
Something Special |

A Gnome in garb not unlike Shalelu's, steps out from its place of concealment, "If you try anything, you will be in the ferns like your friend here. No one passes through the Sanos without our consent. So, who are you? And, why should we allow you to pass?" Several other Gnomes with blowguns can be seen. One with a tall funny looking hat, doesn't have a blowgun, but instead there is a bird-like creature swirling around the Gnome.
Diplomacy checks could be useful in this situation.

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Stone addresses the lead gnome while he is kneeling by Flynn.
I am Stone a cleric of Sarenrae. We meant no harm or disrespect. None of us know this area well. We are trying to find out what has been causing all of this rain. We believe the source it's somewhere near Turtleback Ferry. If you could tell us the best way there and allow us we will leave you're forest in peace. @GM Did my heal check tell me anything about Flynn's condition?
diplomacy : 1d20 + 6 ⇒ (7) + 6 = 13

Elektra Stardancer |

"We understand your claim, we did just not know that this area was claimed. And by whom. And how to ask for permission. I think it is unfair not to give some strangers a means to do so!"
Diplo: 1d20 ⇒ 4
Then her familiar sits down on her shoulder. "We really meant no harm. I apologize for your inconveniance. Could I perform a few songs in exchange for safe passage!"Diplo: 1d20 + 11 ⇒ (8) + 11 = 19

Brandark Plainswalker |

Aye, we did not mean harm. but we do need to pass through fast.
diplo assist: 1d20 + 0 ⇒ (2) + 0 = 2
Brandark keeps his shield facing the gnomes, and keeps his hands away from any of his weapons.

Glistenwing |

Glistenwing conveys to the Gnomes that the party is referred to as the Heroes of Sandpoint. They are on a vital quest to determine the status of Fort Rannick. In addition, they hope to stop what is causing the persistent rain.
The Gnomes quickly change their stance, "We do not see travelers through the Sanos, except our own merchants. Your kind uses the Ferry. You may pass, but we must insist upon escorting you the rest of the way. I am Bastargre. There is a place for you to camp not far from here."
The rest of the Gnomes only talk amongst themselves.

Brandark Plainswalker |

motive: 1d20 + 6 ⇒ (4) + 6 = 10
Oblivious to the Gnomes, brandark lifts flynn to his saddle and ties him there.

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SM: 1d20 + 5 + 3 ⇒ (14) + 5 + 3 = 22
Stone will look for some divine guidance in trying to see what there true motives are. Touch of goodness He will then move over the Elektra and wisper in her ear. They are hiding something.

Flynn Elric |

Flynn wakes holding his head, Last time i had a headache this bad was after that time in Irrisen...Someone give me a situation report, please

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Glistenwing sang a pretty song to the Gnomes and now they're taking us to a good place to camp.He will then add in a much quieter voice. But I think they might be hiding something.Then back in a more conversational toneHow are you feeling?

Garrath Tricks the Giants |

Garrath watches the gnomes closely, having not really ever seen them before, and sidles up close to Shalelu, "Are gnomes always this...overcautious and protective?"
perception: 1d20 + 12 ⇒ (12) + 12 = 24 Just because he's watching them, fascinated.

Ranger Shalelu |

Shalelu looks at the Gnomes with a curious eye, "They are a strange lot. But they do seem to be more fidgety than normal. They are probably working on some strange contraption that could potentially blow up the forest. Right now, I really don't care what these Gnomes are up to. I just want to get to Fort Rannick as quickly as possible without getting everyone killed." Now Shalelu seems a bit fidgety.
Garrath too will notice that they appear a bit nervous.

Flynn Elric |

i'm Fine i've been through worse. Flynn takes a deep breathe, i messed up, lost focus, because of that i went down and could have jeopardized the mission. That said thank you all for watching out for me while i was indisposed. Flynn begins speaking to his peers in a hushed tone Gnomes aren't usually like this, their normally crazy experiments and ways usually have purpose. I don't think we can trust them however i can give a check
Flynn begins using his detect Alignment ability

Garrath Tricks the Giants |

Garrath gives Shalelu a wide eyed look, "They can do that? He then looks back to the gnomes, and asks curiously, albeit good naturedly "You're not working on something that could blow up the forest are you?"

Something Special |

Bastargre gives Garrath a quizzical look, then laughs "No. We are a bit o' tinkerers. But we are not working on something to blow up the forest. If anything, us Gnomes are working to make the Sanos the most enchanted forest in the realm. We want the braggin' rights as the greatest homeland for our kind. And beg the pardon, but a place safe from the storming likes of your kind."

Garrath Tricks the Giants |

Garrath nods, a bit surprised by the honest answer. "My tribe respect the land as well. If I can aid you in preserving the land as a home, and safe place, I will do what I can. I cannot speak for my friends, but would ask for their help in this as well. Already we have stopped many who would see the lands become a home for foul creatures at the expense of all creatures that see these lands as a natural home. What we seek now is the quickest way to get to heart of the problem" He gestures to where the unnatural rains originate. "That is where our travels take us. To stop another threat to all our homes."

GM Mazra |

"Well met then, Shoanti Man. We will guide you to Turtleback Ferry," he raises his right hand in a gesture of peace and friendship.
The evening goes without incident.
Day Sixty-Seven
The next day goes without incident.
The Gnomes lead the party to an abandoned cottage. It is warm and dry, if a bit crowded. The night is quiet, except the Gnomes give Brandark a run for his gold in the snoring department.
Day Sixty-Eight
Again, the day goes without incident. By late afternoon the party reaches the left bank of the Skull River. The Shimmerglens begin only a few miles to the south. The Skull River is high and over its banks.
I will stop to allow an opportunity to RP the above.

Brandark Plainswalker |

percept: 1d20 + 11 ⇒ (18) + 11 = 29
Hey, has anyone noticed the odd creatures following us? I had thought they were birds but they are not.
Brandark pitches his voice to carry to the immediate party, but not any distance past that.
He then loosens his axe in its scabbard, and adjusts his seat on Abacus.

Elektra Stardancer |

KnowNAt: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21
KnowPErc: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
In the evening Elektra will talk with the gnomes about this forest, their lives, not to investigate something but out of sheer curiousity. She will also prepare some illusions to work in concert with Glistenwings musical showmannship.

Flynn Elric |

Your either lying or not saying everything, what is it? Flynn comments offhand
Sense motive: 1d20 + 10 ⇒ (19) + 10 = 29
perception: 1d20 + 13 ⇒ (1) + 13 = 14

Something Special |

The Gnome Bastargre fidgets, then looks at Flynn and smiles, "I have no idea what you are talking about." He looks at the ground, then back at Flynn and the party "It doesn't matter. About 3 miles north of here is a barge port that can take you to Turtleback Ferry. We will take our leave now. Journey well."

Flynn Elric |

Flynn sighs, you must think me stupid, Bastargre. Even if you yourself aren't making it obvious, your companions are just by the way they look as you speak. I can force the truth though i'd rather not, we mean you nor this forest any harm, to that i give my word. So just tell us the truth.
diplomacy: 1d20 + 12 ⇒ (6) + 12 = 18

Flynn Elric |

It's true i don't care much of the forest, at the same time i do not seek to harm it. Whatever alliance you have with the fey be careful, it is not often they lie but they twist words and meanings. Flynn now leave the conversation alone, to go in peace

Brandark Plainswalker |

Brandark looks with interest at the conversation that Flynn was having, but remains quiet.

GM Mazra |

The party heads north in the persistent rain. It is dusk when you arrive at the partially submerged docks. You can clearly see Turtleback Ferry across the river. You flag a boat over to pick you up. Normally, it would have been a barge; but with the rain the river is far more turbulent. When the boatmam arrives, "It's a silver piece each per rider and per horse." At least he didn't ask you to put the silver piece in your mouth.
Map of Turtleback Ferry is up.

Flynn Elric |

Flynn warily keeps his eye's out, handing the man money as he boards the boat
perception: 1d20 + 13 ⇒ (13) + 13 = 26

Garrath Tricks the Giants |

Garrath turns to Bastarge, and offers the little man his hand, "We will find out what unnatural things are happening and end them. I hope that should we find our way back this way we will find a safe haven for your people that rivals legends. I look forward to seeing it, my friend."
perception: 1d20 + 12 ⇒ (10) + 12 = 22
Garrath hands the man his fare and steps up on the ferry.

Brandark Plainswalker |

percep: 1d20 + 11 ⇒ (16) + 11 = 27
Brandark hands the man the silvers for himself and 2 horses.

Something Special |

Before the party took the boat over to Turtleback Ferry, Bastarge shakes Garrath's hand. He then gives the Shoanti Barbarian a ram's horn, "Should you come this way again, do not come through the Sanos by the route we have taking you. Go to Bitter Hollow and take the Wicker Walk to the Old Sanos Forest Trail. When you enter the forest blow the horn three times. Your way will be far less dangerous, but keep to the Old Sanos Forest Trail."
The Gnomes took the party on a short cut that saved a day's travel through a predominantly wooded portion of the Shimmerglens to a spot along Claybottom Lake. The party then travelled three miles north to where the Skull River and Willow River converge to feed Claybottom Lake. There you flagged the watchmen at Turtleback Ferry to cross. A large boat that often travels between Pendaka and Turtleback Ferry picked up the party.
The party arrives at Turtleback Ferry. You notice tied to the dock, a smaller boat made from a huge upside down turtle shell. A mast is mounted to its center. This Turtleback boat could have handled the party, but not the horses too. You needed a bigger boat.
What do you do?

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Unperturbed by the man's sour demeanor Stone will press on while he feels the touch of Sarenrae giving him extra patience.
What do you mean not any more?
Diplomacy : 1d20 + 6 + 3 ⇒ (3) + 6 + 3 = 12

Brandark Plainswalker |

I think that would be the place to start
As soon as they are a bit away from the ferry.
Things are not looking good in this town.

GM Mazra |

The rain continues to beat down on the party. The water level at the piers were a few feet from the walkways. The town normally sits on a slight rise, but now the lake is nearly even with it.
The sign at the front door to the inn depicts a bespectacled turtle sitting in a fine chair daintily holding a tea cup in its paw. When you enter the The Turtle's Parlor a bell rings. Inside, The inn looks more like a home with its curtains, nice chairs and tables with nicknacks scattered about on the walls and on any flat surface. There is a desk in front of a door opposite you. There is a sitting room through the right archway and a set of stairs to the left. A man comes through the door and warily looks at the party, "Rooms have two beds each." He hesitates a moment as he looks over the party, "Each, five gold pieces a night." Not unlike the boatman, there is a scowl on this man's face.

Elektra Stardancer |

"I have a feeling this area does not like strangers."
Paying the costs and for a decent meal Elektra takes her time upstairs, casts detect magic and will go to the common room still concentrating on it.

Villager |

"Times have been tough. We have had few customers of late. And now with all this rain, my Inn could become flooded. Do you want a room or not? It doesn't come with meals. You will need to go to the tavern for that. We do have a room off the back for you to bathe. It is fed by a warm spring," the man says rather matter-of-factly.