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None of the items look familiar to Khafra, but he does think he can make something out in the chalk drawings on the walls.
"Look at this one. Although the drawings are faded and poorly drawn, I believe one of the goblins is drawn to be wearing armor and has a scarred face. Another seems somewhat elderly and wrinkled and uses a pointed weapon shown stabbing things. Perhaps some of the instigators of this rabble."
knowledge local: 1d20 - 1 ⇒ (7) - 1 = 6
perception: 1d20 + 6 ⇒ (11) + 6 = 17

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Ingrge will grab the box and climb back down...
Climb: 10 + 6 = 16 (Take 10)
Knowledge (Local): 1d20 + 4 ⇒ (9) + 4 = 13
"It's an old box...with the symbol of the Isgeri army..."
Ingrge checks to see if it's locked...

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The night passes without incident, and you continue tracking, never far from the sounds of the river, although the trail takes you out of sight of the water many times. As you follow the various goblin tracks, you are interrupted by a voice from the trees above. Not rolling initiative yet, depending on your posts, I'll go into surprise rounds and initiative when needed.
"WHO are YOU who trespass in my kingdom?"

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Ingrge stops immediately, bow in hand, at the sound of the voice, trying to get eyes on the source...
Perception: 1d20 + 11 ⇒ (5) + 11 = 16
"We are tracking goblins, sire...you have no cause to fear us lest you be goblin..."

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"Trespassers, yes...but we are no poachers. We have killed no creatures since entering your land...and we only travel through it to track down goblins who probably have..."
Aid Another (Diplomacy): 1d20 - 2 ⇒ (14) - 2 = 12 (Hoping to aid a comrade who's better at Diplomacy than I)

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"There is a taint about these goblins," Khafra adds. "If you do not let us pass, your lands will be in danger of being tainted, too."
diplo aid: 1d20 + 1 ⇒ (9) + 1 = 10

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Truddig, using the better guidance of his instinct, refrains from speaking aloud, allowing those with gentler tongues to make their case for them.
We're tracking some crazy frickin' goblins, that have gotten tainted by this ugly purple goo, and they're going to simply wreck this forest if you don't let us pass, you ridiculous caterpillar. Oh, did anyone ever mention that you're just a freakin' caterpillar? What are you even doing trying to stop us. At least wait until you're a butterfly; at least then you'd be distracting enough to maybe stop us for a minute.
He will, however, use Spirit Sense on the creature, to see if it detects as any of those creature types.
Knowledge: 1d20 + 5 ⇒ (6) + 5 = 11 (history, nature, religion)
Spirit Sense (Sp): At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind. This ability replaces nature sense and wild empathy.

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Hasmed looks about at Ingrge, Truddig, and Khafra and realizes that they have put him on the spot. "I suppose we did not know that we were trespassing, but you must understand that there is grave urgency! The people of the village have had their children addled by this purple goop from beyond this plane! We have seen it as clear as we see you great... caterpillar... thing... We seek only to do as Branatush the Hero did when he traveled the land to find his bride Matsisidjiah, and do what is righteous."
Truth be told, that's somewhat of a lie for Hasmed as he only really cares about the long term repercussions. Unless you are fine with an alignment change to NG, as I really have not been playing him as a TN character. It doesn't have any mechanical repercussions if that's a concern.
Diplomacy (If a Bluff add +6): 1d20 ⇒ 18+4 for assists.

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Creature is a fey, but it is rare enough, you aren't able to identify it.
"You seek to kill goblins while in my lands. It is my place to decide who shall or shall not kill goblins. The village is beyond my lands, and no concern of mine. Perhaps if you brought proper tribute, I might forgive your transgressions."

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Truddig is happy to add his rations to the pile as well, but holds off, waiting to see first if the rations already offered will suit the strange fey caterpillar.
Sense Motive: 1d20 + 8 ⇒ (1) + 8 = 9

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Ingrge bows. "Thank you. We will leave you now..."
Ingrge will draw his bow and continue in the direction the fey informed them of, looking for tracks and any signs of danger...the closer they get to the goblin's village, the more he'll try to conceal himself...
Survival: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 11 ⇒ (7) + 11 = 18
Stealth: 1d20 + 10 ⇒ (20) + 10 = 30

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"The goblins have some kind of purple jelly on them. It seems to have an effect on creatures. One of the goblins was killed in a clearing not far from here. The ravens have been eating from that body for more than a day. BIGGEST birds I have ever seen. Hundreds of them. If you hear birds cawing, I'd advise taking another path and giving them room." The yellow caterpillar-like creature lowers itself, examining "the tribute" closer.

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Truddig nods. Crazy caterpillar. Bread is tribute for that thing? What a weirdo.
He lets the others use words that he can never conjure up, and keeps moving with the group when they leave.

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Ingrge readies his bow, trying to find cover from where to observe the odd birds...
Perception: 1d20 + 11 ⇒ (6) + 11 = 17
Stealth: 1d20 + 10 ⇒ (18) + 10 = 28

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Truddig instinctively begins scanning the sky for the birds, attempting to get a good look and see if he can learn anything. A forest isn't quite a Sky Citadel, but wings is wings; always look to the sky.
Knowledge (nature): 1d20 + 5 ⇒ (13) + 5 = 18
Sky Sentinel: As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. This racial trait replaces defensive training, hatred, and stonecunning.

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Khafra also looks on apprehensively.
"What are they doing?"
He tries to see if they are circling anything in particular, but there are so many.
perception: 1d20 + 6 ⇒ (1) + 6 = 7

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The birds in the trees seem to caw and watch. The sound of the cawing grows louder as you continue to move, with the numbers of the birds growing from dozens in the area, to hundreds. You eventually reach a clearing, where you see a number of oversized ravens feeding on something in a field. These birds are over double the size of other birds you have seen in the area.

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Khafra draws his pole arm and nears the birds.
"More tainted creatures, I fear," he says.
The bloodrager continues to near them, wondering what they are feeding on.

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Ingrge looks to see what kind of creature they're feeding on...and he looks for either a way around them or any possible shelter in case they're overrun...

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Khafra also nears, trying to get a good look at what they are eating.
Can we tell if this is individual creatures we would fight, or a swarm? Or both?

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Truddig cautiously continues forward, hoping to understand more about the strange behavior of these ravens. He studies them both with his eyes and knowledge of their natural instincts, but also with the magic that now always flows through him.
Knowledge (nature): 1d20 + 5 ⇒ (3) + 5 = 8
Move: 20'
Standard: Spirit sense, focusing primarily on the larger ravens, but that gets at least 1 'normal' raven in range as well
Spirit Sense (Sp): At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind. This ability replaces nature sense and wild empathy.
Detect Undead: You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.
1st Round: Presence or absence of undead auras.
2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the table below.
Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.

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I have a swarm icon ready just in case there might be a swarm involved. You think there are enough birds around to make a swarm if they all attacked. Or, you might just get attacked by a lot of birds. You have a chance to get out still. :)
Getting a little closer, it seems the birds on the ground are feeding on a dead goblin. No undead

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Ingrge will try to quietly skirt around the birds and continue on their search...
Stealth: 1d20 + 10 ⇒ (9) + 10 = 19
Perception: 1d20 + 11 ⇒ (7) + 11 = 18