gremlin claw damage: 1d3 + 1 ⇒ (1) + 1 = 2
gremlin free trip: 1d20 + 5 ⇒ (13) + 5 = 18
ROUND 3
Arlen
Brokk'r
Sigurd
Rai
Ike
Diceros
gremlins
Go if you are bold!
edit: I completely forgot about their spell resistance. So Arlen, you got a gift this time. Let's see if you would have passed: SR: 1d20 + 1 ⇒ (1) + 1 = 2. nope!

Arlen Graytale |

Seeing that his comrades have one gremlin well in hand, Arlen moves to help with the other, staring balefully at it. He calls out to his allies
"I've weakened it! Strike now!"
Evil eye reduces his AC by 2 for 1 round if he makes his DC 15 will save. 8 rounds if he fails.
The librarian also strives with his own grey cells, attempting to rest further information on these creatures from his disorganized old mind.
K nat: 1d20 + 9 ⇒ (20) + 9 = 29+5 int, +1 rank, +3 cs
Something rattles around correctly in the old witch's brain, causing him to remember all applicable information he ever read on such creatures.

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Diceros for once listens to the bard song and lets it fuel his rage. This fairy woman tricked him or something, and he isn't happy about it!
Spear Jab: 1d20 + 3 ⇒ (20) + 3 = 23 Str+song
Take that, ya little critter!
Confirm Crit: 1d20 + 3 ⇒ (19) + 3 = 22 Str+song
Spear Damage: 1d8 + 4 ⇒ (4) + 4 = 8 Strx1.5
Crit Damage: 1d8 + 4 ⇒ (8) + 4 = 12 Strx1.5
Mor Crit Damage: 1d8 + 4 ⇒ (6) + 4 = 10 Strx1.5
The giant centipede also takes another snap at the gremlin to the west, but misses again.
Bite: 1d20 ⇒ 5

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Sigurd stands up. Gorum take that creature! Sigurd takes a moment to work a thank you to Diceros into his song. He takes a few steps over to the east, in order to see if he can help the rest of his friends.
2 move actions: stand up and walk west. Continuing his song is a free action.

Ike - Medium Humanoid Form |

One down! Another one to go! Readying her blades, Ike spins her upper half in a helicopter motion (whatever a "helicopter" is!) and slashing as much of the little brute up as possible. "Are we winning!?" she yelled out, comprehending an invigorating song being played, but not sure if it was meant to be a bolstering or victory song.
Full attack action!
Morphic Weapon 1: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 231d6 + 5 ⇒ (5) + 5 = 10 +1 from song bonus!
Morphic Weapon 2: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 191d6 + 5 ⇒ (4) + 5 = 9 +1 from song bonus!

GM Mustache |

With a chop, chop, Ike finishes off the second. The battlefield grows quiet. The party listens carefully, but detects nothing further. The woman, or fairy, or whatever she was, has left. Still... you decide it best not to remain at this site. You pull 20 gold out of the pockets of the gremlins and then decide to move about a half-mile to the south. Eventually, you find a safe place to set up camp.
You believe you have fully explored this area. Tomorrow, the group plans to head south-east into the forest. Your map from this area is worth 132 gold- take it now. I gave Diceros and Rai double points for their interesting RP of identifying plants.
CAMPING PHASE
As the party settles in, you start talking about the strange encounter. Who was that woman? What were those statues she was talking about? Is this really her land, as she claimed? Where did the gremlins come from? You throw about theories and wild guesses.

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After getting his part of camp set up, again, Sigurd sits down by the newly lit fire.
"Clearly there's more to this land that we first suspected. We best be on our guard. And these statues this woman was talking about: I'm betting they're dangerous."

Brokk'r Battleforge |

Brokk'r sees Diceros take down the one gremlin while the drow slices the other with her claws. He drops back into a defensive position and calls out, "That you, ooze?"

Arlen Graytale |

Arlen hums merrily while looking the Gremlins. He then begins methodically dissecting them with his dagger in an attempt to learn more about their physiology.
He then whistles while helping set up camp in the usual way. He nods at Sigurd's words. "I heartily agree that we must be exceptionally cautious. I believe she and those creatures to be affiliated with the first world. These powers may be the source of my own." He looks down at the rabbit in his lap and strokes it thoughtfully. Content for once, Rasputin snuzzles into Arlen's stomach. "We must also consider her words carefully. Are we able to use this land without destroying it?"

Arlen Graytale |

Yay! I'm pretty sure it's the witch's job to creep people out. I'm warming up.
Arlen lays a hand on Sigurd's by the campfire. "I'm so sorry, my good fellow. In all the excitement of academic pursuits, I neglected to patch you up!"
clw: 1d8 + 1 ⇒ (3) + 1 = 4

Rai Zon |

Once more Rai takes his time in setting up camp and when he returns to his friends he tries to do so with a meal. ( Take 10 survival 17). "I spoke sylvan to the woman. She yelled as she left of a queen of the first world not allowing the settling of this land. We will need to find a way to include her or... remove her."

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After being healed, Sigurd sits up a bit straighter and his eyes brighten a bit. "Thank you, Arlen. I was pretty bad off there for a bit."
He then considers what Rai has just said. "If the rest of the inhabitants of the first world are as volatile as that creature, coexistence might not be an option. There might be a great battle in our future."

GM Mustache |

You sleep uneventfully through the night. Everyone recovers their level + con modifier in HP.
The morning breaks!
Pharast 9, 4710
EXPLORATION PHASE
Terrain: Forest ; max PC speed: 20 ; days to explore: 3
Entering Unknown Hex 5%: 1d100 ⇒ 441d100 ⇒ 821d100 ⇒ 211d100 ⇒ 201d100 ⇒ 45
Explore Day 1 15%: 1d100 ⇒ 51d100 ⇒ 141d100 ⇒ 501d100 ⇒ 411d100 ⇒ 33
Explore Day 2 15%: 1d100 ⇒ 211d100 ⇒ 771d100 ⇒ 591d100 ⇒ 141d100 ⇒ 66
Explore Day 3 15%: 1d100 ⇒ 511d100 ⇒ 271d100 ⇒ 611d100 ⇒ 201d100 ⇒ 46
Explore Day 4 15%: 1d100 ⇒ 71d100 ⇒ 961d100 ⇒ 61d100 ⇒ 651d100 ⇒ 44
Explore Day 5 15%: 1d100 ⇒ 911d100 ⇒ 371d100 ⇒ 281d100 ⇒ 451d100 ⇒ 7
Fog: Whether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight. Creatures 5 feet away have total concealment (50% miss chance). Sight based perception checks get a -10 on the roll.
The party breaks camp and head southwest, into the wide expansive forest that oldest surveys have called the Narlmarches. It is a difficult day to travel and explore, as slightly warmer weather has produced a dense fog that is hard to see through. As you enter, the trees and brambles make forward progress difficult, and it is almost impossible to ride your mounts through. You fear it is going to take several days to properly map out the area.
First of all, everyone needs to get a ride check of 15 to ride through a forest. As I see that as a highly unlikely roll of the dice, I am going to assume you are leading the mounts through, increasing your exploration time to three days, unless you prove differently.
Secondly, as we enter the exploration phase, everyone should give me 3 different rolls that stand for the 3 days of exploration. I want to try this method rather than play each individual day out, which would get tedious. So in summary, give me a ride check, and then give me 3 rolls on different skills that will help you explore and map this forest hex.

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Before settling down at camp, Diceros goes on his usual evening berry hunt.
Survival Check: 1d20 + 2 + 2 + 3 + 1 ⇒ (9) + 2 + 2 + 3 + 1 = 17 +WIS +Nature Sense +Class skil +rank
GoodBerry: 2d4 ⇒ (4, 1) = 5
Then he discusses the evening's encounter. "My people tell stories of such weird creatures, and ancient battles with fairies and demons, but I always took them for tales to scare children and make adults laugh. I guess the good news is that there are as many mysterious stories of unexpected boon as there are curses. Still, if this 'First World' really exists, we would do well to explore carefully. If we don't find these fey artifacts, what happens if bandits...or worse...do?"
The next morning, Diceros sighs as they leave the plains and head into dense forest. Still, despite the rough terrain and weather, exploring wilderness is exploring wilderness!
Diceros searches around him carefully for plants and animals he already recognizes, as well as thrill to finding new species.
Natural Knowledge: 1d20 + 1 - 1 + 2 + 3 ⇒ (20) + 1 - 1 + 2 + 3 = 251 rank -1 int +2 Nature Sense +3 class
He also keeps an eye open for anything that may stand out of the ordinary, especially signs of ancient ruins or civilization.
Perception: 1d20 + 1 + 2 + 2 + 3 ⇒ (20) + 1 + 2 + 2 + 3 = 281 rank +2 Wis +2 Keen Senses +3 class
Finally, he keeps using his Detect Magic orison as they travel, searching for any hidden magic.

Arlen Graytale |

Wow! Diceros is feeling like a very competent explorer today! Double nat 20s!
Arlen attempts to help Mortimer navigate his way through the forest.
Ride: 1d20 + 3 ⇒ (14) + 3 = 17
He handles his old mule with familiarity and looks around to see if his companions are having similar success.
As they wander through the forest for a few days, Arlen ponders the intersection of his mundane world with the deep magics of the first world.
Day 1: Spellcraft: 1d20 + 9 ⇒ (15) + 9 = 24
Day 2: K Arcana: 1d20 + 9 ⇒ (4) + 9 = 13
Day 3: K Planes to know about intersecting worlds: 1d20 + 9 ⇒ (20) + 9 = 29
As they walk, he opines to his companions.
"I've read a fair amount about magical intersections between worlds. The places around such joinings are usually subject to many strange and potentially dangerous occurrences. We should be most careful."

Ichorius "Ike" Melfesh |

"It's me! I tried to take on that elven lady's form, but... I guess I mussed it up... feels kinda weird, but I can see in the dark! I'll have to remember this!" Ike replies, taking the time to sense out everything about his new form before sitting down. "I thought she was nice! I mean, aside from siccing those creatures on us... but I've never met anyone who can change shape, like me! Maybe... maybe I can help talk to her! Maybe if she sees we have something in common, she'll be friendlier! I always find that helps make new friends, finding similarities!" Finally, collapsing into a pile of goo, Ike returns to sleep. in his pouch.
Ike wakes the next morning to help scout out the region. With all this fog, it was hard to tell what was where, or what couldn't be seen! Given he could get into the places the others couldn't, he decided to explore the nooks and crannies as they passed them, looking for anything that might be interesting! In particular, anything that he could brew up with an alchemy set! Granted, he didn't have a shop like he used to, but the plants should be the same!
Ride: 1d20 + 2 ⇒ (7) + 2 = 9
Survival: 1d20 + 6 ⇒ (9) + 6 = 15
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Prof (Alchemy): 1d20 + 4 ⇒ (15) + 4 = 19

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Sigurd attempts to ride through this fog and actually seems to manage it well enough. This surprises him somewhat as he's never really been able to get the hang of riding before.
Ride: 1d20 - 2 ⇒ (18) - 2 = 16 Skill
As the group travels on, Sigurd again searches his memories, trying to remember the stories he learned as a child. Maybe there's something he can remember about the so-called First World.
Knowledge History: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 Skill + Bardic Knowledge
He also starts to practice some of the forestry techniques that he sees the others doing. He's pretty rusty and knows that this is a skill that he needs to cultivate.
Survival: 1d20 + 0 ⇒ (14) + 0 = 14 Skill
Later on in the day, as the group continues their scouting and everyone has gotten sick of working in this fog, Sigurd decides to lift everyone's spirits with a song.
Preform(Sing): 1d20 + 6 ⇒ (1) + 6 = 7 Skill
However, the fog seems to be getting to him and his song is somewhat lacking.
"The group set out in a fog,
With their pace slowed down to a slog.
But they scouted the land,
At the Lord Mayor's command
Hoping not to fall into a bog."