
Yurli Ironbeard |

Yurli scowls and adjusts his spectacles. He takes a drag from his pipe and continues to pour over his spellbook, attempting to study the spells contained therein and commit them to memory as his glasses keep fogging up from the cold.
"Bludy blasted coold, he grumbles to no one in particular. "In mah day, weather had enoof sense to keep wahm in the Soomer."
Yorkshire dwarves ftw, Wellard.

Yurli Ironbeard |

"Reet. Ahl be comin wi' theur, then," the dwarf replies, seemingly oblivious to Drew's confusion. "Getten um spells meight be useful for clearin up dis bloody cold."
A note on Yurli's accent. I hope I'm not overdoing it. Also, ill admit that as an American I'm hardly experienced with the accent (pretty much movies and various Monty Python skits), so I hope I'm not just doing it justice, but not coming across as stereotypical or offensive.

Yurli Ironbeard |

"Yurli, son o' Yurli," Yurli responds with a puff of his pipe, though he does not take Wildir's hand. He closes his book with reverence and puts it nearly into his pack. With that he stands and claims his staff. It is a perfectly strait octagonal rod made of what appears to be a polished black stone covered in dwarven runes. The head-piece of the staff is a smallish, ornate hammer head in the shape of an anvil. "Well, when will we be leavin'?"

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Trelck gives Drew a re-assuring pat on the shoulder, We are prone to some intimidating streaks of loudness and the accent is more than horrible from some of the clans, as a traveler I know how it sounds. But you could do worse than to have more of my lot around. If they get too drunk just get behind me and I'll keep you dry and free of broken mug pieces. Trelck offers a cheerful snort as he drinks.
Ready!

Drew Fallowfield |

Drew smiles, not sure if Trelck is making a joke, or actually warning him. Still he knows Dwarves are a hardy folk, and looks forward to working with this new "tribe". He wanders over to Wildir and looks over his new armor. "A fitting place for a beast that almost did us in! Are we ready to try this again? I hope there are no more of those little dragon-lizard things out there..."
All ready

DM-Phil |

The group moves on, finding the trek back to the site where they were ambushed by the tatzlwyrm as uneventful as the journey returning to Heldren. It is clear that local creatures have scavenged pieces of that tatzlwyrm's corpse that were remaining as you pass, though the cold has kept it from decaying.
Still further you move, deeper and deeper into the woods, the trail turning a more northward direction. It doesn't take long for you to reach a section of the woods that seems eerily quiet. As you move closer, you notice feathered bundles and strange fetishes hanging from the lowest branches of the trees around you, swaying and shifting in the wind.

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Trelck frowns as the druid mentions "witch work". Noting the fetishes the dwarf pulls his shield and puts his hand hesitantly on his axe handle. Pausing for a second the warrior thinks better of it and instead draws out the cold iron longsword given to him by the waylaid Ulfen. Not be caught off guard again, I say.

Sondergang Wulfsson |

Sondergang had shown an interest in all the points that they had passed.he had paused briefly at the Ambush site to say a prayer for the souls of the dead and the Wyrm's corpse had elicited no more than a grunt.
Now however the gruff sandy haired Dwarf hefts his Warhammer and grips the holy symbol of Torag tightly.
"Well said Lad, Ah'll give ye t' back oop tha needs"

Yurli Ironbeard |

Yurli huffs as he wipes the frost from his glasses. Then he pulls back out his pipe and lights it with a mumble and a click if his fingers. "Shoddy fettle. Can't learn propa magic. Uz owd dad allus sez if theur can't doa summa' t' reet way dooant doa it a' orl," Yurli says with a puff.
Knowledge: Arcana or Spellcraft to determine what the fetches are for.
K:A 1d20 + 7 ⇒ (15) + 7 = 22
Sc 1d20 + 7 ⇒ (9) + 7 = 16

DM-Phil |

Upon closer examination, you see that what you initially thought to be just feathered fetishes are actually the frozen corpses of a number of crows, their bodies pierced by tiny arrows similar to those you found on the carriage guards at the edge of the Border Wood.
Trelck Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Wildir Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Yurli Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Drew Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Sondergang Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Pym Attack: 1d20 + 8 ⇒ (8) + 8 = 16
Shor Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Vosi Attack: 1d20 + 8 ⇒ (2) + 8 = 10
As you gaze at your surroundings, trying to determine the purpose of these strange bird corpses, a sudden rain of arrows falls around you! One hits the ground at Trelck's feet, the tiny sprite-sized arrow barely visible in the snow. Another strikes at Wildir's feet before a third follows it, the small projectile pricking the large man in his calf. While it does hardly any real damage, a sudden feeling of cold floods through the shaman's body, down to his very bones!
Wildir, take one cold damage and make a Fort save vs. DC 11 or be Staggered for 1 round.
Trelck Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Wildir Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Yurli Perception: 1d20 + 2 ⇒ (10) + 2 = 12
Drew Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Sondergang Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Pym Stealth: 1d20 ⇒ 11
Shor Stealth: 1d20 ⇒ 12
Vosi Stealth: 1d20 ⇒ 12

Wildir |

why me? sigh. fort: 1d20 + 3 ⇒ (14) + 3 = 17
AC: 15, hp: 12/13
Wildir is scanning the snow when he suddenly straightens as a tiny arrow strikes his leg. With a panicked look in his eyes, he looks around for the attackers and then points above, "Fey!"
once I have my initiative, I'll load a cold iron bullet in my sling.

DM-Phil |

Initiative! Knew I forgot something...
Trelck Initiative: 1d20 ⇒ 16
Wildir Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Yurli Initiative: 1d20 ⇒ 8
Drew Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Sondersang Initiative: 1d20 ⇒ 5
Pym Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Shor Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Vosi Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Order of Actions:
Drew
Wildir
Trelck
Sprite 1
Yurli
Sprite 2
Sondersang
Sprite 3

Yurli Ironbeard |

Yurli waves his hand in the air, forming complex geometric shapes that coalesce into dwarven runes in a flash of bright light. Then, grabbing up his staff, he smashes the glowing brand in the air with the hammer-shaped head of the staff causing a molten bolt to fly out towards one of the little monsters.
Magic Missile against fey1: 1d4 + 1 ⇒ (3) + 1 = 4 damage.

DM-Phil |

The sprites dart off in different directions, one of them giving a high-pitched cry of pain as the magical darts fired by Yurli catch him in the back. The three head off in different directions, one disappearing behind a large tree. Moments later, the light reappears, joined by another from behind the same tree. The other two take another shot at the group!
Target 1 1d5 ⇒ 3
Target 1 1d5 ⇒ 4
The sprites seem to have completely changed targets this time, now targeting Yurli and Drew with their miniscule bows.
Attack vs. Yurli: 1d20 + 8 ⇒ (16) + 8 = 24
Attack vs. Drew: 1d20 + 8 ⇒ (4) + 8 = 12
The attack against Drew misses, but the missile aimed at Yurli strikes him in the left shoulder, sending a wave of bitter cold through his body!
Yurli, take one cold damage and make a Fort save vs. DC 11 or be Staggered for 1 round.

DM-Phil |

There are two sprites on one side of the group, with a third sprite on the opposite side. The third sprite is the one that went behind a tree and re-appeared with another following.
You can tell them apart enough to know which ones have been able to hit whom. They've remained far enough away from each other to allow you to distinguish without difficulty.
I hope that helps! Also, Trelck, since we got to the end of the round with none of the sprites coming into melee range, what do you want your action to be for round 1? Continue holding or something else?

Yurli Ironbeard |

Fort: 1d20 + 3 ⇒ (11) + 3 = 14
Yurli snorts as the tiny "arrow" pierces his robes and draws blood. His brow furrows in anger as he waves his hand in the gestures to form the runes of his spell. "Shaman, od' still eur moa," he yells to Wildir. Yurli shuffles through the snow to the shaman's side and lays the glowing rune onto Wildir's sling. "'A' owt ta doa," he says, patting Wildir on the arm. "Naw ea' dis theur frigid lahl buggers!"
Moving and casting Magic Weapon on Wildir's sling.

DM-Phil |

Wildir's sling bullet finds a mark in one of the fae, the same one knocked about some by Yurli's magic missile. The projectile's release is timed perfectly enough to thump the sprite in the side of his skull as he flits about, killing him instantly, the lifeless body falling limp to the ground.
On the other side of the battle, Trelck's newly-borrowed longsword proves true to the words of the Northman who lent it to you, the blade cleaving the unfortunate fae in half, the two miniscule pieces falling to the ground with a small trail of blood following close behind.
Clearly outmatched, the remaining sprite gives a brief, high-pitched shout promising vengeance upon you and yours before disappearing into the trees as quickly as her wings will carry her.
Off the clock!

Wildir |

Moving and casting Magic Weapon on Wildir's sling.
I think they retreated before we got to this. Good thing, too. I'm thinking of taking the superstitious rage power once I babar up.
Wildir waves Yurli off as he begins chanting, "Keep your unnatural magics to yourself. De sprites haf run off now."