+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)
what do we know about skulks? weed ask the party....and studies the skyline around the ravine for signs of a trap
per:1d20 + 11 ⇒ (6) + 11 = 17...and looks about for any signs of humans or tracks of note....
survival:1d20 + 5 ⇒ (2) + 5 = 7
The party doesn't see any obvious sign of a trap, but the trail to the top of the ravine and the skulk's village has several switchbacks that would make perfect places for ambush and encouraging visitors to leave.
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)
I will lead......
but keep an eye from anyone sneaking behind us
Weed moves ahead looking for tracks of any recently passing this way and for any danger awaiting
perception:1d20 + 11 ⇒ (12) + 11 = 23
Weed and Eterran lead the party up the rough trail towards the heights of the ravine. Weed clearly makes out several sets of animal tracks as well as what he supposes are the tracks of skulks. After about 30' or so he sees a tripwire to....something.
You are smart enough to know that the half-elf's keen eyes have most likely picked up any tracks there are to see. You can make out some prints in the soil, but you aren't quite sure what they are. The trail appears to be largely used by small game.
The tripwire appears to lead to a set of nearby chimes. There do not appear to be any other traps nearby; it looks clearly like an early warning system for the skulks.
The party can easily step over it and continue on.
The party rounds the first switchback in the path and comes upon a group of four warrior skulks wearing rough leather and wielding makeshift great clubs.
They were clearly not expecting company and the party gains the initiative.
Weed and Eterran hack down 2 skulks before they get a chance to respond. Rodion wounds one with an dart of acid; the wounded foe yelps in pain and promptly turns tail, fleeing further up the path, while the uninjured one tries to exact revenge on 1d2 ⇒ 1 Eterran.
The fighting skulk takes the damage and comes on recklessly towards Eterran greatclub:1d20 + 4 ⇒ (14) + 4 = 181d10 + 6 ⇒ (1) + 6 = 7.
S/P:2d20 ⇒ (12, 12) = 24
The fleeing skulk maintains the distance between him and Weed as Grimm falls behind. The fleeing foe ducks around a switchback and disappearing from sight.
Eterran's axe shatters the remaining skulk, allowing him and Rodion to advance towards Grimm and Weed who wait at the front side of the switch back. Grimm is able to make out the distinct sound of a fleeing bipedal form, sounding like it is rapidly heading up the remaining incline of the ravine path; the noise quickly fades into silence.
Eterran stops at the last moment, noticing groups of small, four-pronged, metal spikes scattered across the trail. The other three party members are not as fortunate, and wander into the dangerous terrain risking toe and heel!