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Thinking to herself that this might be a bad thing if the Kellid man gets upset she has an answer in her head. Pulling out her mandolin she begins to play a song for the Kellid, even if he can't understand it she knows that there is a magic to music.
So no one told you life was gonna be this way
Your job's a joke, you're broke, your love life's D.O.A.
It's like you're always stuck in second gear
When it hasn't been your day, your week, your month, or even your year, but
I'll be there for you
(When the rain starts to pour)
I'll be there for you
(Like I've been there before)
I'll be there for you
('Cause you're there for me too)
as she weaves a charm person spell into her song.
DC 14 WILL
[DICE] 1d20+13 [/dice to bluff that she isn't using a spell.

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Knowledge Local: 1d20 + 7 ⇒ (5) + 7 = 12
Masym returns to the others after checking out the tracks. Turning to face Malusha he adds, "I saw two sets of prints. One set came from the south, headed in roughly the same direction as us. The other set looks like it follows the first set, but fanning off to the sides of the trail, flanking it on both sides. So you could be right there." Turning his attention to the Khellid warrior, he adds in an undertone to Jones "Is he going to vouch for us here?"

EM±GM |

Ooo... do I get to make Jones make all the diplomacy checks now? =)
The language barrier will be a common theme in this one!
The kellid man looks up sharply, as Jones starts speaking to him in his language.
He doesn't seems to relax any after hearing Jones' words... though he also doesn't seem to get more stressed either, as he replies back, curtly.
"All you foreigners do not belong here." He says in response, clearly not willing to differentiate at this point.
He does not offer his name, though does seem momentarily impressed when he sees the wolverine in question.
You will need to Diplomacize him to get him to open up any.
Phoebee, you can't bluff your way out of spell casting. Its fairly obvious to all, without some very specific feats/abilities
But in this case, only an issue if he makes his save!
Which he does not!
As they talk, Phoebee starts to play her mandolin, causing the kellid man looks over at her warily. As she plays, she starts to work a little enchantment into the song... he immediately starts to panic a little as he realizes what she is doing! But, before he can act on it, he calms down almost as quickly, and the look of distress is replaced by a slight smile and an appreciative look.
He says something else to Jones, his eyes staying on Phoebee.
"Her music is as lovely as she is." He says suddenly, as he stares at the bard, obviously entranced.

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She waves at him with a smile!

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"Nella, if you wouldn't mind, my healing is much stronger than I really need right now... " when he notices what Phoebee is doing, he says "Uh oh... the universal language at work, with a little magical help, that is... Be careful Phoebee, he may end up wanting to wed you or at least bed you."

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The bard shrugs non chanantly.

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On hearing Phoebee playing her mandolin whilst casting a spell, a look of alarm grows on his face which does not subside after he apparently succumbs to her charms. "Not to mention the fact they do not like foreigners in the slightest Phoebee. I would imagine it would be a very short courtship!"

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With a hurt look on her face and in her voice she turns to Masym What do you take me for, a worshipper of Calisitria? Not that you would know about courtship as she walks over to Jones and the Kellid.

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"Um...well, that's not really how I would've liked to go about it but what's done is done," Nella sighs, trying to ignore the minor tiff that seems to be brewing between Phoebee and Masym. "Give me a moment and I might be able to help a little with the language barrier, okay?"
Nella first strides over to Tchak and gives him a slight tap with her healing wand...
Cure Light Wounds (Tchak): 1d8 + 1 ⇒ (7) + 1 = 8 Charges remaining (26).
...and mends the last of his wounds. Next, she pulls out her newest acquisition, a wand she'd managed to pick up when they passed through Isseld. "Better do this now, considering the luck we've already had," she explains as she taps each of the group in turn. "This should help make everyone just a little more lucky - that's really about the only way I can describe it."
Lucky Number (Self): 1d20 ⇒ 3
Finally, she pulls out yet another wand and gives everyone a tap with it except for Jones. "This won't last forever, but with this we can all at least understand what the man is saying. We'll still have to have Jones translate back to him in his native language though, since this spell doesn't actually give you the ability to speak a language you don't already know."
___________
Nella will use her wand of Lucky Number on everyone, including herself (44 charges remaining). Everyone roll their own d20 roll and whatever number you get will be your lucky number for the next 24 hours! She'll then use her wand of Comprehend Languages on everyone except Jones (45 charges remaining). Now everyone can at least understand Skald for the next 10 minutes or so but Jones will still have to do most of the talking.

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Lucky Number: 1d20 ⇒ 2
Pausing for a moment for Nella to cast her spells, Jones calmly turns to the Kellid man with a smile on his face:
Jones turns to the group, "If we direct our questions through Phoebee, and I'll act as a translator, we might get more information from him."
Can we assume this form of questioning to move things along? Whatever questions anyone has they tell Phoebee, she asks the Kellid man, and Jones translates for him.

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lucky number: 1d20 ⇒ 4
Lucky Number: Roll a d20; once during the duration of lucky number, when the target creature rolls that result (regardless of what type of dice the target rolls), the creature has the option to either reroll the result or add a +2 luck bonus to the result. The creature must decide to use this ability before the success or failure of the original roll is known. A creature can have only one lucky number at a time. If lucky number is cast on a creature already affected by that spell, the new number replaces the previous one.

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Lucky Number: 1d20 ⇒ 12
Masym nods in reply to Jones and walks over to where the bard is standing. In an uncharacteristic tone for him, he mutters "Sorry about that Phoebee. I don't mean to insult you. Just be careful OK?"

EM±GM |

Low numbers are good =) Since they give you more dice reroll options.
And ya, you'll be able to question this fellow alright from here. But I'll make you have to roll a diplomacy roll yet Jones! =)
The man continues to cast his gaze towards the bard, as he listens to Jones.
Translated from Hallit:
"Truly a fine woman." he says. "Though perhaps too delicate."
"Is she yours?" He asks, glancing back at Jones again, almost sounding impressed.
He gets to his feet, slowly, clearly a little sore still.
"I am Dolrac, of the Snowmask Clan." He says with pride, thumping his fist on his chest. "It is our sacred duty to guard these lands from those who would defile it."
He gives Jones and the others (except Phoebee) a meaningful gaze, obviously still not totally convinced you're not just that.
"We were set upon by others, such as yourselves..." He glances skyward, and squints for a moment, a puzzled look. "Yesterday, by the sun's movement. Just after dawn."
If what he says is correct, he's been laying, unconscious in the snow, in the frigid weather, including an entire evening, with no protection other then his crude leather armor, for just over a day. It would seem the kellid reputation for hardiness is not to be underestimated!
"We fought fiercely, but were greatly outnumbered." He frowns, looking around at the other dead members of his clan. "The last I recall was blade thrust through my chest." He stops then, to look down at his chest looking slightly disappointed.
"Others of my clan must have come though, and followed these interlopers. Their fate is sealed!"
"You would all do well to return to your own lands, or that fate might be yours as well!"

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Jones chuckles a little. In Hallit: "Greetings Dolrac of the Snowmask Clan. No, she's not mine. As you said, a little too delicate. . . It seems the ones who attacked you could be the very ones we're after. They posses something that could bring harm and destruction to your people and ours. As soon as we retrieve the item and rid the menace from your lands, we plan to return to ours. Do you know where they be going?"

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Hearing the man's story the bard is moved to compassion and pulls out some of her rations to share with him. She rubs her tummy and says Bah-weep-Graaaaagnah wheep ni ni bong

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Masym raises his eyebrow at Phoebee but focuses his attention upon the Khellid warrior. "If you are correct then they are about a day ahead of us. Do you know of any shortcut through your land you could guide us to?"

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lucky # 1d20 ⇒ 5

EM±GM |

As Jones translates, the kellid man frowns. "All you foreigners always bring trouble." He says. "I know not where they go, but the Snowmask will stop them." You're unsure if its bravado or certainty... or both.
He shakes his head emphatically at any suggestion of you continuing on.
"You should leave. Now. I will try to bring word to our clan. They will decide. But it will travel slowly from there. You are all the same in the eyes of the Snowmask otherwise."
"If you bring harm, words may not be enough." He looks towards Phoebee pleadingly, hoping she will leave, and take you all with her.
Heh, he doesn't really have any useful info beyond what he's said. He's been unconscious through most of the exciting bits =)
Eventually, he will insist on leaving, as he grabs up his axe and shield. "I must go. Others must know what happened here. We will return for the dead."
He throws Phoebee one last smile, and (assuming you don't try to keep him from doing so) takes off on foot, heading southeast at a brisk pace.

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How hurt does he still look though?

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She will becon him back and try to mend his wounds.
We cant have him bleeding all over and possibly having some other creatures get him.

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She was trying to be nice, lol

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"Well, at least we know that we're not that far behind them," Nella muses as they watch Dolrac hurry away. "We'd probably better get going though, before Phoebee's magic wears off!"

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"We should examine the bodies. There might be some clue that it was the Shadow Lodge that attacked them."
Then turning to Masym, "Can you tell which direction the victors went? It might give a us a better clue where they're going and how far ahead of us they are."
Do all the bodies look Kellid? Are there any signs of the Shadow Lodge on any of the bodies.

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"Those tracks were headed east, the same direction we are heading. They must be heading to the Keep!" Masym exclaims. "Like I said, they tracks are about a day old so if we hustle here we can catch them!"

EM±GM |
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Half the bodies are kellid, with the facial paint and similarly garbed/armed to Dolrac.
The other half are not kellid, dressed in more 'civilized' garb and sporting padded armor. They have all been looted of any other possessions.
There is nothing that particularly screams Shadow Lodge, however... other then circumstance.
Well, technically not half and half now that Dolrac recovered =)
9 bodies remain, anyway. 4 kellids, 5 non-kellids. A few have been gnawed on rather vigorously by the wolverine (he had no particular preference)

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The bard will write down notes in her little song book.

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"Right, I think everyone is patched up and good to go," Nella agrees.
________
Everyone should be healed but if not, let me or Malusha know!

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The bard is ready to go and heads off.

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Sees Pheobee taking off on her own and sighs... "My but she's impetuous... I'll bet she took her first flight before her feathers all came in." He rushes off to keep up with her and make sure she is protected.

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"Does she have any idea where she is going?" Masym mutters under his breath as he sprints off after the tengu.

EM±GM |

Deciding not to heed Dolrac's suggestion to go back, you continue on your path towards the Keep, hoping to catch those ahead of you, now that it seems like they might only have a day on you.
You're not sure how far off it is.
Distance is hard to determine.
Near dusk, as thoughts of making a camp for the night start to come up, you find your path going through a large rocky field. In fact the land has been gradually shifting to more rocky terrain the more east you travel and the closer you get to the Tusk Mountains. Large round stones are everywhere, evoking images of cobblestones as they form a layer of ground, though hard-packed snow is still visible between them.
Ahead, an ancient ring of boulders juts from the ground to form a ring. The wind’s erratic path around the massive rocks has blown the snow into large, haphazard drifts.
From the map Rognvald drew you, there should be a small cave up ahead that should provide shelter.

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perc dc 10: 1d20 + 9 ⇒ (7) + 9 = 16
perc dc 10: 1d20 + 9 ⇒ (4) + 9 = 13
During the trek, Tchak pauses a couple of times... tilting his head to one side and holding up a hand for others to stop as well... Both times, he speaks, first to say "I hear a horn to the south." and later "I hear a horn to the northeast, ahead of us. Perhaps they've been informed we're coming? Or maybe it has nothing to do with us... I think we should assume the former though. Just to be on the safe side."

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Perception #1: 1d20 + 7 ⇒ (1) + 7 = 8
Perception #2: 1d20 + 7 ⇒ (20) + 7 = 27
While the sound of the first horn eludes him, the second one sounds too close for comfort. "I agree with your first choice there. Let's hope we can get through here before they catch us." Glancing around him uneasily at the ring of stones he holds up his hand. "That cave Rognvald told us of would be the best place to rest here. We should be able to hide from the kellids, in addition to staying warm." He motions for Wei Tchak to follow him, "Let's make sure nothing is lurking around here before we find this cave."
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Survival, Tracks?: 1d20 + 7 ⇒ (18) + 7 = 25

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Percpetion 1 1d20 + 8 ⇒ (10) + 8 = 18
Percetion 2 1d20 + 8 ⇒ (19) + 8 = 27

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During their journey the bard is going to be cold towards Masym.

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"Let's also make sure that nothing's decided to take up residence in the cave," Nella adds as she cautiously inches up to the entrance and shines the light from her Wayfinder inside.
Perception: 1d20 + 3 ⇒ (4) + 3 = 7

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Does her elven sight catch sight of anything in the cave?
Perception 1d20 + 8 ⇒ (6) + 8 = 14

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Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
"Let's find a place to stay for the night. The cave sounds good." Malusha steps closer to Nella. "Don't worry. If there is something in that cave we'll find out soon enough and take care of it." Malusha glances at Phoebee for a second then says quietly, just to Nella, "What do you think is going on with Phoebee? She's been not her normal self all day."

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"Guess the honeymoon's over..." Nella whispers in reply, giving her head a slight jerk in Masym's direction. "At least for now. Knowing Phoebee she'll be back to her usual self by morning," she adds with a smile.

EM±GM |

You're not quite at the cave yet... but it should be just up ahead...
PercMalusha: 1d20 + 6 ⇒ (13) + 6 = 19
PercTchak: 1d20 + 9 ⇒ (9) + 9 = 18
Jones: 1d20 + 4 ⇒ (11) + 4 = 15
Malusha: 1d20 + 3 ⇒ (10) + 3 = 13
Masym: 1d20 + 4 ⇒ (6) + 4 = 10
Nella: 1d20 + 2 ⇒ (16) + 2 = 18
Phoebee: 1d20 + 3 ⇒ (7) + 3 = 10
Wei Tchak: 1d20 + 2 ⇒ (16) + 2 = 18
B: 1d20 + 1 ⇒ (6) + 1 = 7
W: 3d20 ⇒ (7, 20, 10) = 37
javelin vs ff Masym: 1d20 + 2 ⇒ (6) + 2 = 8
javelin vs ff Malusha: 1d20 + 2 ⇒ (7) + 2 = 9
javelin vs ff Jones: 1d20 + 4 ⇒ (20) + 4 = 24
will save: 1d20 + 0 ⇒ (5) + 0 = 5
melee vs Nella, charge: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
confirm: 1d20 + 4 ⇒ (20) + 4 = 24, 2d6 + 10 ⇒ (6, 2) + 10 = 18
Alert for trouble, you make your way across the stony snow-covered field, skirting past the stone monoliths looking for the promised shelter.
Despite all your caution, no one spots the ambush until it is too late!
With a sudden flurry of activity and a serious of battle cries, men burst from where they were laying concealed beneath the snowdrifts around the nearby stones!
They are all kellids, three men and a woman, all dressed in the crude leather armor, furs, and shields you saw previously... and all with faces painted in the same fashion as well.
Three of them hurl javelins. The ones aimed at Malusha and Masym go well wide, but the third, thrown by the only female of the bunch, flies with deadly accuracy, it pierces Jones' armor and sinks deeply into his chest before he even has a chance to react. The woman that threw it has a manic look in her eye, clearly relishing combat! (Crit! 18 damage to Jones) All three reach for their axes as soon as the javelins leave their hands, preparing to close!
The fourth kellid didn't wait to throw an initial volley with the others, instead moving around behind you while the others threw their javelins. He then rushes in, axe raised, charging to wards Nella. At the last second, however, he pulls up short, a bemused look on his face as he studies his intended target. (1 use of Adoration used)
They got a surprise round... the female looks to be the better trained of the lot
Ignore the fact the ground is green! Apparently they didn't have a snow-covered druid circle map =)
- Round 1 -------------
yellow kellid
Nella, Wei Tchak, Jones (-18), Malusha, Masym, Phoebee <----- We are here!
green kellid, red kellid, blue kellid
Party is now up!

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Tchak weaves his way through the group to the kellid threatening Nella, with a burning anger in his cold avian eyes. [i]How dare he threaten our bastion of faith![i]
to hit: 1d20 + 7 ⇒ (4) + 7 = 11
dmg if hits: 1d8 + 4 ⇒ (1) + 4 = 5
But sadly in the excitement of the moment, his attack goes wide and his blade doesn't even get close enough to scrape the fellow's armor... just whiffs by him harmlessly.

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Jones takes a moment to focus on his bow skills, Move action for Martial Flexibility, Rapid Shot, and fires a shot at the woman who hit him with the javelin.
Comp Longbow: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d8 + 6 ⇒ (3) + 6 = 9

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Malusha quells at the charging kellid and takes a five foot step back besides Jones. "Nella, you need to step back too. You can't stand in the face of a warrior like that." While talking to Nella he reaches and touches Jones in the back. "Maybe the power of the sun, through Saranrae's blessings, bring healing to your body." A small surge of healing restores some of the damage caused by the spear.
CLW (burning Endure Elements spell slot): 1d8 + 2 ⇒ (7) + 2 = 9

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Phoebee begins an inspiring song to help her party members.
Jingle Masym screwed me over, go to hell jingle whore
go to hell go to hell go to heeeell

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Masym gives Phoebee a brief glare before turning his attention to the Kellid warrior. Women...nothing but trouble! He thinks as he moves to intercept the woman's charge.
Round 1:
Move to position on map.
Attack the Red Kellid. Longsword, inspire: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10

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She likes her song