You successfully follow the overgrown trail about 6 miles. The forest clears here, revealing a wide lake fed by a river flowing in from the west. In the middle of the water sits a small, overgrown island. A broken bundle of logs floats in the water, shreds of rope keeping the fragile construction from spilling into the outlet on the northern side. The lake appears to be shallow.
Geography:
A swift river pours into the lake from the west and exits to the north. You are on the southern shore. The island looks natural in formation. This portion of the lake has little flow and appears to be shallow.
Engineering:
The broken bundle of logs could be repaired if you have enough rope. The shreds of rope holding them together now should not be used. You think if repaired, it would support the party. It should take about 50 ft of rope to do this.
Grokar walks to the edge of the water and bent down. Cupping his hands he drew some of the water up and washed his face. Then reaching into his backpack pulled of Crush and let him frolic in the water for a bit.
M Human M Human Ranger 2 | HP 52/52 | AC 20, T 17, FF 15 | F +6, R +10, W +2 | Init +4 | Per +7 |
After seeing a cart sprout bushes that attacked and nearly killed his vertically challenged friend, Bulgard is suspicious that all is not what it seems to be.
M Human M Human Ranger 2 | HP 52/52 | AC 20, T 17, FF 15 | F +6, R +10, W +2 | Init +4 | Per +7 |
He doesn't perceive any problem so he takes a large stone and hurls it into the water, examining the pattern of ripples spreading from the stone in an attempt to find anything unusual in the lake.
M Human M Human Ranger 2 | HP 52/52 | AC 20, T 17, FF 15 | F +6, R +10, W +2 | Init +4 | Per +7 |
The ripples look normal so he says Lets repair that ferry. I've seen one just like that in the village of Albright, near Hammond. How much rope do we have between us?
Grokar begins to take off his heavy armor and stow it in his pack. "don't want to drown, don't want to loose armor" but then remembers, he never takes off his armor.
He only has a -2 ACP but if you don't think it realistic to leave it on he can remove it.
Where did you get a paddle? Not. I will allow a pole. It is shallow enough here. The island is large enough that you can't see it all from the water. The fox is not alarmed by any scent. You see nothing out of the ordinary.
The flow of the river is from the west to the north. The island is just south of this flow. It is in the middle of the lake. There is a slight clockwise flow on the southern side of the lake.
M Half Elf Arcane Healer Sound Striker Bard 3 | hp 30/30 | AC 18, T 13, FF 13 | F +3, R +6, W +2 | Init +5 | Per +5 | Performance Rounds: 9/16
Well, I suppose that the previous occupants could have tidied up a bit before moving on. Zevon kicks a random bone. Speaking of, I wonder who it as that put together the original raft. To be in such disrepair, they must not have been back. Should we press on to the other side of the lake?
Just as Grokar begins to sit down. Zevon wants the group to press on. He doesn't voice his displeasure with being denied a break and a meal instead springing to his feet ready to move. "where we go now" he asks in a deep rumbling voice.
As you approach the raft, you see a bugbear walking (not swimming) out of the lake in your direction. He is decorated with bright, outlandish colors and he wears a number of earrings, necklaces, and other baubles. When on shore he says "I am Nossfur and this is my army. Trespassers shall perish." He has a shield in one hand and a javelin in the other.
M Half Elf Arcane Healer Sound Striker Bard 3 | hp 30/30 | AC 18, T 13, FF 13 | F +3, R +6, W +2 | Init +5 | Per +5 | Performance Rounds: 9/16
Zevon steps forward, arms down and empty palms outward.
Well met Nassfur! I am Zevon Veirding, and these are my companions. We were not aware this land was claimed and we were just leaving in an attempt to cross this river. Not possessing such power as yours, our options are sadly limited. Please accept our humblest apologies, we did not intend to cause you offense. Pray forgive us of this indiscretion. We are on a mission to locate missing townsfolk from Falcon's Hollow, and we fear the worst.
As Zevon attempts to avoid conflict, three small elf like creatures make shore. They are about 4.5 ft tall, slender, light green and scaled with webbed fingers and toes. They are dressed in wraps made from colorful aquatic weeds. They are giggling. Each casts charm person. I need a will save DC 15 from Bulgard, Zevon and Grokar.
MAP
Environment temperate water
Organization gang (2-4), band (6-11), or tribe (20-80)
Treasure standard (light crossbow with 20 bolts, short sword, other treasure)
Nixies are guardians of ponds, rivers, lakes, and springs. They prefer dwelling in idyllic places, which they protect from the depredations of predators and careless humanoids. While this often involves confusing enemies and driving foes away, nixies are not afraid of spilling blood to protect their homes—though they prefer not to resort to such means unless completely necessary. Nixies are 4 feet tall and rarely weigh more than 45 pounds.
Nixies avoid combat if possible, using charm person to lead humanoids away from their lairs. They sometimes use this ability to enslave people to act as protectors or help with a task that is simply too big for them to deal with. They cast water breathing on charmed creatures helping with tasks below the surface. Nixies are reclusive and prefer to keep their presence hidden. They make lairs underwater, forming small communities if their numbers are great enough. Legends speak of a secret nixie kingdom at the bottom of a great lake, but no one has yet confirmed its location.
A nixie can change shape to become any Small or Medium aquatic creature as if using beast shape I (CL 5th). A nixie can maintain this form indefinitely and can return to its normal shape as a free action.
M Half Elf Arcane Healer Sound Striker Bard 3 | hp 30/30 | AC 18, T 13, FF 13 | F +3, R +6, W +2 | Init +5 | Per +5 | Performance Rounds: 9/16
Damn fey! Gird yourselves, fall not under their sway!
Zevon will attempt to Inspire Courage if possible.
Save v Enchantment:1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10(+1 additional if IC is in effect)
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.