
DM Twilight |

Figuring out some stuff on rolls/mods and will get back to you shortly on your perception roll, Mervyn.

Machaera Selanna |

Nonlethal damage: 1d6 ⇒ 6 We're into hour 4 of travelling into the woods at least, right? And my grief, that's an unlucky roll.
Machaera tries to catch her breath while the scouts check the game trail. She's quiet, but her cheeks are pale and her lips ever so slightly bluish as she pulls the edge of her cloak's hood closer around the lower part of her face. Putting a brave face on it, she asks, giving the tracks a second glance herself (Survival: 1d20 + 4 ⇒ (15) + 4 = 19), "Look like anything dangerous has gone this way recently? If not, setting up camp alongside to warm up for a bit might be a good idea, and if a rabbit or two decides to hop our way, that wouldn't be unwelcome either."
Hmm. I think Machaera can shake off the cold again, given her next couple of rolls, in our series of Fort saves, but she's already fatigued now, and one solid hit from anything larger than a pixie stands a good chance of knocking her out. She's been lucky so far, but it won't last, and I don't want to impose on Snjórinn if things aren't desperate. How's everyone else doing for hypothermia? :)

DM Twilight |

Mervyn catches a flash of something small and furry, a rabbit or a squirrel perhaps but otherwise all he sees is snow, trees, and tracks.
Machera, yes, 4th roll.

Mervyn Tumblelock |

Mervyn looks at the tree and then back at Annalisa "Not built for climbin', I'm built for tumblin' and acrobatics and the bloomin' like. But oi I will give it a shot. Give us a boost."
I will take 20 if I can for a 21. If you need a roll then see below.
Climb: 1d20 + 1 ⇒ (16) + 1 = 17
Reaching the top of the tree Mervyn looks around.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18

DM Twilight |

Tree climbing DC is 15, so you're good either way.
Annalísa lifts the halfling up into the tree where he is easily able to find a foothold and pull himself up further. Looking around, Mervyn sees much of the same as he did from the ground. He isn't able to see much further in distance than he was on the ground because trees block much from sight, but he is able to tell that the trail ahead is clear for at least a hundred yards. He does not see any further sign of any deer.

Machaera Selanna |

Machaera grins despite the cold, and suggests, "If we settle down a few yards into the trees, we should be able to hear anything coming, and in the meantime we can see about warming up and maybe doing something about moving through this snow."
She lifts her head to make sure she's got the direction of the breeze right. If we do decide to make camp here, Machaera will try her hand at cobbling together some snowshoes after everything's set up.

DM Twilight |


Snjórinn Verkirsson |

Perception: 1d20 + 4 ⇒ (19) + 4 = 23.
"Hey, look - there is a very well camouflaged stag over there! Anyone interested in venison, or should we continue on our way?"

DM Twilight |

Roflmfao. That description was priceless.
As Snjórinn points the stag out it begins to walk directly towards the group, anyone who has even heard of deer knows that this is strange behavior indeed. When it gets close enough, things get stranger still as the stag speaks "Who are you to come into my territory?"

Snjórinn Verkirsson |

"Just passing through!", Snjorrin says breezily. "Names hold power (even pseudonyms), so you will understand if we are reluctant to be specific when approached by a 'talking stag' in the middle of an unnatural winter..."

Fizzlewhisk Ettinfell |

Fizzlewhisk stares dumbly for a moment, "I c-can usually s-speak wif animals erryday b-but th-they d-don't talk first..." The young gnome shakes his head, worried that the cold has frazzled his wits, and by instinct the hunter levels his crossbow at the game. "We are t-trying to f-find a lady th-that was taken."

Mervyn Tumblelock |

Mervyn sits quietly in the tree, hopefully out of sight and unnoticed by the stag. Waiting. This here just ain't right. I wanted dinner not a conversation. I don't talk to my food.
He then quietly draws both his shortswords and waits for the stag to get under the tree he is in. Motioning to Annalisa to help guide it into position and motioning that he will jump down on it when the position is right.
If the stag comes under me, I will use my acrobatics to jump from the tree onto its back and attack with my MW shortsword. If it does not get into position or if another member from the group waves me off I will not do it.
This was highly unusual for Mervyn, but he was hungry and the food just came to him. Plus we might need the fur, and I am not eating no WORM meat.
Stealth: 1d20 + 11 ⇒ (9) + 11 = 20
Acrobatics: 1d20 + 9 ⇒ (10) + 9 = 19
Masterwork Shortsword: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d4 ⇒ 3
Sneak Attack: 1d6 ⇒ 4 If I have Surprise.

Machaera Selanna |

Machaera stifles a twitch that threatens to escape the corner of her mouth at Snjórinn’s aplomb, but a prickle of wonder crawls down her spine, warning her to tread carefully here. I’m not sure if this will work, but she’ll try to figure out what’s going on. Knowledge (arcana): 1d20 + 7 ⇒ (2) + 7 = 9 Sense Motive: 1d20 - 1 ⇒ (15) - 1 = 14
Wondering if the stag may be fey, and acknowledging that it has not been overtly hostile (yet), Machaera tries to mitigate the directness of the others’ speech. Trying to head off a confrontation that might not be necessary, she hold up a hand somewhere between greeting and discreetly signalling the others to back off. That includes you, Mervyn. :) Unless it does decide to charge someone, in which case, feel free to try your plunging sneak attack.
Taking a chance, Machaera asks, “Would you prefer the speech of the woods?” Meaning Sylvan – if the stag nods or something, Machaera will switch into that language. “I’m sorry – we’ve been attacked already in these woods today, and our nerves are still shaken. We mean no harm to the forest. Most of us are travellers, but we know that others have been stolen from the road and that this is no natural weather. We could not pass by without trying to find them, and how we might try to restore the seasons.” Why not? In case it’s appropriate, Diplomacy: 1d20 + 1 ⇒ (8) + 1 = 9
Phooey. Not a stellar set of rolls here.

DM Twilight |

Perception 1d20 + 7 ⇒ (7) + 7 = 14
The stag watches the group, moving his head slightly to take in each new speaker. He shifts around a little before continuing in Common, "It matters not which language you choose to speak. I know nothing of stolen people, only those that traipse through my land paying no mind to the destruction they leave in their wake."
He turns his head and sniffs in Aðvinr and Ratatoskr's direction, "I am here. I have claimed this land. I defend this land. It is my territory. It has been marked with my scent, it's trees scored with my antlers. What more do you need?"

Mervyn Tumblelock |

Mervyn remains completely still in the tree as he does not think he has been spotted but Machaera had motioned for him to hold.
If something goes amiss or if one of the group motions for him to go ahead then the previous action that I have stated will commence immediately.

Machaera Selanna |

“We will rescue the people who have been taken against their will, and see them safely on their way. Those responsible, and those doing damage to the forest, if we find them and they are not the same people, will be removed – one way or another – to answer for what they have done,” Machaera says. “The wild must not suffer abuse. Can you describe the people you saw and what they have done? We might be able to confirm if we seek the same group, then. The abductors we seek are skilled in cold magic, have misled at least some sprites into following them, and have no qualms about using corrupt necromancy to reanimate the dead. I can well imagine that those so callous to nature would not care for sparing the wood in their passage.”
If a traditional elven education doesn’t train you for hifalutin bafflegab, I don’t know what should. :) By discreetly referring to "removing" people, Machaera is trying not to come right out and say she expects there might be a bit of killing first, but that's the upshot of her "one way or another." Nice link, BTW, Aðvinr.

DM Twilight |

"I recall only the humans, loud and without sense. They do not know how to move through the forest without letting every predator know of their presence, they cause all that might have been prey to flee. They do not avoid trampling the fox's den, or the rabbit's burrow. They build fires and leave it to the snow to put them out. They do not belong in the forest."

Snjórinn Verkirsson |

Sense Motive: 1d20 + 0 ⇒ (3) + 0 = 3.
Snjorrin remains impassive, although he does consider a talking stag at least moderately unusual.

Annalísa Finnrsdóttir |

Sense Motive 1d20 + 1 ⇒ (12) + 1 = 13
Annalísa scratches her head, more than a little perplexed by the whole situation, "Uh, well, we'll look out for fox dens and make sure we put out any fires we start... and when we find the people we're looking for, they won't be a problem for you any longer."

Machaera Selanna |

Not Machaera, I don't think. There's no way she could ever have made those Sense Motive rolls, so I think it would be fair to say that she's still trying to figure out why she has this weird sense that there's more to what's already been said than she's following. Poor spacey thing. Fortunately, you don't need to be a people person to swing a sword or play around with magic.

Machaera Selanna |

Machaera shakes her head. "I'm not sure, to be honest. It sounded reasonable enough, and I didn't get the feeling that it was some sort of trick. I know there are spells to send messages through animals, but I don't know that there are any to change one's form to that of an animal while retaining the ability of speech. In any case, it hasn't tried to lead us anywhere or obviously awry. It's just - well, the forest knows we're here, one way or another."

Annalísa Finnrsdóttir |

To Mervyn, "We've got meat from the big lizard and there's more to be caught in the forest if we need it."
To Machaera, "Aye, I suppose it does. I suppose it does."
Perception 1d20 + 5 ⇒ (20) + 5 = 25
Survival 1d20 + 5 ⇒ (10) + 5 = 15
To avoid fox dens and rabbit burrows!

DM Twilight |

Mervyn keeps his eyes open, hoping to find some natural site where the group might seek shelter for a night but does not have any luck just yet. After awhile of scouting ahead, Fizzlewhisk begins to realize that he should be hearing the sounds of Wishbone Creek by now but he doesn't. Going a little further, Mervyn and Fizzlewhisk are able to make out the creek through the patches of trees and realize that it is frozen over. Continuing further still, the duo stop as the spot something rather unusual sitting just in front of the creek, right smack dab in the middle of the path. It appears to be... a snowman?
Everyone but Mervyn and Fizzlewhisk are actually much further back at this point until they call you forward or you happen to catch up - two to three rounds.

Mervyn Tumblelock |

Mervyn unslings his shortbow and notches an arrow. "Wossat doin' out 'ere?" Mervyn then motions for Fizzlewhisk to wait as he checks out the snowman.
I might still be to far out for this check, but I will only go as close as needed to make the check.
Stealth: 1d20 + 11 ⇒ (6) + 11 = 17
Detect Traps: 1d20 + 7 ⇒ (20) + 7 = 27

Aðvinr |

The Perception chart might help. But pretty much the DC of anything involving perception goes up by 1 for every 10 ft you are away from it. In addition to any other factors.

Mervyn Tumblelock |

I moved myself on the map so I guess I am about 15 feet from it. So I believe the DC should go up by 1 or 2 if it is trapped. But hey I rolled a 27 so as long as the DC is not over 25 we should be good. But again it is just a snowman. Probably will shoot a carrot nose at me. lol

DM Twilight |

Thank you, sirs! Mervyn, you got real lucky, lol the DC is 27.
As Mervyn moves closer, he sees a wooden sign propped up against the snowman that reads "Trespassers Turn Back." He things he sees something else, something carved in the snow and just as he moves a little closer to try to get a better look at the symbol the snowman seems to animate and speaks to him, "Can't you read? The sign says turn back! Now get lost!"
Mervyn isn't scared away so easily though, he knows that was just the warning. Probably triggered by his proximity to the snowman. Now that he can see that symbol properly though, he knows it is indeed a magical trap. What's more, Mervyn can tell that if he gets much closer to the thing it's going to go off. Triggered by a proximity of 5 ft.
I know rogues can use disable device to disable magical traps, just not sure how it works in this instance with a proximity trigger. Thoughts, anyone?