| Crisk Rao |
"I apologize for offending" Crisk bows to the greyscales. To the greener Naga "I normally agitate easily in an unknown situation so I was direct to our purpose, we seek additional information about the area, nearby towns, modes of travel etc.. We would be most apprecitive of any assistance you can offer. Has the city come of trouble of late, it appears that some destruction has befallen this place?"
| DM Ender |
The younger (though still probably close to middle aged) Naga points vaguely towards the coast line as he speaks.
“There are 3 roads to Lugh, the high, middle, and low. The high road cuts inland and stays dry above the marsh, but takes 2 days to reach Lugh. The Middle road is fastest, especially during dry season, but it is haunted by phii, who lead travelers astray into the bogs. The Low road follows the coast through the Shallows, but is inhabited by monkey demons that steal and harry travelers, though they rarely cause serious harm. Your people will be best served to take the high road, but you may wish to take the other routes, since they are faster for a smaller group. I, Rana, have traveled these roads , and know this information to be true.”
He then looks carefully around him, as though about to share a secret. “And yes, we have been raided, but I do not believe it is by farang, outsiders. The Lord of these lands is not a friend to the South. But I dare not speak more on that.” Rana then moves quickly away, back to his work repairing burned ships.
Stock image of Naga for those who don;t have 3.0 Oriental Adventures memorized :)
| Ashwatthama |
know (nature)1d20 + 5 ⇒ (13) + 5 = 18 re: phii or monkey demons
"Well, I think we can rule out the high road, although that is the way any large force would likely take. The bog shouldn't be a problem, except for the phii, of course, but the coast might be the best route if it doesn't present any delay."
| DM Ender |
@ Vyk
@ Ash
| Crisk Rao |
"Based on our directives I can see 2 areas of interest, the coast as we are supposed to work our way up and down the coast securing billets and looking for raider activity. As they are mostly sea going that is our best bet as far as that is concerned. The other having a network that our troops can move from one village to another meaning the high ride most likely due to the size of the force. Why not do both... we can go up the coast to the next town then come back to this town by way of the high road and give our report, that should be no more than 4 days."
| DM Ender |
I will try and defer posting until everyone gets a chance to weigh in most of the time, but since they vote is clear...
The villagers point you all to a point near the northern end of the village where the clearing ends and tall, dry grasses start. Another greenscale explains as he leads you to the trail head “The low road runs through there, mostly along the coast, but it stays in the grasses and marshes for the most part. Be careful, there is quicksand, and the monkey demons are crafty. Sometimes the path splits, so be wary, and keep to the right path.“
The path appears to be 10-15’ wide at this end, but it is unlikely that it stays that way the whole route. It will be tight quarters, and close since the grass obscures vision beyond about 3-4 feet off the trail.
I need a marching order please, and if anyone is making active Perception or other checks, please do so now. That includes critters.
| Ashwatthama |
"I'm happy to take point," Ash volunteers. "I'd feel too blind anywhere else."
"Tsch tsch. C'mon, Raj, up you go."
Ash perception 1d20 + 9 ⇒ (9) + 9 = 18
Raj perception 1d20 + 5 ⇒ (17) + 5 = 22
That reminds me that I still need to stat out Raj. Oh, and Ender - I'm posting more than I typically will. There will be plenty of days when I'll maybe only get one post up. Just, fyi.
| Crisk Rao |
@ Ash
| Dram Rao |
After the confused look on Ash's face, Dram tries to get his baring and offers suggestions to Ash. "Maybe we can find some tracks to follow."
Dram remembers the warning about quicksand and offers Ash his 10 ft pole to test the ground in front of him, if he chooses to borrow it.
1d20 + 2 ⇒ (10) + 2 = 12 Survival
| DM Ender |
So order is Ash, Dram, Crisk, Vyk, and Balam
The first couple hours of the trip pass uneventfully, with the occasional switch back or wrong trail. About mid afternoon, as the sun blazes high over head, a light breeze ruffles the grass, filling the air with a whispering sound. The trail descends into a small valley, barely a wrinkle in the earth.
Ash, seemingly distracted by all the adjusting of gear he is doing, trips over a concealed string and lands face first in a puddle of quicksand!!! Dry sand had been spread over its surface to disguise it, and along with the string, it seems apparent, this is a trap of some sort!!!!
Around you, the birds and other animals fall suspiciously silent....
| Dram Rao |
Dram looks around scanning the high grass to see if he can spot anyone watching or if this was an old trap Perception 1d20 + 9 ⇒ (5) + 9 = 14 If I do not perceive any threat I am going to try and use my 10 ft pole, that I assume he didn't take since he took a sand bath to try and get him out.
| Ashwatthama |
Survival 1d20 + 7 ⇒ (14) + 7 = 21
Ash tries to remain calm, as he knows is the key with quicksand, and carefully tries to extricate himself from it while looking for help from his friends.
Crisk - Wikipedia says the average size of a rhesus monkey is just over 11 pounds, and saying he's less would feel like fudging, so let's do this: 1d8 + 4 ⇒ (7) + 4 = 11.
Dram - A 10' pole? Really? You're carrying one of those? That always struck as one of the oddest pieces of adventuring equipment.
| Crisk Rao |
@ Ash
| DM Ender |
Dram scans the area and extends a helping 10' pole to Ash, who is trying to avoid sinking further.Vykral scans the area, but has a hard time hearing over Crisk's casting of Mage Armor.
@ Vyk
@ Ash-
| Vykral |
Vykral begins a story of a small band of fighters overtaking a bigger force. "out of the grass they came ready to eat, but the party could not be beat"
bardic performance, inspire courage +1 to attack and damage as well as saves vs fear. Oh and there are bad guys afoot.
1d20 + 2 ⇒ (4) + 2 = 6 initiative.
| Crisk Rao |
@ DM Ender
| DM Ender |
So order is:
Crisk-23
Ash-18
Dram-15
Balam-10
MDs-7
Vykral-6
Note: Critters go on their masters order, they don;t get their own initiative
The tall grasses around the party seem to spring to life as a pack of small furry creatures leap from hiding!!!!!! Adorned with feathers and bones, brightly colored pigments staining dun colored fur, some blow on long horns, the raspy, blurbling toots adding to the cacophony of the attack. Drums begin beating, beyond where the party can see. How many are there? What are they? What do they want?!?!?!
Crisk, your turn :)
Sounds like you are being attacked by Ewoks!!!
| Crisk Rao |
Crisk says to the monkey demon #7 "I wish you grave misfortune"
Crisk hexes the demon with Misfortune.
Anytime the creature makes an ability check, attack roll, saving
throw, or skill check, it must roll twice and take the worse
result. A Will save negates this hex.
Monkey Demons needs to make a will save against dc 16.
@ DM
| Ender_rpm |
DM Ender wrote:
Sounds like you are being attacked by Ewoks!!!Actually, I'm picturing gaudily dressed ewoks, at a rave, blowing on vuvuzelas.
So, what are Ash's options? Is he still stuck?
He can make a swim check as a move action to get to dry land, or take the pole and let Dram pull him out as a full round.
And yes, the vuvuzelas were intentional :)
| DM Ender |
DM Ender wrote:
Sounds like you are being attacked by Ewoks!!!Actually, I'm picturing gaudily dressed ewoks, at a rave, blowing on vuvuzelas.
So, what are Ash's options? Is he still stuck?
He can make a swim check as a move action to get to dry land, or take the pole and let Dram pull him out as a full round.
And yes, the vuvuzelas were intentional :)