
Sergei Surtova |

The more that he danced the angrier he got. It was a good thing that Nareth chased the creature off. "I think they are still about." He glances around a moment then shrugs, "I do not like being compelled by anything; just to make myself clear to our watchers." He looks at the other people, "We should pack it up and get a move on since we are all awake."

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Nareth, you all have a strong aura, as does the vegetation outside.
How long before you head out?

Jutmon Symber |

Used Magic Missile on the spider, and Jutmon needs a full 8 hours to be able to recharge his spells.
"I'd like to be more prepared, but if that cursed fey keeps bothering us, I won't be able to study my book like I need to."
Jutmon shrugs. "We may as well move on, maybe find some shelter, elsewhere, where I can study."

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Stepping outside, the grass bushes and grasses below the snow snake up from under the snow cover, twining around your boots, attempting to hold you in place!
Spellcraft: Jutmon: 1d20 + 7 ⇒ (6) + 7 = 13
Spellcraft: Nareth: 1d20 + 4 ⇒ (6) + 4 = 10
Entangle:
Saving Throw: Reflex partial; see text; Spell Resistance: no
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.
If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
Reflex Save: Inuki: 1d20 + 5 ⇒ (13) + 5 = 18
Reflex Save: Jutmon: 1d20 + 3 ⇒ (12) + 3 = 15
Reflex Save: Nareth: 1d20 ⇒ 18
Reflex Save: Roga: 1d20 + 3 ⇒ (9) + 3 = 12
Reflex Save: Sergei: 1d20 + 5 ⇒ (19) + 5 = 24
Although movement is difficult, everyone but Roga are able to keep moving through the difficult terrain.
Link
Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
Stealth: 1d20 + 16 ⇒ (7) + 16 = 23
Inuki Talespinner: Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Jutmon Symber: Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Nareth: Perception: 1d20 + 3 ⇒ (12) + 3 = 15
Roga Beastfriend: Perception: 1d20 - 1 ⇒ (7) - 1 = 6
Sergei Surtova : Perception: 1d20 + 6 ⇒ (17) + 6 = 23
There is no sign of the small grig in person, however; small cricket like prints can be seen in the snow headed north. Suddenly, from inside the cave, there is a bright blast, then suddenly nothing. Dense black smoke billows out, flowing past the party making it impossible to see into the cave.
Spellcraft: Jutmon: 1d20 + 7 ⇒ (6) + 7 = 13
Spellcraft: Nareth: 1d20 + 4 ⇒ (6) + 4 = 10
In pertinent part:
Pyrotechnics:
Smoke Cloud: A stream of smoke billows out from the fire, forming a choking cloud that spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.
Fort Save:Inuki: 1d20 ⇒ 12
Fort Save: Jutmon: 1d20 + 1 ⇒ (9) + 1 = 10
Fort Save: Nareth: 1d20 + 4 ⇒ (18) + 4 = 22
Fort Save: Roga: 1d20 + 3 ⇒ (19) + 3 = 22
Fort Save: Sergei: 1d20 + 4 ⇒ (1) + 4 = 5
As the billowing black smoke engulfs the party, Inuki, Jutmon, and Sergei become overwhelmed by the dense haze. Each of you is completely blind, even those with Darkvision.
Inuki, Jutmon, and Sergei take a -4 penalty to both Strength and Dexterity.
"Should have just been nice, ya meanies!" echoes in your ears, though you are unable to spot the source of the yell. The voice is oddly familiar.
You are all unable to see past the tips of your noses.

Inuki Talespinner |

Inuki, coughing from the smoke, tries to stumble his way to clear air. Once he is free, he chips in, "While that could have hurt us, I believe Nareth is right that its intentions were not deadly. If we were attacked, our enemies would be just as blind. Perhaps we could even make an ally of the creature."

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Reflex Save: Inuki: 1d20 + 3 ⇒ (4) + 3 = 7
Reflex Save: Jutmon: 1d20 + 1 ⇒ (19) + 1 = 20
Reflex Save: Nareth: 1d20 ⇒ 15
Reflex Save: Sergei: 1d20 + 3 ⇒ (6) + 3 = 9
Strength Check, Roga: 1d20 + 3 ⇒ (10) + 3 = 13
Reflex: Roga: 1d20 + 3 ⇒ (15) + 3 = 18
As the group debates, the vines continue their attempt to hold the party tight. Although Roga manages to free himself and avoid the vegetation's attempt to ensnare him again, Inuki and Serge are not so lucky, and the bushes and grass manage to grab ahold of the two quite tightly.
Sergei and Inuki, you are both Entangled, and each take one point of damage.

Sergei Surtova |

"You try to be polite. You try to be nice. They aren't tricksters now. They are vicious creatures; who have now drawn blood. I was reasonable before, but not anymore. They have drawn the first blood and become menaces to the peace of the Stolen Lands."

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For the sake of expediency, each of you takes 2 points of damage (statistically some should take considerably more in 5 rounds... and you are now free to continue on your way.

Sergei Surtova |

Sergei draws and loads his gun, because the moment he sees that maligned little monster he is going to shoot it. The thing can't stay hidden away in the forest forever, it will give itself away.

Jutmon Symber |

Jutmon recognizes the spell effects, but there is little he can do except wait for the smoke-blindness to pass. The sharp thorns of the brambles, dig into his skin.
"The more we struggle, the more we are going to hurt ourselves. Might as well wait, for the spell to wear off." Says Jutmon.
When at last the effect does pass, Jutmon mutters. "Our words may have hurt that bug's feelings, but it's magic, has gouged my hide up pretty bad. Gonna catch it and keep it in a jar."

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Day 1
The snow is piling up higher and higher each day. Low grey clouds hug the peaks tightly, belching down flurry after flurry of dismal icy snow in large wet flakes which quickly melt, soddening your woolen winter capes. At night the winds whip through the tall grasses, stirring the snow wildly and freezing your wet clothing neigh solid.
Survival: Inuki:: 1d20 + 4 ⇒ (19) + 4 = 23
Survival: Jutmon:: 1d20 + 6 ⇒ (10) + 6 = 16
Survival: Nareth:: 1d20 + 9 ⇒ (2) + 9 = 11
Survival: Roga:: 1d20 + 9 ⇒ (2) + 9 = 11
Survival: Sergei:: 1d20 + 7 ⇒ (10) + 7 = 17
The biting cold manages to pierce through the best efforts of both Roga and Nareth.
Non-Lethal: Nareth: 1d6 ⇒ 1
Non-Lethal: Roga: 1d6 ⇒ 4
Through the bitter cold, Inuki manages to spot a large den burrowed down beneath the roots of a huge, dead oak tree. There is no sign of life inside, no trails leading into or out of the cave that can be spotted. A couple small hares burrowed in the back make easy targets providing enough sustenance for the day. Inside, a humanoid skeleton is huddled around a long dead fire-ring, decaying scraps of cloth pulled tight to his frame. Search as you might, nothing of use can be found in the dreary hole, but it does provide some shelter from the cold.
Encounter of the Day: 1d100 ⇒ 60
Encounter of the Night: 1d100 ⇒ 13
Day 2
Waking the following morning, the snow has blown over the small entrance, burying you all in a deep black crowded hole. A half hour of digging with your hands later, and you manage to break through the dense crust of snow, frozen solid in the night. The blinding whiteness of the morning sun on the snow causes severe discomfort for several long moments.
Encounter of the day: 1d100 ⇒ 33
Encounter of the day: 1d100 ⇒ 13
An otherwise completely uneventful day's journey lands yo on the frozen banks of a wide, quickly flowing river. Although it is frozen solid most of the way across, a twenty foot wide swatch of open water topped by slow moving chunks of ice and a heavy layer of slush flows silently in front of you.
Survival: Inuki:: 1d20 + 4 ⇒ (13) + 4 = 17
Survival: Jutmon:: 1d20 + 6 ⇒ (14) + 6 = 20
Survival: Nareth:: 1d20 + 9 ⇒ (6) + 9 = 15
Survival: Roga:: 1d20 + 9 ⇒ (15) + 9 = 24
Survival: Sergei:: 1d20 + 7 ⇒ (6) + 7 = 13

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Inuki is relatively sure he could help make a bridge, if you have the materials, that would support a human, not certain it would support a horse.

Jutmon Symber |

"Do we have an axe?" Jutmon knows he hasn't been packing one all this time.
"Maybe we could follow up, or downstream, to find a crossing point. If we don't have an axe."
The prospect of bridging a river this wide seems like too major a task with the tools at hand. True, the gap between the ice banks, is only 20 feet, but who is to say, that the ice can be trusted, to support any weight. Jutmon suspects the ice grows thinner as it gets closer to the open channel.

Roga Beastfriend |

"Is a discount on potions really worth this risk? It might be better to attempt a crossing the in spring when it's not so cold. We have plenty of territory left to explore north of the river."

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Nareth: Perception: 1d20 + 3 ⇒ (10) + 3 = 13
Nareth Up River: 1d100 ⇒ 16
Nareth Back: 1d100 ⇒ 23
Nareth: Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Nareth Down River: 1d100 ⇒ 11
Nareth Back: 1d100 ⇒ 81
Distance, in Yards: 1d100 ⇒ 97 = 195' (Rounded down)
1d20 ⇒ 15
Width: 1d3 ⇒ 1*10 = 10'
Perception: 1d20 + 3 ⇒ (18) + 3 = 21
???: 1d20 + 9 ⇒ (7) + 9 = 16
About one hundred yards, due south, you find a spot that appears to be a better crossing spot, only ten feet wide. As you are surveying the spot to check its potential, you happen to notice you are being stalked by a very large wolf like creature. This unusually large wolf has an evil, almost intelligent light shining in its deep red eyes. You are only one hundred ninety five feet from the group, and the beast does not appear to be actively attempting to attack. It does appear to be stalking you however. You do not believe it realizes it has been spotted.

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Nareth rides back, not making any acknowledgement of the creature. If it continues to stalk him, he quietly casts detect magic in its' direction.
Assuming the creature doesn't attack me before i return
"Theres a slightly better spot not too far south. Oh, and I believe I'm being followed by a rather large wolf"

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Assuming the group follows you south...
Moving south a ways, you find a crossing much like the first, but half the width. Trusting your guide to examine the gap, Survival: Roga:: 1d20 + 4 ⇒ (5) + 4 = 9, Roga concludes it is a safe place to cross.
Inuki Talespinner: Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Jutmon Symber: Perception: 1d20 + 2 ⇒ (12) + 2 = 14
Nareth: Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Roga Beastfriend: Perception: 1d20 - 1 ⇒ (20) - 1 = 19
Sergei Surtova : Perception: 1d20 + 6 ⇒ (9) + 6 = 15
???: 1d20 + 9 ⇒ (12) + 9 = 21
The ice sheet is about 20 inches thick where it meets the waterline on this side of the river, and appears roughly the same on the other side. There are large animal prints in the snow along the rivers bank.
Inuki: K. Nature: 1d20 + 2 ⇒ (12) + 2 = 14
Roga: Tracking: 1d20 + 4 ⇒ (9) + 4 = 13
Inuki and Roga believe the prints appear to be from a large dog of some sort, possibly a worg.
Worgs hunt in packs, running down and surrounding their prey like common wolves, but their intelligence and ability to speak make them better at coordinating their attacks. They sometimes use one packmate as a decoy, pretending to be a humanoid calling for help in order to lure intelligent prey into an ambush. Worgs that travel with goblins often allow them to ride on their backs, but in such situations it is usually the worg that is the master, not the rider.
DC 12 Although intelligent, the worg's will is considerably weaker than its fortitude or reflex.

Jutmon Symber |

Jutmon looks at the distance, doubtfully. "I don't think I can jump that far."
For a Wizard, he is pretty fit, but a ten foot broad-jump, with icy footing, almost certainly spells a dump into ice water for him.
"If that wolf, or whatever, you saw, Nareth, shows up, while we are trying to cross, it could be a problem. If, our strength is divided, by a river."

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Survival: Inuki:: 1d20 - 1 ⇒ (2) - 1 = 1
Survival: Jutmon:: 1d20 + 1 ⇒ (9) + 1 = 10
Survival: Nareth:: 1d20 + 3 ⇒ (3) + 3 = 6
Survival: Roga:: 1d20 + 4 ⇒ (10) + 4 = 14
Survival: Sergei:: 1d20 + 2 ⇒ (18) + 2 = 20
Looking at the approach to the narrow crossing, Sergei and Roga deduce that if you were able to somehow grit the path, perhaps with dirt, sand, or even wood chips, the crossing would be much easier.
Currently, the snow is about two feet deep. Under the larger pine trees scattered here and there across the plains. ground is almost bare, but still frozen. If you were to take a couple hours, you believe you could amass enough grit to make the crossing much safer.
Moving from Icy (+5 DC) to Slightly Obstructed (+2 DC)

Roga Beastfriend |

"I believe Midnight could jump this gap with few issues. I could tie a rope to his saddle and throw it back across. You all could tie yourselves to it as you make the jump in case you fall in." Roga says. "If a Worg attacks, it won't be alone against armed men. We likely have some time while he goes to fetch his friends."

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Acrobatics: Nareth: 1d20 ⇒ 10 Failed by 2
Reflex: Nareth: 1d20 ⇒ 16 Success!
Backing up as far as possible, Nareth watches as his companions carefully, but easilly hop across the ten foot wide gulf in the slushy river. Carefully pacing back and forth, he strips off his heavy armor, entrusting Roga to get it, along with the rest of his gear, across the river. After several false starts, Nareth backs up and levels a strong determined gaze at the far bank. Breaking into a dead sprint, the priest launches off the bank and sails almost all the way across. A look of calm surprise crosses the priest's face as he plunges into the icy waters, his hands quickly finding purchase on the ice. Working quickly, the group pulls the priest out of the icy depths. Most of you are able to quickly note that the priest is even more pale than usual. It is obvious to all that the group will need to prepare a camp, or at least a fire, as soon as possible.
Damage: Nareth: 1d6 ⇒ 2 Non lethal as a result of your short swim in the river.

Roga Beastfriend |

If it's night time I'm fine with making camp (or if we've been going for 8 hours). Otherwise, lets just stop briefly to warm up Nareth and then start searching for the berries.
"Yeah, lets get Nareth warmed up and then start searching for those berries."