
Hektir the Tracksmage |

Apetir knucklewalks with Tsin to the treehouse. He walks around the tree looking for tracks or things of interest.
1d20 + 14 ⇒ (12) + 14 = 26 Survival
Apetir makes a gesture like he would pick up Pems and throw him into the treehouse. He then looks around to see if anyone would think that would be a good idea.

Pemsworth Smith, Esq. |
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Pems, hearing the children's cries, is distracted enough that he doesn't notice the strange gestures Ape-tir is making toward him. "There's someone in there! How does that happen?"
Pems looks down at the ragged robe he wears and suddenly smiles. Pulling a patch off, he throws it to the ground where it turns into a 24' long wooden ladder!

Hektir the Tracksmage |

Apetir looks at the ladder then at Tsin, then back at the ladder.
He points to her going up, rather than himself and waits to hear her response.
Does the ladder look like it would hold a fur-lipped primate with a huge ass? I mean, do we think the ladder will hold Tsin's weight?
Also, well played Pems.

Tsin Windscar |

Tsin considers as best she can which side of the house to secure the ladder. I'm guessing Know(Engineering)?
Knowledge(Engineering): 1d20 + 4 ⇒ (13) + 4 = 17
"What do you think, boys? I'm not sure that it would be able to support our weight if we were to climb the ladder to its porch."

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

You think the ladder will hold Tsin, but not an ape.
You're able to secure the ladder carefully enough that one of you can climb it, discovering a man and his son and daughter inside.
"Please," the man groans. "We need help. My leg; it's broken. The little ones are too scared to climb down and I feel like the house could fall at any minute!"

Tsin Windscar |

Tsin holds the ladder, allowing Pems full use of his ladder. "If the house starts to collapse, leap for the ape, alright, Pems? Just because you hear children doesn't mean you'll find children above. Remember the doll and the hut? Yes, it feels eerily similar."
Tsin remains below, and waits for Pems to report his findings. She adjusts her armor, and bites her lower lip. "Quinn, are you able to cast another length of flying time? It was quite useful, maneuvering in this armor."

Hektir the Tracksmage |

Apetir positions himself below the house, seeking to steady it using his long monkey arms. Large + 10' reach.
He seems very eager to save the children, using his own body to as cushion against the ground if need be. Apetir can lift, at heavy load, about 1200lbs or so.
C'mon Tsin, get the children.

Malavarius King |

Malavarius tugs on his beard, jerking it to the left then to the right as the ladder is guided to its eventual resting place against the elevated house. He nods happily when it seems the ladder does not cause the house to tip from its perch. He calls out, "Jump if you have to! I've got the perfect magic to catch you!"
I've got feather fall prepared, should we need it here.

Pemsworth Smith, Esq. |

Pems nods at Tsin, and begins to climb the ladder, trying to keep his movements as smooth as possible so as not to make the house wobble more than he has to. When he gets to the top, he calls into the house, "We're here to help. Slowly move toward me, and I'll help you down, one at a time. Just don't make any sudden movements or the house may tip."

Tsin Windscar |

"Jump if you have to! I've got the perfect magic to catch you!"
"What kind of magic is that, Mal?" Tsin asks with genuine interest. As long as it's not summoning a pillow... I'm much more satisfied with the choice to send the small one up instead of myself.
"I don't mean to rush you, Pems, but we're losing precious time attending to this accident, when there are likely fouler things stalking us right now in this forest." And chasing after children is likely to get us killed foolishly.

Quinn Kestrel |

Quinn slides next to Tsin, "The gifts of Cayden are plentiful and I've not yet asked for the favor of flight today. Simply say the word and the gift is yours." Quinn prepares to cast flight on Tsin, while keeping one eye on the treehouse.

Tsin Windscar |

Tsin's face lights up as Quinn mentions his grace held in reserve. "Oh, wonderful! And yet, it didn't last as long as I would have hoped, so let's perhaps wait until this 'rescue mission' is over before we engage in flight." Tsin looks back up the ladder, expecting Pems to return quickly, with imps on his heels.
Tsin raises a stocky eyebrow at Mal, but doesn't pursue clarification. Airy air... dirty dirt... watery water... fiery fire... sigh...

Pemsworth Smith, Esq. |

Pems sighs and crawls from the ladder into the house. Staying low, he moves across the floor. "I can offer you healing. Is the leg set? Hello, children. My name is Pemsworth Ignotus Smith, a locksmith and traveler. Have you ever met a talking rabbit? This is Flash. While he doesn't talk much, he occasionally does do magic tricks. Can you follow him over to the ladder while I speak to your father?" Pems murmurs to Flash in their secret tongue and asks him to lead the children to the ladder. Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Pems is able to heal the man's leg, and the three of you carefully make your way down from the house, the ladder making it far safer than you think it otherwise would have been.
The children cheer as Flash hopes down. They edge away from Ape-tir, though they seem fascinated by the seemingly partly-trained simian. Karend, as the man introduces himself, nods his appreciation
"Here," he says, pulling an amulet made from some sort of scale from around his neck.
"I gave it to my late wife years ago to keep her safe,” he explains. “You saved her children today. She would want you to have it.”
Amulet of natural armor +1

Malavarius King |

As Pemsworth makes his way into the house, Malavarius calls out encouragingly, "I say, Pemsworth? Pemsworth? Lad, while you're still up there, spare a moment to see if my good hat is up there, won't you? You never know with spontaneous woods like this!"
He then looks at the father and children and smiles, "Karen, you say? An odd name for a man, but things are often odd in Irrisen. By the by, you haven't seen my good hat in these parts, have you?"

Hektir the Tracksmage |

Apetir carefully lets go out the home after the children (and Pems) are safely away, jumping out of the way himself. He offers another huge teethed smile to Pems for his heroics.
He looks at the amulet greedily once it is explained, but understands if anyone else dons it.
He, by means of gesture, offers to escort the family out of the maze to the City.

Tsin Windscar |

"Huh. More actual children. They're like rabbits in these parts." Tsin looks up the ladder. "Pems, you saw nothing else suspicious while nosing around up there?" She turns back to the man, allowing him to show his gratitude, before pressing him.
"How long, exactly, were you holed up in that house? What have you been able to hear or see while up there, or were you tucked away, and out of sight? We are heading deeper into the forest, anything you know about it will be welcome. As for your exit, you must head that way, where we entered. There is nothing between you and the town now, so make haste. Tell us what you know, then leave quickly."

Pemsworth Smith, Esq. |

Pems shakes his head, before wiping his brow and allowing Flash to hop back into his backpack and giving him a quick headscratch for his efforts. "No, looked much like any other house." Turning to the man, he smiles at him and his children. "I am honored to be of use. Be gentle on the leg and take care of these children. We must venture further into the wood."

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

"Thank you," the man says again. "I think we will be all right. Trevis and Crina can help me walk and I think I have enough authority that they should let me leave the woods."
The three look back once as they head for the exit, leaving you seemingly alone again in the woods.
You have three ways you can go.

Hektir the Tracksmage |

Apetir points to the lake to the left, desiring to go that way.
Map(link) for all you furless ones.
Apetir knucklewalks over that way, trusting his companions to follow.

Tsin Windscar |

Tsin sneers as the man walks away, leaving questions unanswered. She looks back up at the house, and decides there is nothing more to do with it. If it falls, at least we know where it will land, likely.
She listens for sounds of activity, either from the forest itself or its inhabitants.
Tsin returns to examine the pool of water to the west.
Perception: 1d20 + 11 ⇒ (14) + 11 = 25

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Whoops, sorry, Tsin. The man had only been holed up since today, as the area expanded while he was sleeping. He hadn't seen/heard anything of note.
A pool of strange silvery water stands in a clearing here. On the pool’s surface, ripples begin at its outermost edges and rush inward to a single point, where drops of water fall up toward the sky. The entire pool rains skyward while snowflakes float down between the droplets. A brisk wind rustles through the trees. A path continues on to the north out of the clearing.
A humanoid figure stands in the center of the ankle-deep water with one shoulder hunched and his head cocked at a crooked angle. Eldritch energy burns within his eyes and strangely colored hair crowns his head like a torch, while gleaming white teeth shine from his grin. He cradles a pipe in his long, graceful fingers. Note that the pic is of a female version, but this one is male.
You believe it is a dawn piper, a strange and enigmatic creature from the First World.
1d20 + 12 ⇒ (14) + 12 = 26
1d20 + 4 ⇒ (14) + 4 = 18
1d20 + 12 ⇒ (1) + 12 = 13
1d20 + 12 ⇒ (16) + 12 = 28
1d20 + 9 ⇒ (2) + 9 = 11
1d20 + 15 + 6 ⇒ (7) + 15 + 6 = 28

Malavarius King |

Knowledge (nature): 1d20 + 11 ⇒ (11) + 11 = 22
"Zeno! Zeno, look at that! I think that's a dawn piper! I wonder what he's doing here in Whitethrone." Though Malavarius' words are whispered to Zeno, they're still quite loud enough for anyone present to clearly hear him.
Zeno simply shrugs at Malavarius' musings and keeps a wary eye on the piper. Frowning at Zeno's seeming lack of interest, Malavarius turns to the strange man in the pool of water, "Oh! Hello there! I say, you're from the First World aren't you? You haven't seen my good hat laying about here or perhaps in your realm, have you? I've been having the most terrible luck tracking it down."

Tsin Windscar |

Thanks, Mott! No apologies necessary. Tsin is anything but magnetic, and a man in pain could have as likely not stuck around :)
Knowledge(Nature), Monster Lore: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
If it's fey, it's not long for this world. Tsin doesn't advance yet, as Mal engages it in conversation. Lure it closer, Mal. She keeps her blade to her side for now. Bait it into saying something mildly offensive, old man. She shifts her weight uneasily from foot to foot. Get ready to be upset, Mal, because it's unlikely this creature is here on accident, and it stands in our way, surely. Like all the other fey... Tsin looks back up at Hektir briefly, but decides her attention is better served on keeping the creature's center of gravity in her line-of-sight.

Hektir the Tracksmage |

1d20 + 12 ⇒ (19) + 12 = 31 Know (Nature)
Apetir knucklewalks over to the water, sticking a large paw in to bring up some water for him to sniff.
1d20 + 14 ⇒ (8) + 14 = 22 Survival - safe to drink?
Apetir drinks if the water is safe, but otherwise waits by the water, waiting to see what the rest of the party say/do to the creature.

Tsin Windscar |

"It's stalling..." Tsin speaks quietly, before joining Hektir at water's edge, a little to his south. She takes a closer look around, wary of small, flying fey.
Perception: 1d20 + 11 ⇒ (16) + 11 = 27

Hektir the Tracksmage |

1. Special Attacks?
2. Alignment?
3. DRs?
4. Taste good?
Apetir splashes in the cool water a bit, then lets it settle so he check out his rugged good looks in the mirroring the water.
He bares his large teeth and checks out his cool bite, pretending he is chomping the mirror Apetir and admiring his strength and fierceness.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

"The hut. It seeks to defend itself. You probably won't get there. I'd suggest turning around for your own safety."
Tsin, you don't see any small, flying fey.
Hektir, you remember dawn pipers can use a musical instrument to unleash a deadly torrent of sonic vibrations that tears at the very physicality of its enemies. This is similar to a breath weapon that deals sonic damage in a 15-ft. cone.
They can also infuse a 40-foot-radius area with the primal qualities of the First World. The dawn piper gains additional spell-like abilities based on a single element while within range of its elemental font. Dimensional anchor and dimensional lock stop the flow of power, preventing the piper from using the additional spell-like abilities.
They tend toward chaotic neutral, and have damage resistance (5) that can be overcome with cold iron.

Tsin Windscar |

Tsin focuses keenly on the dawn piper. "We are no mere commoners here, Flame Hair. We have been summoned by the Black Rider to locate Baba Yaga herself, and have been touched by him so that we may use that hut to travel to her. The hut will obey us, for we are marked. I suggest you not stand in our way, for your own safety."

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

The dawn piper merely smirks at Tsin.
"If you say it, it must be so," he responds.
Ape-Tir leads the way forward, through the cold, dark woods, when suddenly he stumbles. As he tries to right himself, two trees suddenly come crashing down on him and Tsin. 23 hp, plus knocked prone and entangled unless you succeed at a DC 18 Reflex save
I don't think any of you even CAN make this roll, so I'm not telling you what you don't see.
4d6 + 6 ⇒ (6, 6, 1, 4) + 6 = 23
1d20 + 5 ⇒ (8) + 5 = 13
1d20 + 1 ⇒ (9) + 1 = 10
1d20 + 8 ⇒ (1) + 8 = 9
1d20 + 3 ⇒ (8) + 3 = 11
1d20 + 5 ⇒ (6) + 5 = 11
1d20 + 4 ⇒ (14) + 4 = 18
1d20 + 14 ⇒ (20) + 14 = 34

Hektir the Tracksmage |

1d20 + 5 ⇒ (16) + 5 = 21 Reflex
1d20 + 14 ⇒ (1) + 14 = 15 Perception
Apetir roars as he scoots away from the tree, looking back at Tsin as he does.
That's sure going to hurt.
Apetir can't wear the aforementioned amulet of NA +1 so someone else should have it on. Tsin? Quinn?

Tsin Windscar |

Reflex Save v DC 18: 1d20 + 3 ⇒ (15) + 3 = 18
Perception: 1d20 + 11 ⇒ (8) + 11 = 19
The dent in her armor makes it hard to breathe for a moment, as she regains her legs. She looks down to make sure she hasn't dropped her blade, and considers for a moment. She sheathes it, and draws the cold iron, sensing she's about to deal with more fey, even if she can't see them now.
"Ssss, Quinn, aaaahhh. I think a rib is broken..."

Quinn Kestrel |

Quinn eyes the witched woods suspiciously, even as he expels the healing energy of Cayden.
Perception: 1d20 + 13 ⇒ (11) + 13 = 24
Channel Heal: 3d6 ⇒ (2, 4, 1) = 7
If nothing leaps forward to threaten the party further, then Quinn concentrates his healing energies.
Cure Light Wounds, Tsin: 1d8 + 5 ⇒ (5) + 5 = 10
Cure Light Wounds, Apetir: 1d8 + 5 ⇒ (8) + 5 = 13

Tsin Windscar |

Tsin winces and smiles as the healing sets in, and she starts looking for something to pay back for the recent pain. "Thank you, Quinn, as always. I would know more of the finer types of spirits you enjoy, for the next time we have a rest."
HP:50/56, pending, Also, much obliged for the Nat+1
The Black Rider must have known we were going to be assailed this whole time...
Tsin readies a strike should anything leap out at her.
MW Cold Iron Longsword: 1d20 + 10 ⇒ (14) + 10 = 24 for 1d8 + 4 ⇒ (3) + 4 = 7 damage

Malavarius King |

Malavarius leaps into the air in surprise as the trees crash down atop Hektir and Tsin, "What the devil- the forest is collapsing!" He spins around, looking at all the surrounding trees with suspicion. "What's happening and why is it, well, happening, Zeno?"
"I'm quite sure I haven't the foggiest idea!"

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Quinn
Tsin
Hektir
Malavarius
Pemsworth
?
Startled into alertness by the falling trees, you take defensive actions in case any other threats manifest.
Quinn channels healing energy +7 hp, but only the one round of healing so far... as Tsin pulls her sword.
As the rest of you look around, you don't see anything, the trees blocking the path also making it hard to see ahead. it's also difficult terrain, as noted on the map After a couple moments, though, you see two hideous, hunchbacked creatures with three glowing blue eyes and oily hair growing from its head and back, covering it like a cloak run forward.
They're a type of gremlin known as a nuglub.
They run toward the fallen trees, though keeping them between you and them, staring and gesturing toward Tsin and Quinn. Will save DC 13
or feel you armor start to get uncomfortably warm.