| Geedra Horsebiter |
"Don't trust big horse. Never heard horse talk before. Even fox can't talk," Geedra hisses to the rest of her group.
"Why you talk, horse? Geedra not bother horse, why horse bother Geedra?"
| Cara Shalandrael |
"And who are you, exactly?" Cara asks the verbal stag, wishing she had paid more attention when learning about creatures of nature when she was growing up.
| Kronek |
Kronek hisses back at Geedra, "Not a horse, its a deer...but it still shouldn't be talking." He looks on suspiciously as Cara attempts a more diplomatic approach.
| Asgrid Hjalterskell |
Asgrid looks on, astounded to see an elk talking. She mutters quietly, "Geedra, why are you so surprised at a talking deer? Don't you talk to Fox? Me, on the other hand, I'm a bit weirded out right now." Asgrid nevertheless bows politely to the creature and speaks up as she addresses it. "Greetings, Wise One of the forest. Indeed, we have noticed the snow, it is why we are here. And also to rescue a woman who has been kidnapped. Can you aid us with any information? We are new to these woods."
Diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11
| Woodsmoke |
The stag responds, shaking snow from its fur. "I am me, that stands before you. I have no name. Not a horse, no. I am something; a deer you say, an elk, yet I speak. So I must be something more. I do not know why I can speak to those who walk on two legs, but I can, so I do. The snow is strange, but comforting. It is not time for snow, but here it is, so if it is here, then mustn't be the time for it? Who are you or I to say when it is the time for things. The snow has decided it is time, and so the snow is here. You are looking for another? One that was taken? Oh, you are going the wrong way...They came this way once, and deeper into the woods, but then they left, left the snow beyond, out of the trees. If you follow this old trail the way I just came, it will take you away, where they went."
Fafwein Bluff: 1d20 + 9 ⇒ (9) + 9 = 18
Cara SM: 1d20 + 2 ⇒ (2) + 2 = 4
Geedra SM: 1d20 ⇒ 20
Kronek SM: 1d20 + 1 ⇒ (6) + 1 = 7
Asgrid SM: 1d20 + 2 ⇒ (17) + 2 = 19
| Kronek |
Kronek tries to follow the deer/elk's twisting language, only to find himself more confused than ever. "You think its an illusion Geedra? Brought on by cold or something else? Why would they go deep into the woods and then leave? Where does your trail come from elk?"
| Cara Shalandrael |
Cara blinks a few times, feeling quite confused and unsure if Geedra's skepticism is a product of her hatred of horses or something more definite, "What sort of talking animal doesn't even have a name? Why should we trust you?"
| Asgrid Hjalterskell |
Asgrid whispers to the others. "Geedra's right. There's something not quite true about that elk. Might be, it's not the elk that's doing the talking." Her eyes dart about, looking for anyone else that might be present.
Perception check to look around for another possible source for the voice. Knowledge (nature) check to determine the nature of the elk. And Sense Motive check to determine the voice's intentions towards the party.
Perception: 1d20 + 2 ⇒ (4) + 2 = 6
Know (nature): 1d20 + 5 ⇒ (2) + 5 = 7
Sense Motive: 1d20 + 2 ⇒ (13) + 2 = 15
| Kronek |
Alerted to the possibility of a hidden trickster, Kronek also turns his attention to the surrounding area, looking for someone that might be creating an illusion or throwing their voice.
Perception 1d20 + 5 ⇒ (4) + 5 = 9
| Woodsmoke |
The elk stamps its foot in the snow. "Such hostility...Lies? Why should I lie? And why should I, who knows not how I speak, have a name? Creatures such as I have no names apart from those that creatures such as you give us. Names are nothing to us. Scent and sound and sight are our ways. Names are for those who have forgotten." The elk moves a few steps and gnaws on a gnarled root for a few moments before raising its head and rubbing its antlers on a tree. "And how would you know how I should act or not act. You said it yourself, you have never seen a talking elk before. To me, my behavior is normal...But as for trust, you may not believe, but I tell you as I know. The others who took the one went deep into the woods to collect something, and to store others, and then they left. This tail runs up and out of the forest, in the same direction they went, though they were further west. Are you friends of the taken one? Or were you sent by others to reclaim her. She looked well restrained and guarded...maybe she was important. Maybe you are important, too?" You aren't able to detect the presence of any other beings nearby. Further pondering on the elk doesn't turn up anything specific. Talking animals, while not common, aren't unheard of, or perhaps this is some magical beast, or even a spirit? Some sort of magic could have recently enchanted the creature with some level of sentience, maybe something related to the sudden winter. Or, it could be a shapeshifted creature or be controlled by something else. Many possibilities cross your minds. Other than the offputting strangeness with which this creature communicates, you don't know if what you are picking up are falsehoods or misleads, or just abnormal body language and speech patterns that you aren't used to.
Fafwein bluff: 1d20 + 9 ⇒ (20) + 9 = 29
Kronek SM: 1d20 + 1 ⇒ (16) + 1 = 17
Cara SM: 1d20 + 2 ⇒ (12) + 2 = 14
Geedra SM: 1d20 ⇒ 12
| Asgrid Hjalterskell |
Asgrid puffs out her cheeks. This was a weird one. Still, weren't there stranger things out there? "Alright then. Yeah, we'd like to help the one who was taken. Can you take us to her? Would you like to help us?"
| Geedra Horsebiter |
"Don't like talking horse. Maybe eat the horse, instead of talk. Maybe horse wants the all the gold! Kill annoying horse and then figure out plan.". Geedra licks her lips at the elk, imagining its leg roasted over a spit.
| Kronek |
Unable to see anything but the elk, Kronek decides it must just be another strange fey creature, "I don't know Geedra. It seems ok, maybe it is right. It hasn't attacked us like those other fey. Maybe it does mean to be helpful..."
| Cara Shalandrael |
"I prefer to trust in my tracking skills rather than rely on the kindness of mysterious strangers. They've gotten us this far, so we really don't need your help." Cara observes with a shrug, she hadn't survived years by herself in the wilds by trusting easily.
| Woodsmoke |
"No? That is your decision, then. Though a wilder such as yourself should know when to take cues from the natives of the land." The stag shakes its antlers again and moves about a bit, walking a few steps this way and that while nosing at the ground. "If you delve deeper into the forest, bad things would overcome you. There are dangers deep in the snow, and your quarry is not there, but taken north and out of the dangers. Why delve into danger when what you seek is not there to be found? You have weapons, but what makes you think you can handle what lies beyond?"
| Geedra Horsebiter |
Geedra at that moment decided that that strange magical horse was after whatever gold they might receive for helping the kidnapped lady. "No more listen, horse! Geedra here to save human and get gold. Horse not take all the gold meant for Geedra. And friends," Geedra smiles sweetly. "Big human, go punch horse in face, please. Gold is that away and tricky horse lies."
| Cara Shalandrael |
While the others continue to converse with the talking elk, Cara looks around the area both in the direction the tracks were leading, and the direction the creature claimed their quarry was now located in order to test the veracity of its claims.
Survival: 1d20 + 7 ⇒ (18) + 7 = 25
+1 if the tracks were made by humans
| Woodsmoke |
When Asgrid speaks, the snorts. "Powerful things beyond my reckoning...great beasts and strong beings. Best not to go there." However, upon Geedra's accusations, the voice projecting from the elk becomes much more dire and angry. "Fine...I tried to help you, to save your miserable lives, let you walk away, but you are inconceivably stubborn in your quest to realize your own mortality. I'll save you the trip to the heart of the forest and show you right now!"
Suddenly, a being flickers into existence near Kronek, its arm outstretched. A diminutive fey creature, it is larger than the sprites you fought before, but not by much. Dragonfly wings keep the blue-green skinned fey aloft, and a most wicked grin splits its delicate face. Before you can truly react, the fey puts its hand onto the scabbard of Yuln's longsword, worn by Kronek, while raising its voice. "[/b]Attack, attack!"[/b] In response, the stag stamps on the ground, and flares its nostrils, steam escaping them. It lowers its head and looks ready to charge.
Everyone please roll initiative, and Kronek can you roll a Will save for your weapon. As it is a non-magical, but attended weapon, it will use your own will save as the bonus.
Map
Initiative:
Fey & Elk: 9
Fafwein and Elk Init: 1d20 + 7 ⇒ (2) + 7 = 9
| Kronek |
Initiative 1d20 + 1 ⇒ (16) + 1 = 17
Will save 1d20 + 1 ⇒ (20) + 1 = 21
Kronek elbows aside the fey and draws the sword, feeling anger at the trickery flood into his limbs, he takes a ferocious swing at the blue-green fey.
Free action to rage
Attack 1d20 + 7 ⇒ (10) + 7 = 17
Damage 1d8 + 12 ⇒ (7) + 12 = 19
| Woodsmoke |
Knocking the fey away from his sword, Kronek yanks the blade from the scabbard and whips up his trademark fury. He gives the blade a mighty swing, and the fey creature has no time to react. The edge of the longsword bites into the tiny fey's side and slices clean through, cleaving the trickster in two. The pieces fall into the snow with a barely audible plop and the stag jerks once as if roused from a trace and gallops off into the game trail as quickly as it can.
That'll do it! The path continues on ahead.
| Cara Shalandrael |
"Excellent work swatting that pest, Kronek." Cara praises with a happy smile, pleased that they didn't fall for the trap the creature laid for them. "Let's move on before the cold takes us again."
| Kronek |
"Thanks! I'm not sure what it planned to do with Yuln's sword, but I'm sure it wasn't good. I'm ready to keep moving too, let's go."
| Asgrid Hjalterskell |
Tricked again! Asgrid grinds her teeth, aware that she was starting to feel a real animosity towards fey creatures and their tricks. She pulls her hood down low, and is ready to stomp off through the snow. "Right, which way now? That thing said the lady went north, but that those taking her also had something going on in the middle of the forest. Is there any evidence of a trail that shows it was telling the truth?"
| Woodsmoke |
The bandit's trail continues on, crossing the game trail and cutting further into the forest. Inspecting the game trail itself, you mostly see hoof and paw prints of varying sizes - deer, rabbit, wolf, and the like. It doesn't look like many, if any, humanoids have traveled on it recently.
I assume you continue following the bandits.
The trail left by the bandits carries on in a straightforward manner. It is more difficult to follow in some spots, but the path you are on is really the only serviceable throughway amongst the trees, so it is safe to surmise that sticking to it is a good option. Another hour passes as you march through the frozen woodlands, and once more you feel the cold sinking through your clothes and into your flesh and bones. Everyone except Geedra please make a fortitude save to throw of the effects of the cold, including +5 cold weather outfit bonus.
After a few miles of slogging through the snow, the trees around you start to thin out, and the vegetation breaks away on the banks of a wide creek that cuts through the path ahead of you. A solid sheet of ice extends across the frozen stream, and snow-covered rocks line its banks. Across the water, that path you are on seems to continue forward, disappearing into the trees on the other side.
Most peculiar about the area is the six foot tall snowman that stands on the edge of the creek on your side, in the middle of the trail. A crude wooden sign leans against it and reads "Trespassers Turn Back."
You are about thirty feet away from the stream and the sign, your backs to the treeline.
| Geedra Horsebiter |
"Who put snowman here? Too cold for most to have fun and make it. Maybe it a hiding place?" While the others were dealing with their cold issues, Geedra moves forward and looks more closely at the snowman, casting Detect Magic as she moves.
| Cara Shalandrael |
Tired of fey trickery, Cara attempts to shoot an arrow into the snowman before Geedra comes close to it. "Geedra, didn't we have a talk about checking for traps first?"
Longbow+PBS: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Damage?: 1d8 + 1 ⇒ (6) + 1 = 7
| Cara Shalandrael |
Oops, forgot to roll Fort save
Fort Save+furs: 1d20 + 3 + 5 ⇒ (15) + 3 + 5 = 23
| Asgrid Hjalterskell |
Seeing the snowman and the group's response, Asgrid instantly grows wary. She scans the surroundings looking for movement. She also looks for any evidence of a trap, though with all the snow any trap would likely be well hidden. "These fey and their games are really starting to drive me crazy." The dwarf has her axe at the ready.
Fortitude save: 1d20 + 6 ⇒ (3) + 6 = 9
Perception: 1d20 + 2 ⇒ (14) + 2 = 16
| Woodsmoke |
As Geedra moves closer to investigate the snowman, the rest of the group looks at it cautiously. Cara snaps an arrow at it, but the seemingly inanimate thing does not respond to the projectile as it slips into its form. However, as Geedra closes within fifteen feet of snowman, a voice shouts angrily from it, its pebble-made mouth moving with the words. "Can't you read? The sign says turn back! Now get lost!"
Asgrid, you take 1d6 ⇒ 3 points of nonlethal damage from exposure.
| Cara Shalandrael |
"Perhaps we should go around. I doubt there's any treasure to be had here, Geedra." The young elven woman suggests, bow held ready for danger.
| Geedra Horsebiter |
"First horse, now snowmanses tell to go away. Must be much gold for protections like this. Geedra think this is hooey and others want the gold. Geedra want to keep follow path. What about Asgrid and big human? What you feel?"
| Asgrid Hjalterskell |
Considering the snowman for a moment, Asgrid responds, "I reckon it's more fey just trying to put us off the chase. Let's keep at it." Asgrid smiles over at Geedra. Famous last words?
Current HP 9/9 (3 nonlethal)
Spells Cast
1st (4/day) - cure light wounds, forbid action
0 - none
Bolts used: 3
| Woodsmoke |
As Geedra draws nearer to the snowman, it makes no more remarks nor movements, but simply stands sentinel. However, upon putting herself adjacent to the guard to inspect it, its coal-black eyes shift to look down at the goblin and a wide grin covers its round face. "You should have listened." What follows is a sudden and incredibly loud eruption of sound, akin to a scream of frustration but at levels of sonic force. The snowman breaks apart from the blast, and Geedra gets caught in it as well. Geedra, please make a DC 18 fortitude save. Failure means you take 5 points of damage and are stunned for 1 round. Success gives you 2 damage and no stun.
If the sudden explosion of noise was not enough, two dark shapes can be seen moving beneath the ice on the creek, seemingly reacting to the alarm. A moment later, two roughly humanoid shapes emerge, made solidly of ice. They do not break or crack the ice when they egress, but glide though it supernaturally. They focus their attention on the one who triggered the snowman, deep spots of black ice serving as their eyes. They do not look welcoming! Roll initiative.
Sound Burst: 1d8 ⇒ 5
| Cara Shalandrael |
Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
If she keeps this up, she's going to get all of us killed along with her.
With a look of displeasure, Cara rolls her eyes as Geedra sets off the trap and most likely signals the ice creatures.
| Asgrid Hjalterskell |
Wow. When I said the snowman was a bomb, I was just kidding. Maybe Asgrid really is an oracle. :)
Asgrid looks on in shock as the two creatures emerge from the frozen crust of ice covering the river. With Geedra stunned by the blast of sound that obliterated the snowman, Asgrid shares a glance at Kronek and Cara. The creatures advance. Rather than rush in to attack, Asgrid hunkers down and uses her innate power to summon icy spikes to bolster her armor, and prepares for the attack.
Initiate ice armor as standard action, +4 armor bonus for 1 hour. Draw axe as move action.
Initiative: 1d20 ⇒ 4
Current HP 9/9 (3 nonlethal) Current AC 18 (with ice armor)
Spells Cast
1st (4/day) - cure light wounds, forbid action
0 - none
Bolts used: 3
| Woodsmoke |
Cara is up first, but I'll go ahead and post some other actions as well to move thigns along; if Cara's action affects anything, I'll retcon.
The snowman erupts in its blast of sound and Geedra is overcome by its sonic force. Thrown off by the magic, she sways in place, with a glazed look over her eyes - obviously stunned by concussive blast. Geedra is stunned, dropping anything held and receiving a -2 penalty to AC and a loss of dexterity bonus to AC for 1 round. The ice elementals that have arisen glide forward on the frozen creek, their movement turning to lumbering steps as the terrain switches from ice to snow. They make for the now-stunned Geedra, their advance seemingly unhindered despite the gathered snowfall. Each one of them throws an icy fist at the goblin as they close the gap. Somehow, however, even with Geedra's weakened defenses the ice elementals miss their attacks. Even with Geedra's AC at 9, the ice elementals fail to roll higher than an 8! Kronek responds to the assault by striding forward with his longsword and hacking at the nearest enemy. With a huge swing, the ice elemental shatters against the force of the blow. A whopping hit of 14 damage is enough to end the elemental. 1 remains. Asgrid readies her axe and beseeches her powers, armoring herself in ice pulled from the very air around.
Back around to the top, so Cara if you want to post 2 turns, and Geedra can act in round 2 as well. I'm on my laptop just now, so I'll update the map later, but 1 ice elemental stands directly south of Geedra.
Initiative:
Cara: 21
Geedra: 19
Ice Elementals: 12
Kronek: 6
Asgrid: 4
Kronek init: 1d20 + 1 ⇒ (5) + 1 = 6
ice elementals init: 1d20 - 1 ⇒ (13) - 1 = 12
Slam 1 1d20 + 4 ⇒ (4) + 4 = 8
Slam 2 1d20 + 4 ⇒ (1) + 4 = 5
Longsword: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 8 ⇒ (6) + 8 = 14