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Cecic and Martin enter the stables behind the Thirsty Alpaca to find a reasonably well-kept caravan. The pair of horses, now in stalls, don't react much to their presence but aren't unfriendly. A quick check of the crates inside the wagon show that everything on the manifest is accounted for.
But it looks like you'll have to wait on Clinker for a Detect Magic.

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Perception (for flavor): 1d20 + 2 ⇒ (2) + 2 = 4
Clinker follows Cece and Martin and walks straight past the horses without even noticing them.
”Alright, let’s see what we can find out about these.”
The goblin’s eyes glow a red-orange as she looks through the various items. Detect magic and attempting to Identify Magic on anything that seems magic.

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Clinker takes some time dividing up the cargo and scanning each arrangement to narrow down what's magical. Her efforts bear fruit with half a dozen of the twenty-some sets of items. She then takes the time to examine them further.
Here's what she discovers:

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"Well, riled up animals and a bit of rain aren't of much worry to me. Going to head back to the others in case they need assistance, Marigold." he says stomping back to the others, with less information than he wanted.
Zourn takes up the list provided and ensures everything is there, making notes or corrections from what Clinker can tell.
"Horses don't seem too upset. Some villagers were talking about the constant rain and troubled animals but nothing of real interest." he shares while working.

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Didn't seem to update, for item #6 each stone statue radiates a slightly different abjuration aura.
You will be ready to make back for Absalom in the morning. Best to have a good formation at the ready.
I'll need to know your marching order, as it were. The wagon has 6 squares of open space inside, the rest is occupied by relics. It takes one action to open or close the flap getting in and out. Just in front of that are two squares in the open where anyone commanding the horses has to sit. You can also walk alongside the wagon, but may have to Hustle or risk fatigue to keep up.

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Zourn definitely can't be walking. He has short legs, hah. He will stay by the flap as a guard.

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Zourn, by the flap inside or outside? Looks like there's two others vying for the two outside seats.

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Come morning, the wind has picked up, but you're ready to leave. The horses are coaxed outside after a few minutes.
Before you can mount up and head off, however, Cecic notes an abundance of frogs, most of which hop from the waterlogged stables. Some also crawl from the Thirsty Alpaca and neighboring buildings. They move in all directions as if departing a meeting, some taking a moment to explore the wagon. Several among you feel the same sensation through clothing and armor as the strange tide slowly spreads over those in the way.
Map is up! What do you do?

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"I don't like it. Doesn't mean I am afraid of them but I just...don't like it." Zourn says sheltering under one of his shields while slapping away the amphibians frantically.
Religion: 1d20 + 4 ⇒ (2) + 4 = 6 In case this is more than a natural occurrence.

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"I've no idea Marigold why they are doing this, frogs are not my speciality." says a confused Cecic. He looks at the cargo to see if any of the crates and boxes have been disturbed by the amphibians, "Something in these boxes must have drawn them here." he says trying to gain some clarity. "Maybe some frog related deity?"
Recall Knowledge - Religion and Frogs (Frog gods etc.) 1d20 + 8 ⇒ (15) + 8 = 23

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The frogs Zourn hits seem to take the hint and hop away, but it does nothing to stem the tide. In fact, it's only diffusing and leaving room to step thanks to their sheer numbers.
Cecic has heard tell the boggard lord Gogunta claims the frog as a sacred animal, but isn't much involved with them like she is for boggards. There is likely a somewhat obscure Mwangi or Vudran deity presiding over frogs and gripplis like Ragdya does for monkeys and vanaras. But probably not one with any stake in this matter.
Anything else?

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Clinker hears her companions talk about the frogs and takes a look for herself, swatting frogs away from the wagon in the process.
”This is certainly strange…”
I’ve got basically all the major Recall Knowledge skills, so I’ll give it a shot. Her Nature (most likely to apply here) is +2 (secret check).

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"They always say stranger thing happen at sea, but I've yet to witness it. So have these frogs disturbed any of the boxes?" he asks clutching at straws.

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"Well, they aren't biting so can we just press on through the tide?" he suggests.

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Although Zourn likely hasn't caused it with his words, the frogs suddenly shift en masse. Most of them hop to a focal point and condense into a croaking, hundreds-strong morass! They make to cover the caravan, but even surprised, some of you are too quick for them.
Clinker: 1d20 + 2 ⇒ (7) + 2 = 9
Marigold: 1d20 + 8 ⇒ (3) + 8 = 11
Martin: 1d20 + 6 ⇒ (2) + 6 = 8
Zourn: 1d20 + 4 ⇒ (20) + 4 = 24
Frog Time!: 1d20 + 5 ⇒ (4) + 5 = 9
Round One: (bold may act)
Cecic
Zourn
Marigold
Frog Swarm
Clinker
Martin

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"Agh, I spoke to soon. Get the away!" Zourn says with alarm, as he slams his bossed shield down on the mass of frogs.
◆: Strike
Shield (Boss): 1d20 + 6 ⇒ (1) + 6 = 7
Damage (Bludgeoning): 1d6 + 3 ⇒ (5) + 3 = 8
He also smacks away those that get within reach of his fist.
◆: Strike
Fist: 1d20 + 2 ⇒ (13) + 2 = 15
Damage (Bludgeoning): 1d4 + 3 ⇒ (1) + 3 = 4
◆: Raise Shield.
AC=20
He then lifts his shield up to hide from the frogs while still cursing.
Will take Retributive Strike if an ally within 15 feet is attacked, depending on how you want to handle that reaction just let me know.

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Cecic quickly mounts onto the coach, "Get aboard, we can try and outrun them." he calls to his companions. He reassures the horses, trying to calm them before the onslaught.
◆ - Stride to coach
◆ - Interact - mount coach
◆ - Nature 1d20 + 8 ⇒ (9) + 8 = 17 calm horses

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Marigold looks about to follow Cecic’s lead, then hesitates. ”A practical course of action”, she says to him, ”but we can’t just leave them here to run amok in town”
She grabs her bow, and utters a prayer to Desna. As she draws back the empty string, a shining arrow of light appears in it. She releases, and it flies toward the swarm.
Interact, Cast divine lance
Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

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Marigold - I've seen this one a lot: alignment damage like divine lance only hurts creatures of the opposite alignment. I figure most people who can cast such spells know that in-character, so feel free to pick a different action if you want.
Zourn - When I play a swashbuckler on the boards (or characters with an AoO in 2E) I try to put a roll under my actions for the round in a spoiler. For this round, go ahead and roll it now and I'll use it when it comes up.
Zourn slams his fist into the amassed frogs as they draw close, squashing at least a dozen. Meanwhile, Cecic does his best to calm the horses. They looked scared enough to possibly bolt if the frogs got on them. But the Gozren has averted that for the moment.
Round One:
Cecic
Zourn
Marigold (can amend action)
Frog Swarm -4
Clinker
Martin

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Yeah, I would do that in the past for Parry and Riposte. Will do it for AoO type deals for 2e as well.
Shield (Boss): 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d1d6 + 3 ⇒ (5) + 3 = 8

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Marigold - I've seen this one a lot: alignment damage like divine lance only hurts creatures of the opposite alignment. I figure most people who can cast such spells know that in-character, so feel free to pick a different action if you want.
Ok, learned something new. Thanks! In that case, Marigold shoots real arrows
Attack: 1d20 + 7 ⇒ (9) + 7 = 16Damage: 1d6 ⇒ 5
Attack: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d6 ⇒ 2

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Marigold's first arrow connects! Sadly, it only manages to skewer a few targets, not doing much to the collective. The swarm starts to cover one of the horses and Zourn, who prepares to strike back. But there's little to retaliate against - they're simply crawling over everything in a disgusting yet nonlethal manner. It's definitely affecting the horses again.
Zourn, if you could make a DC 12 Will save or be stunned 1 (2 on a critical failure).
Horse Will Save: 1d20 + 5 ⇒ (6) + 5 = 11
Round One/Two:
Cecic
Zourn
Marigold
Frog Swarm -4
Clinker
Martin

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Will: 1d20 + 6 ⇒ (13) + 6 = 19
"Yaugh...they are slimy." Zourn says with frustration, as he continues smashing the creatures.
◆: Step.
◆: Strike
Shield (Boss): 1d20 + 6 ⇒ (13) + 6 = 19
Damage (Bludgeoning): 1d6 + 3 ⇒ (5) + 3 = 8
◆: Strike
Fist: 1d20 + 2 ⇒ (2) + 2 = 4
Damage (Bludgeoning): 1d4 + 3 ⇒ (2) + 3 = 5

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Taking up the reins of the coach, "Steady boys, let's get you outta here.". The cleric coaxes the coach and horses forward using the rein in his hands, driving them through and away from the frogs. "Outta the way Martin, coming through!"
Nature - Control animal 1d20 + 8 ⇒ (12) + 8 = 20
Not sure how far the wagon travels in a turn, but assume we travel some way along the south east road.

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”Frogs?!” Clinker looks on (or at least tries to) in shock. ”We’re being stopped by frogs?! Right. Curse. Well, if there’s one thing when in a situation like this:”
The goblin Steps over and grins maliciously. ”It’s burn it with fire!!!”
She spins her charred staff above her head, causing it to begin catching on fire and she slams it to the ground, causing a cyclone of flame to manifest in front of her as she cackles maniacally!
Burning Hands; Burn it!: 2d6 + 1 ⇒ (1, 3) + 1 = 5 DC 18 basic Reflex

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"Zourn's fists were effective. Bludgeon them with something, or use area spells!"
Martin reached into a pouch and removed a small vial. He shook it to activate it, then threw it onto the swarm, hoping the acid there would burn the creatures. He threw it a bit short, so as not to splash the already panicking horses. Zourn was better suited to handle a bit of acid splash.
throw bomb: 1d20 + 8 ⇒ (6) + 8 = 14
persistent acid: 1d6 ⇒ 2 (3 total) plus 1 splash

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Sorry, my post vanished into the ether.
Zourn bashes some sense into another score of frogs. Cecic steers the wagon away from the unfolding carnage, and fortunately so: Clinker's fire torches the remainder of the "threat."
Martin, you can take back that bomb.
Several townsfolk have thrown open their doors to see where the commotion is coming from. Louder still is Khoumrock's approach, as he is still wearing the diving suit despite the early hour. "That? Tha's exactly the sort of thing to keep cropping up. We'll clean this up if it gets yer cartful'a curses out of here faster. Hope we can meet under happier skies, eh?"

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Cecic looks back at the mayhem behind him some of the frogs hop into the hedgerow, leaving a green and red bloody mess in front of his companions. "Are you all OK?"
"Aye, Aye Khoumrock, we'll take it from here. Come on shipmates, let's be getting on! Next stop Absalom and the Grand Lodge." He winks at Marigold, "Nice to have you up here, keep a look out, don't want any more hopping mad frogs trying to board. So it's through the Immenwood and along the High Coast Road, all ready. Did anyone bring the map?"
If we can get a map from town for the road to Absalom, then Cecic will return to town and buy one.

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Zourn hustles after the wagon and pulls himself up.
"No map. Ug." Zourn calls from the back as he tries to clean the slime.

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"There's only the High Coast Road here. We get on it and follow it all the way to Absalom. It's so easy, even a sailor can do it!"
Martin grinned at Cecic to show he didn't mean harm by his words, then headed out ahead of the cart, scouting the way forward to make sure they didn't run into unexpected surprises.

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Khoumrock provides you a map without question or request for payment, but there isn't much to it you didn't know. Just a recommendation to take one particular side road to stay a bit further from the sea when possible.
The road is still slick with mud, but the rain seems to have finally abated. The view of the sky is limited to a narrow strip above the road, lined with the spreading boughs of the Immenwood. Thunder still rumbles above the trees, and the sky looks as if it may continue the deluge at any moment. The normal sound of forest animals has been replaced by a cacophony of hoarse cries, growls, and screams. It is clear that the residents of the Immenwood are not happy to see visitors.
Perhaps two hours into your trek, all goes quiet for a short while. Before any issues can truly make themselves apparent, a loud series of caws erupts from the south, shattering the newfound silence. In his vigil, Martin has remembered to look up, and sees a flock of ospreys bearing down on you.
Clinker: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Marigold: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Martin: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Zourn: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Bird Time!: 1d20 + 6 ⇒ (7) + 6 = 13
Clinker and Martin are up! Remember, Clinker is still in the wagon.
Round One:
Clinker
Martin
Birds
Marigold
Zourn
Cecic

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”What is that racket?!”
Clinker opens up the wagon flaps [[A]] and raises her hand to the sky as it starts to turn an icy blue. ”Keep it down out there, you inconsiderate delinquents!"
A ray of ice shoots out from her hand toward the closest thing that moves as a sign of her crochetiness!
Ray of Frost vs Purple: 1d20 + 8 ⇒ (5) + 8 = 13
Cold Damage: 1d4 + 4 ⇒ (1) + 4 = 5
But flies off wildly as the goblin is barely able to see anything.

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Spinning around, Martin saw the ospreys descending. "This isn't natural! Brace yourselves!"
Martin moved back towards the wagon, his hatchets still in his hands, and readied himself to attack only if the birds got close.
A-Move
AA-Ready attack
readied attack: 1d20 + 7 ⇒ (11) + 7 = 18
1d6 + 3 ⇒ (2) + 3 = 5

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The birds soar right over Martin, leaving him able to take his swing if he so chooses. If he does, it feels on-target, but is blown aside by a sudden wind. They look like they are aiming at Clinker, but once again they leave you be. Instead they start tearing at the wagon's canvas front with their beaks and talons! As a group, they quickly rend most of it asunder.
All birds are within melee range, even just above the wagon. Those next to Clinker and Zourn are with them inside the now open-air wagon.
Round One/Two:
Clinker
Martin
Birds
Marigold
Zourn
Cecic

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"Something in here is surely cursed...why would the birds come after us!" Zourn laments as he starts to bash more, typically harmless, wildlife.
◆: Strike
Shield (Boss): 1d20 + 6 ⇒ (11) + 6 = 17
Damage (Bludgeoning): 1d6 + 3 ⇒ (5) + 3 = 8
◆: Strike
Fist: 1d20 + 2 ⇒ (17) + 2 = 19
Damage (Bludgeoning): 1d4 + 3 ⇒ (3) + 3 = 6
◆: Raise Shield (Current AC 20)
Shield (Boss): 1d20 + 6 ⇒ (17) + 6 = 23
Damage (Bludgeoning): 1d6 + 3 ⇒ (5) + 3 = 8
"GET, GET AWAY." he yells at the birds while swinging fist and shield.

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”Gah!”, Marigold cries. Drawing her sword, she turns toward the bird above Cecic.
She waves her bow at its head. ”Shoo! SHOO!”, she shouts, before swinging at it.
Interact, Feint, Strike
Nimble Dodge, +2 to AC if attacked
Deception: 1d20 + 5 ⇒ (2) + 5 = 7
Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d6 ⇒ 6
Sneak Attack damage: 1d6 ⇒ 6

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Marigold leaves herself open to attack, but drops one of the birds. Zourn also manages a hit with his armored fist, though his target stays up. The nearby ospreys give the assembled humanoids a quick look-over, as if they hadn't noticed you standing in their way until now.
Round One/Two:
Clinker
Martin
Birds (green -6)
Marigold (flat-footed)
Zourn
Cecic

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Cecic cracks the reins to keep the horses focus on him and slow the coaches movement, to a very slow progress and make the coach more stable and steady. He asks Gozreh to make his defences more difficult to penetrate.
Action - Nature: Command animals 1d20 + 8 ⇒ (11) + 8 = 19
Action = cast shield on himself AC now 17

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Martin would have taken that swing
Martin spun, watching the birds attacking the wagon, and knew that this wasn't normal. "They are going after the relics for some reason. Stop them!"
He focused on the nearest bird, then charged in and attacked.
twintakedown1: 1d20 + 7 ⇒ (5) + 7 = 12
S damage: 1d6 + 3 ⇒ (3) + 3 = 6
twintakedown2: 1d20 + 7 - 5 ⇒ (18) + 7 - 5 = 20
S damage: 1d6 + 3 ⇒ (2) + 3 = 5
A-hunt prey
A-move
A-twin takedown

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Nature: 1d20 + 2 ⇒ (4) + 2 = 6
”THEY WANT THE SHINIES!!!”
Clinker’s hand glows as it ignites in flame. ”These are not for you!” She reaches out to touch the purple bird in front of her.
Produce Flame vs Purple: 1d20 + 8 ⇒ (7) + 8 = 15
Fire Damage; Burn it!: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6
”Now get out of here!” The goblin makes a flicking motion and a translucent ball of flame shoots out at the same bird!
Force Bolt vs Purple: 1d4 + 1 ⇒ (3) + 1 = 4

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Clinker misses with her ball of fire, but manages a follow-up - and doesn't set the wagon ablaze. Martin likewise manages a hit. The horses are assuaged enough not to bolt.
The ospreys that have been attacked or are being blocked from their plunder lash out with beaks and talons! Zourn is surprised to find one bird's bill has managed to pierce his armor. It isn't a mortal wound, though, and he is still aware enough to completely flatten the other bird in the wagon as it nearly jabs Clinker.
Damage: 1d4 ⇒ 3
Cyan Talons vs. Marigold FF: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d4 ⇒ 3
Cyan Talons vs. Marigold FF: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d4 ⇒ 3
Green Beak vs. Zourn: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d4 ⇒ 4
Green Talons vs. Zourn: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d4 ⇒ 1
Green Talons vs. Zourn: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d4 ⇒ 3
Red Beak vs. Clinker: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d4 ⇒ 2
Round Two/Three:
Clinker
Martin
Birds (cyan -5, green -6)
Marigold
Zourn -4
Cecic[/b]