Charwoman Gene
Adventurer
Through various personal connections and coincidences, you have all heard rumors of a death cult operating near the town of winterhaven. You are traveling from the west along King's Road.[sblock=Autumn]Some material has indicated they may be Vecna-worshippers, but there are some conflcting evidence,[/sblock]The wind is cool and comfortable. The road beneath your feet is level. An occasional ancient cobblestone peeks through the dirt road, indicating decades of neglect. You notice footprints leading up and down the road, many of which were made by small, clawed feet.[sblock=instructions]Please describe on round of non combat actions. Your suspicions are raised by how little you can see by the boulders and foliage.[/sblock][sblock=terrain]Features of the Area
Illumination: Bright light.
Road and Grass: The road is made of dirt, crushed rock, and occasional loose bits of ancient cobblestone from the original roadbed. Squares that contain road or grass do
not hamper movement or affect visibility.
Boulders: Scattered boulders sit along the side of the road. They provide concealment and possible cover for creatures hiding behind them. They also serve as obstacles to movement; a creature can’t move directly into a square
that contains boulders. The boulders are 5 feet high. Climbing onto the boulders
requires a DC 15 Athletics check and costs 4 squares of movement. A character atop the boulders can move onto other boulder squares; treat them as difficult terrain.
Foliage: Thick foliage grows near the road in several places. These areas are lightly obscured and provide normal cover for those attacking from or into the area.
Areas covered by foliage also count as difficult terrain.
Rock Outcropping: The sheer rock outcroppings bordered by a heavy black line are 50 feet tall and require a DC 20 Athletics check and a total of 200 squares of movement
to climb.
Gravestones: These stones provide cover to anyone standing in their spaces.[/sblock][sblock=ooc velmont]I made tokens for everyone to fit the squares. If you want to keep using you token, just delete mine, otherwise delete yours.[/sblock]
kotS on Virtual Battlemat
Illumination: Bright light.
Road and Grass: The road is made of dirt, crushed rock, and occasional loose bits of ancient cobblestone from the original roadbed. Squares that contain road or grass do
not hamper movement or affect visibility.
Boulders: Scattered boulders sit along the side of the road. They provide concealment and possible cover for creatures hiding behind them. They also serve as obstacles to movement; a creature can’t move directly into a square
that contains boulders. The boulders are 5 feet high. Climbing onto the boulders
requires a DC 15 Athletics check and costs 4 squares of movement. A character atop the boulders can move onto other boulder squares; treat them as difficult terrain.
Foliage: Thick foliage grows near the road in several places. These areas are lightly obscured and provide normal cover for those attacking from or into the area.
Areas covered by foliage also count as difficult terrain.
Rock Outcropping: The sheer rock outcroppings bordered by a heavy black line are 50 feet tall and require a DC 20 Athletics check and a total of 200 squares of movement
to climb.
Gravestones: These stones provide cover to anyone standing in their spaces.[/sblock][sblock=ooc velmont]I made tokens for everyone to fit the squares. If you want to keep using you token, just delete mine, otherwise delete yours.[/sblock]
kotS on Virtual Battlemat