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You all recover your senses on the green and verdant grass... The pavilion was destroyed and pieces of it, as well at its contents, are strewn around... But your mounts are not there... And now you are in a clearing some 50' across in the middle of a dense forest... The dawn is still there... Many stars are still visible in the sky... There is a path out of the clearing going into the forest... But something is wrong... The moon... It's huge and not quite right... There is a big visible comet in the sky, with 2 smaller ones behind...
And the trees... Even in the twilight's shadowy illumination and the dawn mist you see the trees are huge, at least 200' tall, strong and old... Even the grass seems green like newborn grass but tall like it has grown for a long time. There are hundreds of flowers of every shape and color here and there...
And in the trees, in the mist, there are shadows... big shadows... human sized bird figures, barely visible in the mist.
And his Majesty Rupert the First is nowhere to be seen.
Roll whatever you feel like to discern what happened, where you are and what is going on...

Aramil Wellys |

Looking about, Aramil attempted to piece together where they were and what happened.
Perception: 1d20 ⇒ 6
Knowledge (arcana): 1d20 + 13 ⇒ (8) + 13 = 21
Knowledge (nature): 1d20 + 14 ⇒ (5) + 14 = 19
Knowledge (planes): 1d20 + 10 ⇒ (8) + 10 = 18

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Aramil feels like he can focus his eyes. But he quickly realizes there is something very different about the grass... it is so much... strong... And the sky!
They should be in a different plane!

Coalhouse Porter |

After taking a moment making sure he's in one piece, Coalhouse climbs to his feet and looks around, noting who's here, who's not. The most important 'not' is important indeed, and Coalhouse says, loudly to make sure everyone hears him, "Nobody move further out than you are already."
He then circumscribes the group, five feet further out than anyone, bent over and in a low crouch, examining the ground with both his eyes and his nose, to see if there were tracks leading in, and more importantly, tracks leading out.
Survival: 1d20 + 3 ⇒ (12) + 3 = 15

Trawets Aarock |

Trawets looks around at everyone and doesn't find the King whom he was nearby. He then looks at the surroundings and tries to find out where they are.
Kn: Arcana: 1d20 + 13 ⇒ (4) + 13 = 17
Kn: Planes: 1d20 + 7 ⇒ (20) + 7 = 27
Kn: Nature: 1d20 + 7 ⇒ (9) + 7 = 16
Kn: Religion: 1d20 + 8 ⇒ (6) + 8 = 14
Kn: Geography: 1d20 + 8 ⇒ (7) + 8 = 15
Kn: Local: 1d20 + 7 ⇒ (15) + 7 = 22
Spellcraft: 1d20 + 13 ⇒ (7) + 13 = 20

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Coalhouse marvels at the rich and gentle aroma of the grass. He had never smell something so full of nature and wonder.
But no tracks, or Rupert's smell.
-----------
Trawets recognize the place immediately from his studies.
They are in the First World, or a plane based or near it.

Amavin Zephyra |

Amavin claps her hands, a little excitedly. "Ooh, I always loved the idea of the First World when I was little, I even speak a bit of Sylvan myself as a hobby" she remarks, still (truth be told), a little bit on an adrenaline high after her daring flight up the middle of a tornado.
Glancing around, Amavin doesn't spot anything super creepy, although she does feel that she has a bad vibe about the area she is in. Quite obviously, Rupert isn't anywhere to be seen, but Amavin doesn't comment on it - shes positive that his absence is already noted.

Aramil Wellys |

Well, at least one of the Knowledge people rolled well on the knowledge checks.
"Planar transport? That's some powerful magic. Whoever sent that storm views us as quite the threat. The First World, you say? I've heard stories about this place. We must take extra care here. One wrong mis-step, and we could find ourselves in far more trouble than we already are."
Still somewhat marveling at the environment, he turns and looks at Coalhouse, asking, "Any sign of the King?"

Coalhouse Porter |

Only shaking his head while he's still moving around the perimeter, he straightens up when he reaches his own tracks (and scent), and shakes his head. "I can't see anything," he replies to Aramil, turning his head just so to get his neck to pop. Looking out towards the scream and the crow's call, he tongues one tusk contemplatively for a moment before looking at the smarter and wiser adventurers (these ones smarter, those ones wiser) and asking dryly, "We gonna answer that?"

Trawets Aarock |

"I don't think chasing off in all directions is a good thing. We can either wait and see if they come here or pick one direction and all head off that way. Remember we may not be able to come back here as the way out may not be the way back."

Lord Christian D'Elagante |

Standing up and dusting himself off, Christian looks around at the clearing. He helps the others up from the ground. Watching as Coalhouse smells the ground, and nods as Trawets explains where we might be.
Is everyone alright, anyone injured?...Headcount, who is missing. Who has eyes on the king...anyone??!
Well this is great, some secret meeting....
Christian turns in a circle examining the area
First world, Planar Travel...Trawets, I've a feeling we're not in Bevroy any more.
he gives a nervous chuckle
hearing the "CAW" christian tries to get a look at who or what is making the noise.
he is using his death watch eyes.
with a calm voice...
Form a circle, everyone eyes outward. Be ready to counter magic if need be, weapons ready. No one draw until we get a better idea of what we are up against...no need get anyone's hackles up if we do not need to. If we are to move, we will move as a unit. Do not go running off by yourselves.
hearing the second round of "CAW"s...
Alright friend....you got our attention. You went to a lot of trouble to get us here, so why not play nice and enlighten us on the...Why?

Azrael the Avenger |

Since those with the book learning to comprehend what has happened have already spoken up about where they are and how they likely got here, Azrael would have little more to offer... He does look around to see if he spots anything others might have missed, especially some sign of Rupert.
perc: 1d20 + 9 ⇒ (11) + 9 = 20

"Whiskers" |

perc: 1d20 + 7 ⇒ (17) + 7 = 24
Corwin flies about and above Azrael's head, looking in all directions.
know planes: 1d20 + 6 ⇒ (17) + 6 = 23
know religion: 1d20 + 7 ⇒ (8) + 7 = 15

Coalhouse Porter |

Presumably, the 'scream' is the crow's caw?
Coalhouse's head doesn't turn, but for a moment his glance goes to the side where Christian and Trawets are. "You mean the way out may not be the way we came, Trawets? And 'weapons ready, but don't draw'? Kind of trying to have it both ways, aren't you, Christian? Two things, just as reminders - we're not stupid, but we're also not your underlings. Soldier you may be, but soldiers we are not. Appreciate the suggestions, though; good ones, except for the mutually contradictory bit."
His gaze having since shifted to watch his front, a sixth to a quarter-slice of his surroundings (with occasional glances to the side), Coalhouse calls over his shoulder, "Aramil, check me if I'm wrong, but if I remember the faerie tales my dam told me, rule number one is don't accept anything - food, items, favors - from any of them, right? Doing so puts you in their debt, gives them a hold on you?"

Aramil Wellys |

"Fey are known for their trickery. They don't see things as we do, and some types enjoy playing pranks on unsuspecting mortals - and those can sometimes be lethal. Their magic may even be stronger here than on Golarion. As a general rule of thumb, I wouldn't trust any gift from anyone not of our group. Depending on how long we are here, we may end up not having a choice of accepting food - unless we can magically create enough food and water for all of us."
Gathering his wits about him, Aramil begins focusing on the outside perimeter of the clearing while they wait to figure out whether they should start moving or stay put.

Lord Christian D'Elagante |

Christian continues to look outward to the assumed threat.
his voice continues to be one of calm and neutral tones
We are in a possible hostile situation, Mr porter and I need you to worry about them and not dissect the obvious meaning of my orders. No one here is my underling or under my command, but standing here doing nothing is a bad idea. Someone needs to do something to pull this group together as a unit. So please stop being the lone baggage man and start to work with the rest of us. Stop showing off your presumed superiority and start being part of the team. I am not in charge but Damn it Porter like it or not your life is in my hands and vise versa. We need each other to find the king...yes remember him. We all need each other, so can you stop the attitude crap and start to work with me.
Does anyone have an idea of our location on this plane?
if porter start to respond in a typical disrespectful attitude christian will cut him off.
Now is not the time Mr Porter, Does anyone have any idea as to where the king is or a direction that we should travel if any.

Coalhouse Porter |

Shaking his head a couple times at Christian's blathering bravado, and briefly moving one hand in a 'chatterbox' motion, Coalhouse moves forward scanning the ground until he gets to within fifteen feet of the woods themselves. Once again he makes a circuit of the clearing, but this time he's not looking near his feet, he's searching the edge of the meadow for any other track or path besides the obviouos one.
Reaching the visible one a second time, he stops and scratches at his hip before returning to the center of the clearing. "Well, unless we want to sit here until our food runs out, I think that path over there is our way forward." He starts to go through the scattered contents of the pavilion, scrounging everything he thinks might be of use - food, tools, furniture, rope, swaths of cloth large enough to bundle up food (or just sizeable in general), whatever.

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No other paths.
Corwin chimes...
"There are some 50 creatures around... probably similar to the crow we found on the pavilion previously."

Azrael the Avenger |

"Thank you, Corwin. That is very helpful... " if that information wasn't in common, Azrael will tell everyone what Corwin said
"Seems we are surrounded, by crows anyway... a lot of them...about 50 or so"

Aramil Wellys |

"If they've surrounded us, they've probably left one opening - that path out of here," Aramil says, indicating the pathway out of the clearing. "I'll bet you that if we try to forge our own path through the trees, they'll either attack us, or we'll find ourselves right back in this clearing. Whoever - or whatever - brought us here either wants us to do something, or is playing a game with us. Maybe both."
Aramil will assist Coalhouse in scavenging what they can from the ruins of the pavilion. Supplies would be important, if they were to survive.
Corsario, are Rudolf Aldori and the Cenobitic Monk with us, or are they also missing?

Coalhouse Porter |

Coalhouse nods his thanks to Aramil for the help, and asks him, "Any ideas as to which of the fey lords they might owe allegiance?"

Aolis Greenborn |

Aolis keeps his calm and looks around carefully. He cast a simple spell to pick up any residual magic or magic that may be at work as well. He was no stranger to the fey and truthfully got along with them very well. Sadly these were the fey of their world, this world had different rules. The most disturbing thing about the first world and it's denizens was not the ever shifting nature or chaos of the place. Rather it was the eternity of it all. Life unbound and unchecked, in the first world their was no death. At least not for it's locals, that was their danger. They were mortal in a realm that knew nothing of mortality. Death was dealt with an ease akin to an insult, for all who called this place home were reborn endlessly.
Cast detect magic and taking 20 on perception for 40.

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Yes, the monk from the Cenobitic Order and Rudolf Ferdinand Aldori III are with you.
No fey that are associated with crows, per se, but the Irrisen witches are related both to crows and fey.
No magic in the immediate surrounding, besides yours.
Many crows appear from the fog, some in the ground, some in the trees, all looking at you with what seems evil intelligence.
Three of them fly towards you, landing near, and screaming at you.
"Caw!"
Round 1
Your turn!
Glad Battle Map
Yes, they seem aggressive.

Coalhouse Porter |

Take 10 if possible, or Use Magic Device: 1d20 + 10 ⇒ (11) + 10 = 21
Sleight of Hand: 1d20 + 13 ⇒ (2) + 13 = 15
Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Swift action, draw the wand.
Standard action, use the wand; spell trigger, so no AoO provoked.
Move action, try (and probably fail) to draw the lungchuan tamo stealthily.
Five-foot step up to 17.22, so that if the crow wants to charge at David Carradine there, he'll provoke an AoO at least once from me, AND wind up flanked with only a bit more movement. Of course, this might wind up provoking the crow to come at him ... but that's fine too.
Unfortunately, that leaves me without a swift action to use for Snake Style. :/
The movement catches Coalhouse's attention, and he straightens slowly up, popping a wand from his left sleeve and using it on himself with an ease of practice, while using his right hand to extract his primary pair of lungchuan tamo from their hiding place just above the small of his back.
With the Cenobitic leader - or at least, most frequent representative - somewhat exposed, Coalhouse warily steps closer to the line between the man-sized creature and the solitude-loving monk. "Oh, no you don't," he breathes at the huge crow.

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Looking around, blinking his eyes Titian checks who is here and where he could be. After a few moments he rightens himself, just as many crows appear. They draw nearer and he feels for his trusted sword and draws it.

Amavin Zephyra |

To be honest, Amavin had had quite enough of crows for one day. Firstly, there was that fat one from earlier that had srugged off anything that her friends had thrown at it, and now after her allies had shown up on a brand new plane and tried to get bearings, three more of them had decided to join the fun. Amavin was fed up.
Glancing towards the nearest Crow, she lights it up with a lightning bolt.
Damage (DC 22 Reflex to half): 7d6 ⇒ (1, 3, 1, 5, 3, 3, 4) = 20

Merus Lebeda |

Merus listens to the byplay, paying special attention to the developing antagonism between Christian and Coalhouse. The cries from the mist make him wary, but he does not bother to worry much until they reveal themselves. Despite Christian's admonition, Merus draws his blade and keeps it down by his side in a nonthreatening manor. After all, they are here due to a hostile action and Rupert is missing.

Aramil Wellys |

Aolis, if I move Aramil to 23.19 to strike the crow, will that interfere with any battlefield control you may be planning?

Aolis Greenborn |

Nope go for it Aramil. Close range is not my preferred method of fighting. :)
Aolis draws his crossbow but holds off on firing just yet. He needed to conserve his resources. These crows could be vermin compared to what is waiting in the wings as it were. Anyways his spells would be ill suited as things stood. He retreats behind fellow comrades while waiting to see how things play out.

Aramil Wellys |

Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Sword drawn, Aramil steps towards the nearest crow and strikes, not seeking to expend any of his magic until the threat was further assessed.
5-foot step to 23.19 to attack the crow at 24.20
Attack: 1d20 + 11 ⇒ (20) + 11 = 31
Confirm: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Trawets Aarock |

Trawets concentrates for a second and then casts Haste on Merus, Titian, Azrael, Christian, Aramil, Coalhouse and Aldori. "This should speed things up." He then looks at Newton, "You might want to disappear." after which the fairy dragon disappears.

Azrael the Avenger |

Azrael will narrow his eyes as he stares at the crows, detecting for evil.

Merus Lebeda |

Well, that tears it. I guess we give them a taste of the steel first.
With that, Merus moves forward to attack the same crow as Aramil, screaming a loud banshee-like yell at the bird as he approaches.
Init: 1d20 + 7 ⇒ (17) + 7 = 24
move to 23.21
standard- demoralize
swift- if demoralize successful, attack (from Hurtful feat) with power attack
demoralize: 1d20 + 12 ⇒ (18) + 12 = 30
attack: 1d20 + 14 ⇒ (9) + 14 = 23
damage: 1d8 + 11 ⇒ (3) + 11 = 14
AC-23
hp-77/77
status-hasted