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***OVERSEER ANNOUNCEMENT***
Celebration and preparation have filled the last two days....
I presume the negative level is permanent & doesn't need daily saves? Is a restoration possible to find out here?

GM Cwethan |

You get a single Fort Save to avoid having it become permanent, or you can get a restoration.
You disperse from the rest of the pathfinders to begin exploring the frozen terrain, descending a gentle slope toward a frozen lake to the west.
Carrying easily across the frozen lake is the sound of an argument.
As you draw close enough, you see a pair of winged and heavily armed kobolds, flanked by a pair of blue bipedal dragons, arguing with what looks like an extremely feminine tree... Unfortunately the intervening foliage isn't particularly thick, and they've spotted you as well! With a series of yipping cries the kobolds move to attack, while the arboreal arguer takes a step back to observe this new development.
Chaine: 1d20 + 2 ⇒ (10) + 2 = 12
Fade: 1d20 + 5 ⇒ (8) + 5 = 13
Skipper: 1d20 + 3 ⇒ (5) + 3 = 8
Brass Mantis: 1d20 + 2 ⇒ (17) + 2 = 19
Yami: 1d20 + 2 ⇒ (3) + 2 = 5
Dargons: 1d20 + 5 ⇒ (11) + 5 = 16
Kobolds: 1d20 + 3 ⇒ (15) + 3 = 18
Spiky: 1d20 + 12 ⇒ (8) + 12 = 20
Since you knew there were kobolds in the woods you've had plenty of time to put up long-term buffs (hour/level, 10 minute/level), and since you could hear them arguing, you can have two rounds of buffing before initiative
Icy squares and tree squares are difficult terrain, trees grant cover. Snow is neither.
Active Effects: Harrowing something
Bold may go!
Spiky
Adsal
Brass Mantis Negative Level?
Kobolds
Dragons
Fade
Chaine
Skipper
Yami
Leafy Lass

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Sorry for not posting yesterday! Long work day. Mantis, if you don't make your Fort save, I do have a scroll with me of the full version of restoration and will happily clear your neg level.
"A great evil awaits us that we must defeat, but we must also be careful not to fall prey to our own follies of division and foolish bickering. Fortunately, the keep shows us that through a unified strength, we can weather this dual assault! --yay team! See, it's all about teamwork... Now let's push together for the final battles!"
Harrow benefit: +1 insight to all weapon damage rolls
"Uh, anyone know what's being said?" Skipper asks in a whisper as they hear arguing.
If nobody else can follow the languages, Skipper will get out and cast a scroll of comprehend languages in the round 1 prebuff. In round 2 prebuff, he'll throw up communal air walk on Spiky (30 min), Silvermane (30 min), Mantis (30 min), and himself (20 min).
"I never trust what might be underneath the ice," Skipper stage whispers. Just then, the kobolds move to attack!

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Adsal quickly holds up the hands.
In draconic.
"Beware we are stronger!"
Diplo: 1d20 + 10 ⇒ (5) + 10 = 15
In Sylvan.
"We come in peace!"

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Refreshing abilities since this took 2 days, and then going to cast [i]Ablative Barrier[/] once again.

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Celebration and preparation have filled the last two days...
Since this took two days, would Yami be able to use teleport to make a shopping trip to the nearest city? He would not be particularly heartbroken if the answer is no, but if yes he could grab things for the other PC's if they arrange payment. This, of course, would be resolved after this combat to avoid time-wimey foreknowledge. Regardless of that, Yami will recharge 2 points on his crook over that period, and will have mage armor active at the beginning of this combat on himself and Spiky.

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I will reroll on a 10 or less. & pay for fix if not.
Fort: 1d20 + 12 - 1 ⇒ (5) + 12 - 1 = 16
Fort: 1d20 + 12 - 1 + 3 ⇒ (18) + 12 - 1 + 3 = 32
"The kobolds are speaking of making 'tree stew'. I don't know the stew's response."
Mantis summons Apsu's aid in shielding him.

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If Yami accepts, Chaine provide funds for a potion of bear's endurance when he teleports to the city.
Long-term:
Silvermane: Feather Step, Antitoxin, Antiplague, Endure Elements.
Chaine: Antitoxin, Antiplague, Endure Elements.
Short-term:
Silvermane: Protection vs. Evil, CL 2nd
Chaine: Protection vs. Evil, CL 2nd
"Sounds like we must save a Lady Tree... from the looks of... her. Tree or not, she's a Lady! and gallantry requires we assist at once!"

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Missed the extra two rounds of buffing. Will put up Fly and Shield from the wand, and enchant Penumbrae to be +5 keen as a swift... the old standbys.

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Missed arcane failure chance
1d100 ⇒ 32
"Save who from whom?"

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"Hit the kobolds!" clarifies Chaine to Brass Mantis!

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"Sounds like we must save a Lady Tree... from the looks of... her. Tree or not, she's a Lady! and gallantry requires we assist at once!"
Mantis points to the taller kobold, and to the dragon on the left. "Lady? Do you mean feminine? Because I see more than one and my confusion still stands." With a glance at the most recent mask on his belt the half-elf thinks of the 'femininity' of its previous wearer. Mantis shrugs, "In any case they are attacking us now, she doesn't need saving. "
OOC I follow you ;) Kn (arcane?): 1d20 + 8 ⇒ (2) + 8 = 10[ooc] (different skill?) not my turn, but figured I would put it out there.Mantis adds to Adsal's call in draconic, "We have no fight with you, unless you serve evil."

GM Cwethan |

The kobolds don't seem interested in Adsal's offering of peace, and even the Dryad seems rather unimpressed by his overtures.
The kobolds take to the sky, flapping their way above the trees to fling a pair of small darts at Fade, slightly piercing his arcane protections.
Dart: 1d20 + 14 - 2 ⇒ (11) + 14 - 2 = 23
Piercing: 1d3 + 4 ⇒ (3) + 4 = 7
Dart: 1d20 + 14 - 4 ⇒ (17) + 14 - 4 = 27
Piercing: 1d3 + 4 ⇒ (3) + 4 = 7
Soaring up in support, the two dragons wing their way over to each belch a ball of some sort of freezing liquid that bursts into a cloud of freezing mist, making treacherous even the firmest footing.
Freezing Breath: 7d6 ⇒ (1, 1, 6, 2, 2, 4, 3) = 19
Freezing Breath: 7d6 ⇒ (2, 6, 1, 4, 6, 6, 3) = 28
Everyone but Spiky. Reflex Saves are DC 18 for 1/2
Icy squares and tree squares are difficult terrain, trees grant cover. Snow is neither.
Blue burst is difficult terrain for Higher of: 2d4 ⇒ (1, 1) = 22d4 ⇒ (1, 2) = 3 3 rounds.
Active Effects: Harrowing something
Bold may go!
Spiky
Adsal
Brass Mantis Apologies, you weren't bolded in the previous post for... reasons?
Kobolds
Dragons
Fade -2, 5nl DC 18 Fort Save or Dex Damage: 1d2 ⇒ 1
Chaine
Skipper
Yami
Leafy Lass

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Stupid dart... lol.
Fort Save: 1d20 + 15 ⇒ (7) + 15 = 22
Reflex Save: 1d20 + 10 ⇒ (12) + 10 = 22
Reflex Save: 1d20 + 10 ⇒ (8) + 10 = 18
Standard Action
Fade casts Haste on the whole party, hoping to mitigate the slowed movement and other various conditions, and boosting his defenses in the process.
Move Action
He separates himself from the group, hoping not to get blasted again.
Going up at a 45 degree angle, move at half speed and diagonals, should be able to get 25 ft. up and over with 70 ft. move speed.
HASTE IS UP!

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Reflex Save 1: 1d20 + 7 ⇒ (4) + 7 = 11
Reflex Save 2: 1d20 + 7 ⇒ (15) + 7 = 22
"Ow." Yami did not see the first blast coming, but minimized damage on the second. He clicks his boots, causing him to zip forward 15 feet into the tree line. With a few incantations, he points at Spiky and shoots it into the air towards the nearest dragon. Finally, he makes a sharp gesture towards Mantis and snaps his fingers; causing Mantis to immediately double in size.
I also missed the comment about 2 short term rounds of buffing. The only change Yami has to add is that he will use his bolster undead school ability to buff Spiky (granting +3 ATK/Saves, +12HP, +2 Channel Resist for 5 rounds). Yami casts telekinetic charge on Spiky, with the intent on attacking the yellow-outlined dragon. While he would be grateful if his allies had feather fall prepared for the skeleton, Yami is not especially concerned about the inevitable drop that Spiky surely will experience. Yami also casts a quickened enlarge person on Mantis.
Spiky Tele-Charge Claw: 1d20 + 18 + 2 + 3 + 1 ⇒ (19) + 18 + 2 + 3 + 1 = 43
Spiky Claw Damage: 3d8 + 10 + 1 ⇒ (8, 4, 8) + 10 + 1 = 31
Spiky Free Tele-Grab: 1d20 + 24 + 2 + 3 + 1 ⇒ (2) + 24 + 2 + 3 + 1 = 32
Knowledge (Arcana?) on Dragons: 1d20 + 20 ⇒ (2) + 20 = 22

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Chaine.Ref2,ProEvil: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 (-14)
Silvermane.Ref1,ProEvil: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27 (-9)
Silvermane.Ref2,ProEvil: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24 (-14)
Challenging the nearest incoming dragon, Chaine spurs Silvermane forward!
+1 Cold Iron Valiant Lance, Mounted charge vs. Challenged target, Banner, Haste: 1d20 + 18 + 1 ⇒ (15) + 18 + 1 = 34 for dmg: 3d6 + 3d8 + 48 ⇒ (1, 5, 3) + (8, 2, 1) + 48 = 68
Silvermane: Air Walk, Feather Step, Antitoxin, Antiplague, Endure Elements.
Chaine: Antitoxin, Antiplague, Endure Elements.
Short-term:
Silvermane: Protection vs. Evil, CL 2nd
Chaine: Protection vs. Evil, CL 2nd
Super Short-term:
Silvermane: Haste
Chaine: Haste

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Ref: 1d20 + 8 ⇒ (4) + 8 = 12, Ref: 1d20 + 8 ⇒ (20) + 8 = 28
Mantis moves forward a bit, stepping onto the air as he draws his weapons. He unleashes a line of flame from his mouth catching the yellow dragon and maybe a kobold. Flame: 2d6 ⇒ (2, 6) = 8 (DC 15 Reflex for half)Airwalk to 10 high

GM Cwethan |

Actually, Spiky won't fall due to Air Walk!
Dragon Reflex: 1d20 + 7 ⇒ (20) + 7 = 27
Kobold Reflex: 1d20 + 7 ⇒ (11) + 7 = 18
The dragon twists away from Mantis's breath, but collapses into the treeline as Spiky and Chaine brutalize it!
Icy squares and tree squares are difficult terrain, trees grant cover. Snow is neither.
Blue burst is difficult terrain for 3 rounds.
Active Effects: Harrowing Damage, Haste!
Bold may go!
Spiky Air Walk
Adsal Reflex Saves outstanding
Brass Mantis -33, Embiggened, Air Walk, Shield
Kobolds 30' up (Red -4)
Dragon 30' up
Fade -25, 5nl, Fly, Shield
Chaine -33, PfE (Silvermane -23, Air Walk, PfE, Feather Step)
Skipper - Air Walk Reflex Saves outstanding
Yami -33
Leafy Lass
The dragons are Frost Drakes. Not True Dragons, but still dangerous nonetheless. Aside from the breath weapon you've already noted, you know that they are capable of a few sudden bursts of speed per day. Swift action moves. Feel free to ask for one more bit of info.

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Reflex 1: 1d20 + 10 ⇒ (8) + 10 = 18
Reflex 2: 1d20 + 10 ⇒ (2) + 10 = 12
"-oww, ow OW oww--" Skipper winces as shards of ice tear through him and the others. "Ungood!"
Taking to the air, he hurries a little above ground until he is central to himself and several of his allies.
Channel to heal, should only get PCs. Excluding Spiky, and the drake if I am actually within 30' of it what with verticals.
Heal: 6d6 ⇒ (4, 1, 2, 4, 6, 3) = 20

GM Cwethan |

As the dryad hasn't been stirred to join either side, she continues to watch with clear intensity, but she doesn't interfere.
Skipper washes away the worst of your injuries, but the drakes and kobolds remain!
Icy squares and tree squares are difficult terrain, trees grant cover. Snow is neither.
Blue burst is difficult terrain for 3 rounds.
Active Effects: Harrowing Damage, Haste!
Bold may go!
Spiky Air Walk
Adsal -7, Heroism, Fly
Brass Mantis -33, Embiggened, Air Walk, Shield
Kobolds 30' up (Red -4)
Dragon 30' up
Fade -5, Fly, Shield
Chaine -13, PfE (Silvermane -23, Air Walk, PfE, Feather Step)
Skipper -17, Air Walk Reflex Saves outstanding
Yami -13
Leafy Lass

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Shrugging Adsal quickly unleashes a burning arc towards the first drake. DC19 Refl
BA: 9d6 ⇒ (1, 4, 6, 1, 3, 6, 1, 6, 2) = 30
BA: 4d6 ⇒ (5, 4, 4, 4) = 17
BA: 2d6 ⇒ (2, 3) = 5

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Spiky readjusts with a 5 foot (Step?Walk?) and unleashes a flurry of claws upon the unsuspecting kobold. He will only make grab attempts after his first claw attack.
Claw 1 Attack: 1d20 + 18 + 1 ⇒ (7) + 18 + 1 = 26
Claw 1 Damage: 3d8 + 10 + 1 ⇒ (3, 1, 8) + 10 + 1 = 23
Claw 2 Attack: 1d20 + 18 + 1 ⇒ (13) + 18 + 1 = 32
Claw 2 Damage: 3d8 + 10 + 1 ⇒ (4, 5, 8) + 10 + 1 = 28
Claw 2 Grab: 1d20 + 24 + 1 ⇒ (1) + 24 + 1 = 26
Claw Haste Attack: 1d20 + 18 + 1 ⇒ (10) + 18 + 1 = 29
Claw Haste Damage: 3d8 + 10 + 1 ⇒ (1, 8, 7) + 10 + 1 = 27
Claw Haste Grab: 1d20 + 24 + 1 ⇒ (5) + 24 + 1 = 30

GM Cwethan |

Spiky smashes and batters the kobold through a few tree trunks before wrapping her up in a mighty skeletal fist while Adsal turns his attentions to the other pair.
Drake Reflex: 1d20 + 7 ⇒ (15) + 7 = 22
Kobold Reflex: 1d20 + 7 ⇒ (1) + 7 = 8
Even though the drake dodges most of it, and the howling kobold takes it full on in the face, it's the drake that seems more concerned...
Icy squares and tree squares are difficult terrain, trees grant cover. Snow is neither.
Blue burst is difficult terrain for 3 rounds.
Active Effects: Harrowing Damage, Haste!
Bold may go!
Spiky Air Walk, Grappled
Adsal -7, Heroism, Fly
Brass Mantis -13, Embiggened, Air Walk, Shield
Kobolds 30' up (Red -76, Grappled) (Blue -17)
Dragon -22, 30' up
Fade -5, Fly, Shield
Chaine -13, PfE (Silvermane -23, Air Walk, PfE, Feather Step)
Skipper -17, Air Walk Reflex Saves outstanding
Yami -13
Leafy Lass

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"Why are you attacking us? Why threaten the tree?" Mantis asks the kobold in draconic. "Stand down and let us share our steaks with you," he offers. Assuming no change in aggression: Mantis engages the nearest kobold, wanting to get closer to the larger drake.
If the first attack drops her, Mantis will move closer to drake. If not he will step five foot forward (and up) & finish the full attack.
sawtooth1: 1d20 + 15 ⇒ (17) + 15 = 32, dmg: 1d8 + 8 + 1 ⇒ (7) + 8 + 1 = 16 plus holy: 2d6 ⇒ (5, 4) = 9 and
sawtooth2: 1d20 + 15 ⇒ (3) + 15 = 18, dmg: 1d8 + 8 + 1 ⇒ (8) + 8 + 1 = 17 plus holy: 2d6 ⇒ (5, 3) = 8 and
sawtooth1: 1d20 + 10 ⇒ (17) + 10 = 27, dmg: 1d8 + 8 + 1 ⇒ (1) + 8 + 1 = 10 plus holy: 2d6 ⇒ (1, 4) = 5
sawtooth2: 1d20 + 10 ⇒ (13) + 10 = 23, dmg: 1d8 + 8 + 1 ⇒ (7) + 8 + 1 = 16 plus holy: 2d6 ⇒ (4, 6) = 10 EDIT: added harrow to damage. EDITEDIT! updated to enlarged damage. Attacks each get +1 s1: 2d6 + 8 + 1 + 1 ⇒ (2, 1) + 8 + 1 + 1 = 13
s2: 2d6 + 8 + 1 + 1 ⇒ (5, 4) + 8 + 1 + 1 = 19, s1: 2d6 + 8 + 1 + 1 ⇒ (1, 4) + 8 + 1 + 1 = 15, s2: 2d6 + 8 + 1 + 1 ⇒ (2, 6) + 8 + 1 + 1 = 18

GM Cwethan |

Though she defends herself for a time, Mantis's flurry of strikes is enough to defeat the grappled kobold!
The drake lashes out with fang and tail at Fade, but seeing that the wayang is safe behind his swordplay and enchantments, the beast turns flaps its way back out across the frozen lake with a sudden burst of speed.
Not relishing the idea of being grappled by Spiky, the kobold charges in, blade suddenly bursting into flames, to try to defeat Fade where her drake has failed, but with a clever parry, the skillful magus keeps himself from harm once more.
Tail Slap: 1d20 + 8 ⇒ (4) + 8 = 12
Bludgeoning: 1d8 + 3 ⇒ (8) + 3 = 11
Bite: 1d20 + 13 - 3 ⇒ (13) + 13 - 3 = 23
B/P/S + Cold: 2d6 + 6 + 6 + 1d6 ⇒ (2, 3) + 6 + 6 + (3) = 20
Greatsword: 1d20 + 16 ⇒ (9) + 16 = 25
Slashing +Cold+Fire: 1d10 + 7 + 9 + 1d6 + 1d6 ⇒ (8) + 7 + 9 + (1) + (4) = 29
Icy squares and tree squares are difficult terrain, trees grant cover. Snow is neither.
Blue burst is difficult terrain for 2 rounds.
Active Effects: Harrowing Damage, Haste!
Bold may go!
Spiky Air Walk
Adsal -7, Heroism, Fly
Brass Mantis -13, Embiggened, Air Walk, Shield
Kobold -17, 30' up
Dragon -22, 30' up
Fade -5, Fly, Shield
Chaine -13, PfE (Silvermane -23, Air Walk, PfE, Feather Step)
Skipper -17, Air Walk
Yami -13
Leafy Lass

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"Well...it appears that the tides have turned. Or frozen. Or whatever." Yami turns to the remaining kobold that flutters near Fade. He looks at kobold intensely and repeats his comment in Draconic and continues to speak in such language.
Intimidate Check: 1d20 + 15 ⇒ (15) + 15 = 30
Yami waits exactly three seconds for a response from the kobold before immediately following up on his threat by casting boneshatter on the kobold if it does not surrender.
Boneshatter: 11d6 ⇒ (5, 6, 2, 3, 6, 5, 1, 1, 1, 1, 3) = 34 DC 23 Fortitude Save. Failure also results in exhaustion for 11 minutes. Save results in 1/2 damage and fatigue instead.

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Whoa, something weird happened to the map, like someone copied and pasted the whole thing on top of itself.
Swift Action
Penumbrae alights once again with arcane energy.
Full Round Action
Fade begins a Spell Combat, starting with his attacks first this time. Attacking the kobold next to him.
Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat, Haste): 1d20 + 17 - 2 + 2 - 2 + 1 ⇒ (3) + 17 - 2 + 2 - 2 + 1 = 19
Black Blade Scimitar Damage (Power Attack, Arcane Strike, Pool +2 & Keen, Harrow): 1d4 + 11 + 4 + 3 + 2 + 1 ⇒ (3) + 11 + 4 + 3 + 2 + 1 = 24
Iterative
Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat, Haste): 1d20 + 12 - 2 + 2 - 2 + 1 ⇒ (2) + 12 - 2 + 2 - 2 + 1 = 13
Black Blade Scimitar Damage (Power Attack, Arcane Strike, Pool +2 & Keen, Harrow): 1d4 + 11 + 4 + 3 + 2 + 1 ⇒ (3) + 11 + 4 + 3 + 2 + 1 = 24
Haste Attack
Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat, Haste): 1d20 + 17 - 2 + 2 - 2 + 1 ⇒ (4) + 17 - 2 + 2 - 2 + 1 = 20
Black Blade Scimitar Damage (Power Attack, Arcane Strike, Pool +2 & Keen, Harrow): 1d4 + 11 + 4 + 3 + 2 + 1 ⇒ (2) + 11 + 4 + 3 + 2 + 1 = 23
Evasive little bugger...
Not satisfied with how his attacks went, he gives a final attack through his spellstrike, using a Shocking Grasp to relay the message. Cast defensively, can't fail
Black Blade Scimitar Damage (Power Attack, Arcane Strike, Pool +2 & Keen, Harrow): 1d4 + 11 + 4 + 3 + 2 + 1 ⇒ (4) + 11 + 4 + 3 + 2 + 1 = 25
Shocking Grasp: 5d6 ⇒ (3, 6, 6, 2, 6) = 23
What an attack sequence...

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Challenging the dragon that's heading dangerously close to Lady Tree, Chaine spurs Silvermane forward!
+1 Cold Iron Valiant Lance, Mounted charge vs. Challenged target, Banner, Haste, Harrowing Damage: 1d20 + 18 + 1 ⇒ (16) + 18 + 1 = 35 for dmg: 3d6 + 3d8 + 48 + 3 ⇒ (3, 1, 6) + (6, 6, 4) + 48 + 3 = 77

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Skipper cups his hands around his mouth and shouts in Common, and then Celestial: "Miss? Can you understand me?"
Meanwhile, his hands move in a pattern over his own person. Casting resist energy cold on himself, with the extend rod boosting it

GM Cwethan |

Re the map: Weird indeed... Good thing you'll be finishing these fellas off soon!
The kobold quails, but foolishly doesn't surrender.
Fort: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10
Reeling from Yami's assault, even Fade's relatively anemic attacks are able to break her guard, and after his final fulminating flourish, the kobold plummets to the ground, joined shortly thereafter by her drake as Chaine's lance strikes again!
The dryad gives an enigmatic smile as the last of the kobolds is dispatched, and responds to Skipper's query in oddly accented Taldane, redolent of whispering winds and bubbling brooks, "Thank you. My name is Enzial. Your intervention is most welcome, I'm sure that our disagreement would surely have devolved into a fight. These kobolds have been getting bolder recently. The white dragons up in the mountains have hatched a new clutch of wyrmlings. This has spurred the kobolds who serve them to hunt a staggering number of local animals for meat. We do not normally mind their hunting, but their recent over-predation threatens to wipe out several prey species in the area entirely!
"Why have you come to our lands?"
Adsal -7, Heroism, Fly
Brass Mantis -13, Embiggened, Air Walk, Shield
Fade -5, Fly, Shield
Chaine -13, PfE (Silvermane -23, Air Walk, PfE, Feather Step)
Skipper -17, Air Walk, Resist 30 Cold
Yami -13
Leafy Lass

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"Why have you come to our lands?"
"Why, to add to my portfolio of un-" Yami starts to say with his trademark dry smirk, before surely being cut off with a look that Skipper will most likely be sending his way. "-bearable beauty in art! Natural landscapes and sketches. Yes, um...sketches." The wayang pulls out his sketch pad and begins drawing on it. The pad is most certainly not angled so the tree lady can see it, and those looking over his shoulder will see him sketching the incredibly dead drakes with significant interest in his eyes. "Ah, making that a zomb-Err...I mean, we are here to find something?" He jerks his head towards his more vociferous allies, "They may be able to explain it better."
Knowledge (Nature) on Tree Lady: 1d20 + 12 ⇒ (18) + 12 = 30 +2 if the creature is Fey. More diplomatic party members may want to take the reign here.

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Chaine discusses the quest as handed over by Medda, paying attention to the customs of the area. He also sheathes his lance and requests permission to land and have Silvermane graze upon the frozen grasses near the banks of the river:
Diplomacy: 1d20 + 16 ⇒ (10) + 16 = 26 +2 if Enzial considers herself a noble

GM Cwethan |

Enzial seems wary of Yami, but nods appreciatively at Chaine's respectful attitude.
"I would be happy to assist you in defending my woods; I know where their lair lies, and I know of the small passageways into it that only the kobolds use.
"To offer more help than that, however, is reserved to the stewards of this land. Vallahk and Quiselle are difficult to convince of anything, but if your words live up to your blades, they could offer considerable aid."
Three directions to choose between: Straight through the front door of the lair, up the winding switchbacks to the hidden kobold tunnels, or off to speak to the Fey Court. First option with two votes gets it!

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Fade floats down to the rest of the crew, but lets them do the talking for now.

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Fey Court!!!
"Lady Enzial," says Chaine, bowing and kissing her hand gently, "can you tell us more about Vallahk and Quiselle? I would hate to disrespect or offend them. I am a follower of Cayden, and therefore greatly respect the freedom of all beings. Over-predation is a form of oppression against one of the greatest of liberties: the freedom to live, to exist, and to continue your existence in this reality through the creation of a child, a new life, a new sapling... not only does this oppress the species itself, but all other species that depend on it!"

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"I, for one, would love for us to go chat with the stewards." Fade says this knowing he probably isn't the one doing the convincing.
Another vote for Fey Courts.

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Fey Court!!!
Welp...this is going to be interesting. Yami's vote is straight through the front door.
Yami lifts an eyebrow at the burgeoning direction the group is taking. He leans heavily upon his crook. "I am sure this will turn out well. Excuse us for one moment, if you do not mind?" The wayang pulls (metaphorically, his twig-muscles couldn't actually pull anything if his life depended on it) his allies aside to speak privately. "I am going to be straight with you all," Yami tells the group bluntly. "Let's just say several years ago I had a run in with a rather insane Queen from one of the unseelie courts. I came out of it with this staff and her head on a stake. In hindsight, I made the rather poor decision to be...artistic...with her remains. The local seelie courts did not take it well, and I have a rather poor reputation amongst them. If we decide to visit the local court, I will not bear any responsibility for how they react; though I can certainly endeavor to avoid speaking...as much as possible anyways," he says with his usual dry smirk.

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"Why did you desecrate her remains? what could you possibly hope to achieve?" says Chaine, revulsion plain on his face. "One question: if you could go back in time, would you do this again?"
Chaine waits for the answer. After Yami answers, he adds, "The past cannot be changed, alas. However I commend you for your honesty with us all. If I may: my suggestion is for you to alter your appearance by illusion or transmutation or both. There's no need making this mission more difficult than it already is."

GM Cwethan |

I'll give Yami a chance to respond/prepare, but I'll press on later this afternoon either way.

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"One question: if you could go back in time, would you do this again?"
"Well, if it helps any she was incredibly evil. You know, murdering other fey and all that." Yami trails off and looks studiously in another direction as he says almost subvocally, "...it was a masterpiece..." With a cough he resumes normal tone. "Anyways, poor decision indeed."
If I may: my suggestion is for you to alter your appearance by illusion or transmutation or both.
Yami pulls a Skipper and just looks at Chaine for an uncomfortably long moment. "Err...Chaine. Fey are masters of illusion and changing forms. Any attempts I make towards that end will be pierced as easily as flame burns paper. It would also insult them that it wasn't good quality illusion. Fey have high standards, after all. If that is what you wish, however, I can at least amuse them with my paltry efforts."
Should the party wish to consult the Fey courts, he will use his crook to conceal his appearance to look like a nondescript squire for Chaine and Spiky to appear like an extra horse.

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Since you said this OOC, Chaine has no way to know about this plan that will immediately piss him off. :)

GM Cwethan |

Enzial leads you all into a nearby cluster of birch trees packed together so densely that it seems not even a sparrow could fly through them!
As she approaches, the trees seem to leap aside, clearing a short path. Each step seems to carry you farther than you expect, the scenery blurring in your peripheral vision.
After walking what you hope was only a few dozen feet, you arrive in a clearing surrounded by a living palisade of birch trees. At the center stands a lopsided oak tree with green leaves, and two regal fey sit atop the roots while holding court before several dozen other First World beings like dryads, pixies, satyrs, and awakened animals.
They all turn quiet as you enter and turn to study you, as you similarly turn your attention to the two on the tree.
On the left, perched on the oak as he looks down on you all is a regal elf-like humanoid with birdlike wings covered with pine needles instead of feathers extending from his back. To the right, sitting on the oak’s branches which have twisted and bent to create a throne for her, is an elf-like woman wears a dress of pine needles and crown of geraniums.
Enzial curtsies to them and speaks. "Your evergreen highnesses, these are the warriors of whom I had sent word via the tree whispers." Turning to you all, she begins the introduction. "This is King Vallahk and Queen Quiselle, protectors of the Tusk Mountain forests-"
King Vallahk cuts in before Enzial can continue, in a voice of howling wind. He is constantly on the move in quick and powerful actions, flapping his wings, hopping from branch to branch. "Enzial says that you are going directly after the dragons and their kobolds, and seek an alliance with us for this. I know some in our court wants to have an all-out-war. Well, I have been watching the kobolds hunting to feed the dragons, and their tenacity to bring down their prey is admirable. Nature is red in tooth and claw. Let it take its course. Survival of the fittest."
Queen Quiselle sighs at this. A face accustomed to carefee joy and happiness is now creased with worry. When she speaks it is with the sounds of gentle dew drops falling at dawn. "Forgive the bluntness of my companion. We have lived alongside with the kobolds for countless aeons, if not peacefully, at least with grudging mutual understanding. It is true that recently they have encroached more and more into our territories, and we have put up resistance to delay them. But a direct confrontation? That would lead to countless deaths and unnecessary destruction of the gentle trees and animals. And if we lose and upset the dragons, no one will remain to protect the forest. Nature ebbs and flows. In time, the kobolds will retreat again, like the winter thaw."
Enzial looks troubled by what her lieges have said, but remains silent. Convincing the fey is up to you.
The default methods of convincing the pair are listed below. As usual, particularly persuasive strategies can earn up to a +4 bonus on a check. Also, if you have a creative way to use your other skills and/or abilities, go ahead and try it.
Though the fey are immortal, their patience for mortal squabbling is finite. You just have two rounds for this, and I'll take it round by round.
For this encounter (not each round), each of you get a free aid another attempt that you can use on top of your usual influence checks.
Vallahk: 0/?
Influence Skills: Intimidate, Perception, Profession (hunter or trapper), Stealth, Survival.
Quiselle: 0/?
Influence Skills: Diplomacy, Handle Animal, Heal, Knowledge (nature), Perform (any).

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"Lord of the forest," Skipper begins respectfully to Vallahk, with a hand over his heart and a bow. "I hear what you are saying about the way of nature being to allow struggle to have its way, and the stronger to decide. But your eyes must be as keen as those of a hunting bird, must they not? And if so, surely you must see that the feeding of the dragon will not stop with simply nature rebalancing itself in favor of the victor. Or rather, that the rebalancing that will happen will be so drastic enough that even you in your court may be affected.
"My own eyes have seen that a dragon desires not just bloody deer, but treasures and magics. If your court allows the white worms to grow unchecked, great lord, will their appetite not outstrip what the land itself can provide, and will the dragons not turn their eyes to the sumptuous graces of you and your court?
"Your keen vision must be able to see that the road ahead is one of combat for your people and the dragon eventually. Prudence would be to be the ones to act first."
Perception: 1d20 + 20 ⇒ (4) + 20 = 24 Sigh. I'm using Skipper's 1/daily Fortunate Charm to reroll that skill check.
Perception: 1d20 + 20 ⇒ (9) + 20 = 29
(I will auto-aid someone's Diplomacy if they're intending to make one, for the free aid)

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Chaine approaches the two regal feys and kneels. He lowers his hand towards the soft grasses covering the magical clearing, motioning for Silvermane to also kneel. Cause that would be insanely cool!
Handle Animal, Push DC 25: 1d20 + 15 ⇒ (2) + 15 = 17 Damn horse!!!
Frowning at Silvermane, Chaine shakes his head and addresses Lady Quiselle, "Hmm... my apologies.... apparently Silvermane will bow to no one... Ahem... Milady! know this: you will not lose and you will not upset the dragons! We will defeat the dragons and kobolds for you! We will push back for you, and you will suffer no ill consequence as we are outsiders!"
Diplomacy with Nobles: 1d20 + 18 ⇒ (4) + 18 = 22
Seeing that his bravado is not impressing the Lady Quiselle very much, he stands, and approaches a few steps towards her, lowering his voice, "Long ago the holy warrior Ivvora vanquished Eshimka and banished that evil spirit with the Twinhorns’ help. However, she would not rest for long, and she insisted on seeking out other evils in the area. At that time, the most fearsome threat was Grathatonhakis, an immense white dragon that lurked in the Tusk Mountains and would strike the Twinhorns' camps. Ivvora went to slay the dragon. She never returned, and neither did the dragon. Exactly what transpired is unclear. Ivvora held the key to defeating Eshimka, and by learning her fate or communing with her spirit where she fell, we might harness the same power. Then we shall not just reseal the shadow fiend but destroy it once and for all! From our tales we have learned where the wyrm Grathatonhakis laired. Help us pinpoint his location and his defenses so that we can learn from Ivvora's spirit!"
Diplomacy with Nobles: 1d20 + 18 ⇒ (14) + 18 = 32
I can auto-assist with Diplomacy, Intimidate or Handle Animal

GM Cwethan |

For now only make one check (so you can get a better sense of how things are going), but I will go ahead and keep Chaine's second roll :)
Vallahk leans in, neck outstretched at least as far as it should be able to go as he peers down at Skipper. "Appeaser." The word is clearly a condemnation. "Not of the dragon. You are right, the time will come when we clash. You seek to appease me. To have me fight your battles for you." He ruffles his odd wings, and a shower of needles falls to the ground as his face stretches into a manic grin. "That is not my purpose."
Quiselle has far more patience for Chaine's entreaty. "So this is not intended as a long conflict, but as a single brave act."
Vallahk sneers at her response, "What place does this bravery hold in sneaking into another hunter's lair. Craft, yes, but do not pretend that their hunt is a soothing balm."
Vallahk: 0/?
Influence Skills: Intimidate, Perception, Profession (hunter or trapper), Stealth, Survival.
Seems more annoyed now.
Quiselle: 1/?
Influence Skills: Diplomacy, Handle Animal, Heal, Knowledge (nature), Perform (any).
Adsal, Fade, Brass Mantis, and Yami may go.

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Since you said this OOC, Chaine has no way to know about this plan that will immediately piss him off. :)
...and so Yami takes the form of an incredibly young and innocent looking squire, wearing an ill-fitted tabard bearing Chaine's crest (should he have one, being a knight I would expect so!). He leads 'Spiky' in the form of a grey-colored horse, who appears only slightly magnificent enough as to make the large degree of difference with Silvermane almost strikingly (and obnoxiously) apparent. Yami snivels and simpers to Chaine the entire way to the court like any hormone-addled pre-teen would, enjoying any annoyance that arises immensely.
Perception: 1d20 + 20 ⇒ (9) + 20 = 29
Yami's auto-aid for the encounter will be to Skipper's perception to nudge him up to 31. He will try to go off rails skill-wise with Vallahk to use Arcana in an attempt to rouse/goad him into action with the possibility of a really epic fight. If you feel Intimidate is more appropriate, the bonus on the below roll would be +17 instead.
Yami the Squire sees Vallahk really focus on the tooth and claw aspect of things, and addresses him. "Umm...err..your..leafiness? Highness? Fighting a dragon really sounds...scary. My master, the most illustrious Sir Chaine has fought a lot of dragons! They can be really nasty, with the teeth and the jaws and the nasty breath-" Yami rattles on with an incredible depth about dragons, playing it up under the guise of heroic "deeds" that Chaine has done in a continous run-on sentence. "-oh and the resistance to spells! That would be a mighty fine battle to see, oh yes!" He fidgets slightly as a young human would when faced with an incredibly powerful Fey creature. "It would be ever so...disappointing...to not be there to see it!"
Knowledge (Arcana): 1d20 + 20 ⇒ (15) + 20 = 35

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Taking a moment to discern the nature of the court
KnowNature: 1d20 + 13 + 2 + 2 ⇒ (1) + 13 + 2 + 2 = 18
Adsal replies to the Kings words.
"Alas the nature does walk with tooth and claw, and that is the way of the world and the balance. But as soon as there is an imbalance sometimes you have to work and make tiny additions to bring it back. It needs the keen eyes and minute work to keep the balance. Eyes like yours that see the most minute details, like the seven brown needles under your left wing."
Perception: 1d20 + 20 + 2 + 2 ⇒ (19) + 20 + 2 + 2 = 43