
Grimm Sharpest |

Once they reach the appointed area, Grimm dismounts and looks for sign.
Survival: 1d20 + 7 ⇒ (7) + 7 = 14+2 vs giants
Fair bit o the area has been disturbed by what looks like animal sign, but coulda been done deliberate ta throw off bein followed. Give me a minute to try and sort a trail. Nobody move.

Malcolm Cavendish |

Malcolm takes out the map again.
To the Southwest is our destination, but to the east lies the backdoor into the dungeons through a Goblin steadfast. I say we follow the Western trail, and if it heads Southwest, all the better.

baldwin the merciful |

Taking the trail off to the west, it twists and turns, splitting at times into smaller game trails. Grimm's not sure if he has "the" trail of prints but he has found "a" trail that ends in a recent clearing. There are signs of a recent campfire, no more than a day old.
perception checks please. If you have survival you can also role that.

Karnog Kegmeister |

1d20 + 12 ⇒ (3) + 12 = 15 perception

baldwin the merciful |

Desmond and Kalim see a few unusual tracks leading away and into a small copse of trees that follow the river. After a few miles of trudging you come up on a 60 foot gorge that the river has carved out. The Water flows below, the gorge is narrow and the overhanging rock shield it from most views. There is narrow path leading down and appears to switch back.

Grimm Sharpest |

Perception: 1d20 + 10 ⇒ (8) + 10 = 18
Survival: 1d20 + 7 ⇒ (5) + 7 = 12
Keep an eye out. Just cause we are trakin dont mean we can't be ambushed

Karnog Kegmeister |

"Aye, good advice, Grimm."
1d20 + 12 ⇒ (15) + 12 = 27 perception.
Karnog shakes out his warhammer and readies his shield.

baldwin the merciful |

The path is narrow, often less than 3 feet wide as it overhangs the river, but the group makes it's way down below to find a small rocky landing. Barely wide enough to hold the group comfortably. There is gouge in the rock where the river juts off, a narrow path follows the river into the cavern.
When you look overhead you can't not see where you started, and this area's angle is shielded from most the river traffic.
What are you going to do?

Karnog Kegmeister |

"Should we backtrack and leave a rope from above? Just in case we need to get out in a hurry?"

Grimm Sharpest |

Grimm sniffs at the air.
Well it's a great spot to attack us. And like I said, can't be certain this is the trail of the bunch we lookin fer. I'm just here fer the pay and the fightin. I'd say we get along to this graveyard. Sure to be plenty o undead that need bashin

baldwin the merciful |

After carefully hugging the cavern wall you manage to make your way into a small cave, where this is a single small river barge pulled on shore, the rope is frayed but tied to two iron pitons. Resting against the rocky wall are three barge poles. The water flows deeper through the cavern but the path ends at the barge.

baldwin the merciful |

The is a bit of apprehension in the air amongst the travelers. You all start to recollect what you've heard about river and boat travel in the area:
A wise man uses the rivers to travel in this place. They are dangerous though. Many men who did not know the correct paths have drowned.

baldwin the merciful |

baldwin the merciful |

Grimm:
perception: 1d20 + 10 ⇒ (18) + 10 = 28
survival: 1d20 + 7 ⇒ (18) + 7 = 25
Grimm you certain that no bugbear or goblin tracks are in this cavern. However, you do pick out some bones of a humanoid creature discarded in the water and between some rocks. Clearly a larger predator has been hear.

Vatilda Lateef |

Before stepping into the boat, Vatilda chants and taps each of the members of the group.
"You will now be able to communicate with me in the heat of combat. I have granted you all the power to speak and understand Aklo and Celestial languages."
She then holds out her hand for Malcolm to steady her as she boards.
(Communal Share Language 6hr duration for each)

Karnog Kegmeister |
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"I have a bad feeling about this. We need to watch each other closely, and react fast if one of us goes overboard."
Karnog clangs his fist on his full-plate's breastplate.
"I'm not exactly geared up for swimming, after all."

Malcolm Cavendish |

You all notice that the armor that malcolm not wears does not appear heavy at all, but finely wrought Elven Chainmail.
My newest armor, while it would weigh me down, is not nearly as cumbersome to swimming as my former protection.

Karnog Kegmeister |

"I suppose I'll row. Hardly want to be sitting near the front or back of this boat, after all."

Kalim Gudlavaletti |

From dry land, Kalim says,"This is a terrible, awful idea. Supposedly this is deadly for those not in on the secrets. None of us are sailors, and many of you are covered with heavy weight."

Karnog Kegmeister |

"For once I find myself in agreement with Kalim. Perhaps tomorrow after I have prepared a spell which allows for breathing water would be a better time."

Desmond Aeros |

Desmond glances around, seeing the boat sink farther and farther down as all the metal weighs it down. "Perhaps you're right Kalim, I didn't give it much thought since I don't wear much metal. Perhaps another approach?"

Grimm Sharpest |

Grimm stomps off the boat.
Well at least we got SOME sense, though certainly not from me. Let's get to the damn graveyard and start stabbing some dead things.

baldwin the merciful |

grim: 1d20 + 10 ⇒ (5) + 10 = 15
des: 1d20 + 10 ⇒ (7) + 10 = 17
Kalim: 1d20 + 2 ⇒ (7) + 2 = 9
Malcolm: 1d20 ⇒ 17
karnog: 1d20 + 12 ⇒ (8) + 12 = 20
Vatilda: 1d20 + 0 ⇒ (15) + 0 = 15
water troll: 1d20 + 2 ⇒ (6) + 2 = 8
water troll: 1d20 + 2 ⇒ (9) + 2 = 11
As the group is chatting everyone but Kalim hers ripples in the water.
Kalim, Grimm and Des are back on land the others are on the flats boat.

baldwin the merciful |

RA:
Karnog: 1d20 + 1 ⇒ (13) + 1 = 14
Kalim: 1d20 + 2 ⇒ (14) + 2 = 16
Malcolm: 1d20 + 2 ⇒ (10) + 2 = 12
Grimm: 1d20 + 4 ⇒ (4) + 4 = 8
Vatilda: 1d20 + 2 ⇒ (12) + 2 = 14
Desmond: 1d20 + 5 ⇒ (10) + 5 = 15
water troll 1: 1d20 + 2 ⇒ (2) + 2 = 4
dice=water troll 1 ]1d20+2[/dice]
Initiative order:
Kalim
Desmond
Vatilda
Karnog
Malcolm
Grimm
Water Troll 1
All that pops up from the water is head and two beady eyes.
It has +2 cover[/url]
[ooc]You can make knowledge nature.