
Evil Incarnate |

The Story So Far...
The realms of the lands are unstable; a battle for balance is always taking place. From the far reaches of the Northern Marches to the island kingdoms of Lagos in the south, the light and the dark struggle. For reasons unknown, the fates seem to smile upon you during these times, choosing you out of the thousands to prevail in the name of the light; casting down the darkness that threatens to engulf the world. For many years you have lived and fought together, strengthen by one another in the face of countless challenges that the fates have hurled against you…and you have persevered.
It was during your time spent in the Southern Kingdoms of Abrahil that you met Lord Thernthil, a minor noble of Fallcrest, sent abroad in a desperate search for help. Having been turned down by the kingdom of Abrahil, he begged your company to travel to the Vale to give what aid you could to it’s struggling populous.
Accepting the desperate mans plea, you journeyed to the heart of the Vale towards the town of Fallcrest, picking up various rumors on the state of the realm from those you came across. These rumors told of nothing specific, but painted a disturbing image of monsters roaming unchallenged, the corruption of rulers, and hidden dark forces at work behind the scenes. This, of course, is nothing new to you. Once you arrive at Fallcrest, only then will you be able to tell fact from fiction.
Chapter 1: Into the Vale
The sky is clear and the weather beautiful as you travel from the southern kingdoms northwards towards Harkenwold, a small town within the Nentir Vale. The journey has been uneventful, with only the occasional farmer or merchant to break up the monotony of the near endless wilderness that stretches before you. Abandoned farmstead and burnt out ruins seem to be one of the most common landmarks so far, confirming the rumors you’ve heard about the Vale’s current state of decline.
The past few days however, have been spent traveling north, just east of the outer edge of the Great Forest; a place ruled by the raw power of nature, where no human has dominion. Before you lies the King’s Road, old and in disrepair from lack of use and law, while to the east and north are long stretches of grassland filled with a myriad of bright flowers and the ever present tufts of pollen that flow thru the air effortlessly.
What are you doing as you travel to Harkenwold?

Rin Lyulfsson |

Always a friendly soul, Rin whiles away the journey chatting to anyone willing to chat and trying to find out a bit more about what's going on.
Specifically, he's making friendly enquiries the peasants and merchants we've been passing to get a better idea of the lie of the land.

Ottarr Boddason |

Ottarr Boddason wrote:Ottarr continues to refine his tales of the group's adventures, trying to make a tale worthy of the ages."Have you put in the bit where we convinced that lord not to make you marry his daughter?"
"No, still polishing the part where we forced that tribe of orcs out of his lands. The attempted marriage should be ready for telling in a few days."

Evil Incarnate |

Always a friendly soul, Rin whiles away the journey chatting to anyone willing to chat and trying to find out a bit more about what's going on.
Specifically, he's making friendly enquiries the peasants and merchants we've been passing to get a better idea of the lie of the land.
Rin or anyone, you can make a Diplomacy or Streetwise check to find out more information on what's happening in the area. If you beat the DC's listed below, take a look.
Diplomacy Check DC 15:
DC 19:
DC 23:

Evil Incarnate |

Traveling up the King's road for a few more hours (about 2pm by now), only stopping briefly to eat, you notice that as you draw closer to Harkenwold the frequency of abandoned farms and ruins slowly drops off. It is then that something to the west, towards the Great Forest, draws your attention...
At first only an animal or two can be seen, then it builds to several dozen animals of differing species; dashing out of the woods, wild eyed and frantic. They seem to be moving away from the Great Forest as quickly as possible...
What would you like to do?

Ordagg Blackaxe |

Streetwise: 1d20 + 8 ⇒ (15) + 8 = 23
"Fools will believe foolish things. Even if one person has encountered some untold evil, that will become the source of every lost goat. Their "Great Forest" seems to be the focus of the stories. It's likely that some kobold that fancies himself a powerful sorcerer is using cantrips to harass the locals. The closest thing to a first-hand account that I've heard is from a half-mad farmer. And his only complaint was that it barked at him."

Ordagg Blackaxe |

Ordagg fingers his hammer in its sling and points to the panicked animals. "There you go. I bet something quite simple spooked the animals, but any of our recent aquaintances would attribute the phenomenom to spectres. I say we put this nonsense to rest."
Draw hammer and approach cautiously.

Evil Incarnate |

The ground shakes violently as two greyish-green skinned, monstrous humanoids and an eight-legged, black scaled reptile come crashing out of the forest, splintering and shattering trees. They bound across the open field with surprising speed, quickly closing the distance between you, roaring furiously as they draw closer, driving the animals past you.
You can take a surprise action if you like before they close in on you, then roll initiative

Evil Incarnate |

How far away are they?
They seem to be about 150ft away, give or take, and they're running in your direction at a dead run, moving at a frantic rate (running), covering about 10 squares in a turn. After your suprise actions they will be on the map.
Here's the encounter map, you can also place your characters anywhere in the greyed out area. The white triangles on the map are "difficult terrain", counting as 2 squares of movement as well as cover.
MAP

"Sturdy" Shodden Mahoen |

Diplomacy Check, 1d20+3=22
Perception Check, 1d20+9=10
Sturdy marches along the road not fearing the unknown of the forest or vast plains. He is used to hearing such stories from people upon his adventures, this is not a safe world for the unprepared. Upon seeing the scared animals fleeing the forest, he hangs his hammer upon his great shoulder and ponders what could cause such a disturbance. "Perhaps they are running from a forest fire ... but I see no smoke..."
Initiative Check, 1d20+3=18
I assume we are traveling left to right on the map and the monsters are approaching from the top of the map?
If, so then Q23 please.

Evil Incarnate |

Diplomacy Check, 1d20+3=22
Perception Check, 1d20+9=10
Sturdy marches along the road not fearing the unknown of the forest or vast plains. He is used to hearing such stories from people upon his adventures, this is not a safe world for the unprepared. Upon seeing the scared animals fleeing the forest, he hangs his hammer upon his great shoulder and ponders what could cause such a disturbance. "Perhaps they are running from a forest fire ... but I see no smoke..."
Initiative Check, 1d20+3=18
I assume we are traveling left to right on the map and the monsters are approaching from the top of the map?
If, so then Q23 please.
Exactly as you say.
Order
Sturdy (18)
Reptile (17)
Rin (13)
Greenskinned Creatures (9)

Evil Incarnate |

L-23 for Ouda
Nature Check 1d20 + 13 Do I know any thing about green skinned creatures or reptile?
Initiative 1d20 + 9
Swords at the ready and heart thumping at the sight of these creatures!
At this distance you're unable to tell specifics for a knowledge check, once they get "in map" then I'll apply your roll. Also make two rolls for each creature type. Anyone else may do so as well as a free action.
Order
Sturdy (18)
Ouda (17)
Reptile (17)
Ottarr (14)
Rin (13)
Greenskinned Creatures (9)

"Sturdy" Shodden Mahoen |

30 squares is out of my range, Sturdy will ready a ranged basic attack with a javelin when they reach 20 squares though.
Sturdy holsters his hammer and pulls a long javelin from his back, raises it and pulls it back in anticipation of the charging beasts.
Do these monsters look as though they have bad intentions?
Insight Check, 1d20+4=13
How big are these things?

Evil Incarnate |

30 squares is out of my range, Sturdy will ready a ranged basic attack with a javelin when they reach 20 squares though.
Sturdy holsters his hammer and pulls a long javelin from his back, raises it and pulls it back in anticipation of the charging beasts.
Do these monsters look as though they have bad intentions?
Insight Check, 1d20+4=13
How big are these things?
The creatures are all large; as far as intentions go, you can't tell if they're specifically coming for you, chasing the animals, or if they're just running as well. What you can tell, is that the monsters are very, very agitated and are roaring and frothing at the mouth.

Evil Incarnate |

Just for fun a charecter composite.
Do you have your backstory for why you have that mutated arm ready? I forgot what you told me, but even though its mostly fluff, you do realize you may get some strange looks in towns...

Rin Lyulfsson |

"It's amazing how easy he finds opening doors. Gets through a lot of cloaks as well of course, but that's to be expected."
1d20 + 7 ⇒ (5) + 7 = 12 - green things
1d20 + 7 ⇒ (20) + 7 = 27 - black thing
Rin thinks a bit. Mixing up Ouda's arm and the advancing green things, he makes little headway on their identification. The black reptile is another story.
"Now that, I know about," he announces triumphantly.

Evil Incarnate |

Action Order
Ordagg (24)
Sturdy (18)
Ouda (17)
Reptile (17)
Ottarr (14)
Rin (13)
Greenskinned Creatures (9)
*Triangles on map are difficult terrain and act as cover*
Grey-green skinned creatures
Monster Checks
DC 15:
body parts. Only fire or acid can kill a troll, and trolls have a
healthy fear of fire and acid for these reasons.
DC 20:
DC 25:
Black scaled reptile
Monster Checks
DC 15:
DC 20:
DC 25:
Ordagg, Shodden took that square, pick a new square to start and you can take your turn.

Evil Incarnate |

I assume it's Nature for the trolls: 1d20+8
Also, since none of them are within 10 squares, I'll just save the attack/damage roll for the first attack I make.
They're both Nature checks, sorry I didn't mention that. Go ahead, you can save those rolls for your first attack. Just repost what they were when you do.