The first days of the trip are uneventful and the watch schedule, with the sailors active during the day and Borric, Nathan, Sylvain, and Zelena watching at night and sleeping through the day, seems to work quite well.
It is early on your fifth day of travel, still dark but not long before sunrise, and the low mist sailors call the 'breath of Ouhm' rises from the surface of the river. The wispy vapor isn't enough to hinder vision in any way and a large gray-blue heron skims lightly above the water parallel to the boat and some twenty feet or more off the side towards the deeper channel of the river. Like some sort of herald of dawn other birds start to call after it passes.
Nathan and Sylvain are watching from the roof of the cabin, blissfully unaware. Zelena is perched on a barrel in the front of the boat when she hears a splash ahead like a fish jumping or, perhaps, an oar poorly placed to cut into the river, then a moment later sees something moving along the mudbank in the middle strand of tall grass. She can't quite make it out; it may be a raccoon but she just can't see it well enough in the dim light beyond the brightness of their lantern light. Borric is patrolling and currently at the back of the boat, Celebfedhiin trailing along behind and begging for treats, when the hound turns its head towards the shore and the low rumble of a growl begins.
[sblock=Combat Information]
Initiative:
The group
???
Map:
Party Status:
Borric: 53/53 hp
Nathan: 22/22 hp
Sylvain: 42/42 hp
Zelena: 34/34 hp
Celebfedhiin: 13/13 hp
(sorry I didn't use the image you have for Celebfedhiin; I was having problems accessing the wiki this morning.)
Abilities Uses:
Spells Cast:
Conditions in Effect:
Enemy Status:
???
Map Notes:
The red circle is where Zelena saw some kind of movement.
Bright light in the golden circles; Dim light beyond.
Scattered trees 20 feet (off map) beyond the grassy mudbanks.
Green squares are tall grass (undergrowth, e.g. R4), cost 2 movement to enter, provides concealment, +2 DC to Stealth and Acrobatics.
Brown squares (e.g. H3) are muddy but do not impede movement.
Blue/Brown squares (completely or partially filled, such as P3 and M4) are considered shallow bog: 1 foot deep mud/water, costs 2 movement to enter, +2 DC to Acrobatics.
Squares adjacent to Blue/Brown squares (e.g. G5) are considered deep bog: 4 foot deep water, costs 4 movement to enter or may swim, small creatures must swim, Acrobatics not possible.
Anything farther out is deeper water, all must swim.
[/sblock]
GM: | Everyone is up for Round One | |