
DM-Phil |

You continue along the path that the sprite fled in; this is unfortunately more difficult than you would've liked, since the sprite is leaving no tracks, but you between the lot of you you manage to pick out what you believe was the most likely path the fae followed deeper into the Border Wood.
You eventually realize you're following an old game trail, winding it's way through the trees and undergrowth. Breaking into a small clearing, you all notice a large stag lift it's head on the opposite side, it's ears swiveling forward to face you. It freezes, hesitating, and for a moment it seems the animal is about to bolt.
But then...it does something unexpected.
"Hail, travelers. What brings you into this part of the Border Wood? We rarely see more than a solitary hunter."

DM-Phil |

The animal seems almost amused by Wildir's befuddlement before turning its attention to Sondergang. "Aye, this strange cold is certainly a puzzle, that is for certain. There are strange rumors among the forest-folk, as well. Are there any tales you have heard regarding the cold's origin? Perhaps they will turn out to be more than mere rumors."
Fawfein Bluff: 1d20 + 9 ⇒ (1) + 9 = 10
Drew Sense Motive: 1d20 + 4 ⇒ (13) + 4 = 17
Sondergang Sense Motive: 1d20 + 4 ⇒ (10) + 4 = 14
Trelck Sense Motive: 1d20 + 1 ⇒ (7) + 1 = 8
Wildir Sense Motive: 1d20 + 2 ⇒ (6) + 2 = 8
Yurli Sense Motive: 1d20 + 2 ⇒ (14) + 2 = 16
The three of you give sidelong glances to each other, all of you simultaneously noticing that something isn't quite right about this stag. It speaks, yes, and it's mouth moves, yes, but the two aren't lining up. It seems like the voice emerges from the animal's mouth just a moment after it should.

DM-Phil |

The words barely leave Drew's mouth before the stag leaps forward, bleating loudly as it charges Wildir, now the closest target!
Surprise Round
Charge Attack: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Dice: 1d6 + 2 ⇒ (5) + 2 = 7
But the elk's charge is off, Wildir twisting out of the way just in time! In the middle of it's charge, you all notice a diminutive shape leaping off the elf, another fae flying into the air out of your attack range!
Surprise Round over!
Drew Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Sondergang Initiative: 1d20 ⇒ 1
Trelck Initiative: 1d20 ⇒ 11
Wildir Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Yurli Initiative: 1d20 ⇒ 17
Fawfein Initiative: 1d20 + 7 ⇒ (7) + 7 = 14
Stag Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Combat order: Yurli, Bad Guys, Trelck, Wildir, Drew, Sondergang.

DM-Phil |

Missed your question earlier, Yurli; sorry! Yes. Knowledge (nature) may help you out here.
The rune-bolt smashes into the stag, causing it to bleat with pain, but the attack seems to only anger the animal further; once more, it strikes out at Wildir!
Attack: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
But again, the elk can't seem to get it's head on straight enough to score a hit on the bear shaman.
In the meantime, the atomie makes his own attempt at slowing the group down, weaving a spell and casting it in Wildir's direction...but instead of striking Wildir himself, the energy strikes his spear!
Item Will Save: 1d20 + 4 ⇒ (19) + 4 = 23
But the spell has no effect...however, the two fighting companions are not yet in the clear; from the trees above you another sprite emerges behind Wildir and Trelck, mid-incantation! When he finishes, a cone of scintillating, clashing colors springs forth from it's hand!
Wildir and Trelck, Will saves please. DC 11 or unconscious for 2d4 ⇒ (3, 4) = 7 rounds.

DM-Phil |

The shot from Wildir's sling, hits the fae square in the chest, knocking the wind from it's lungs and causing it to spin in the air a few times. Unfortunately, this very spinning causes Sondergang's bolt to miss the sprite, and it recovers just in time to dodge Trelck's axe and fly upward, out of the range of his weapon!
Round 1 over. Onto round 2. Status: Stag - 4 damage; Sprite - 8 damage; Atomie - 0 damage. Yurli, you're up!

DM-Phil |

Wanting to conserve his better spells should they be needed later, Yurli switches tactics, tracing sigils in the air as he had before, though this time the result is a glob of acid fired at the stag.
Acid Splash (Ranged Touch): 1d20 ⇒ 17
Damage: 1d3 ⇒ 1
With Wildir's back now turned to him, the stag's rage turns to Yurli, the only enemy present who has yet harmed him. Ignoring the druid entirely now, the stag charges, tossing it's antlers at the wizard!
Charge Attack (Gore): 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Critical Confirm: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Critical Damage: 1d6 + 2 ⇒ (5) + 2 = 7
The animal's horns pierce through the dwarf's abdomen, dealing horrendous damage and instantly sending Yurli into unconciousness! Momentarily unaware of the attack, Wildir sends another sling bullet to the fae creature he attacked, this one striking it dead in the chest. The sprite gives a ragged gasp of air before his eyes roll back into his head and he falls to the forest floor!
Yurli is unconscious and at -6 HP. Sprite is now unconscious as, as well. Trelck, Drew, Sondergang: You're up!

DM-Phil |

While both Sondergang and Drew's attempts at ranged combat fall short, their bolt and arrow flying wide of the rampaging animal, Trelck's axe bites deep and hard into the animal's shoulder, which gives a sudden loud, sharp bleat of shock and pain before it collapses to the ground, blood welling from the deep gouge in it's flesh, the fresh heat of the corpse melting the snow around it.
Round 2 over. Sprite and stag are both now dead. Making Stabilize roll for Yurli: 1d20 - 6 + 3 ⇒ (15) - 6 + 3 = 12. Yurli stabilizes at -6 HP.
The blood flowing from the wound in Yurli's stomach seems to slow of it's own accord, the cold helping stanch the gore-wound.
The atomie, upon seeing the stag fall violently beneath Trelck's axe, flies into an unthinking rage, screaming in an tongue none of you recognize, although the intent of the words is pretty obvious. It charges straight at Trelck, it's rapier pointed perfectly forward, like a tiny, living dart flying through the air!
Charge: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Damage: 1d2 - 2 ⇒ (2) - 2 = 0
Critical Confirm: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Critical Damage: 1d2 - 2 ⇒ (1) - 2 = -1
No confirm. Trelck, Fort save vs. DC 11 or staggered for 1 round. 0 damage automatically turns into one non-lethal, right? Either way, Trelck, Drew, and Sondergang, y'all's turns again!

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Not that it matter per se against the stag but I am still rocking the cold iron longsword.
Fort!: 1d20 + 6 ⇒ (9) + 6 = 15
Trelck ignores the less than a pin prick blow and responds against the sprite with his sword, You think I like killing that creature its [b]YOU who'se attackin us![/b]
Attack!: 1d20 + 4 ⇒ (7) + 4 = 11
Trelck finds the sprite too nimble to hit.

DM-Phil |

Still too incensed to realize the situation it has gotten itself into, getting surrounded by his enemies, the sprite continues to attack Trelck, clearly more worried about avenging the elk than his own safety.
Attack: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d2 - 2 ⇒ (1) - 2 = -1
One more nonlethal to Trelck. Trelck, Drew, and Sondergang: you're up again!

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Fort!: 1d20 + 6 ⇒ (8) + 6 = 14
Again the dwarf ignores the minor blow and swings once more at the creature.
Attack!: 1d20 + 4 ⇒ (19) + 4 = 23
Confirm?: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Crit+: 1d8 + 3 ⇒ (6) + 3 = 9
Trelck steadies himself and adjusts his tactics for a nimbler foe. As the sprite dashes and lances about Trelck waits behind his shield for the perfect moment and swings! A surely powerful strike hits the sprite! He thinks :p

DM-Phil |

And with a mighty swing of his axe, Trelck bites deep and hard into the fae's legs, cutting it off at the knees! The creature barely manages a gasp of shock and surprise before unconscious takes it and it falls to the snow. It gasps for air as it lay there unaware, but from the amount of blood it's losing, it will pass from this world in seconds.
The sprite cut knocked from the air by Wildir moments ago has already gone ahead of it.
Off the clock!

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Trelck sheathes his sword and gestures to the sprite, Should we try to save it from death so it can answer questions? Do we dare risk it?
Pausing a second the dwarf snorts and looks at the wizard on the ground and the druid standing nearby. Hmm we should see to Ironbeard and say...strange...we were attacked and the druid is still standing! The dwarf guffaws as he moves to the wizard to look him over.
Heal?: 1d20 + 1 ⇒ (17) + 1 = 18

Yurli Ironbeard |

"Thank theur, beeam," Yurli gasps as he hauls himself ingloriously to his feet. "Bloody deer's 'orns are sharp."
He runs his hands over the bloody gashes in his once pristine robes. "Ahl av ta fix dis int' mornin." Picking up his cracked glasses he adds, "Speytin o' which, 'a soon will we be restin? Ah av onny enuff energy ta conjure cantrips."

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Trelck can't help but cock an eyebrow at the wizard. Rest already? A few sharp jabs in the ribs and its time for a nap? Trelck snorts as he looks after the halfling looking over the bodies.
Scratching at his neck the dwarf turns back to Yurli with a grin, That said when I'm still sloggin away at bastards with my axe in twenty years you'll probably be able to turn me into a frog or throw a boulder at me from the sky so maybe I shouldn't give you too much guff! The dwarf laughs at his own joke loudly.

DM-Phil |

The fey creatures here are not like those you would normally find; their skin is a pale, icy blue, their hair a darker shade of the same hue. Drew recalls the conversation had with the Ulfen warrior Yuln back in Heldren; he spoke a great deal of winter-touched fey that had attacked him in his duties as a guard for Lady Argentea, sprites who had sworn fealty to the White Witches of Irrisen...and who would only be here if the Witches had sent them.