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local: 1d20 + 5 ⇒ (15) + 5 = 20
nature: 1d20 + 12 ⇒ (7) + 12 = 19
"Looks like some Svirfneblin are fighting with RedCaps,I hope everyone can figure out which creature is which." he pauses glancing at each party member looking for signs of confusion before continuing. "The RedCaps are probably the aggressors seeings as their only goal in life is to make things bleed."

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Knowledge Nature: 1d20 + 7 ⇒ (11) + 7 = 18
"Me granny used to tell me stories about the faerie folk. I 'member her telling me and the other kids about these mean ole' buggers who wore hats they dipped in tha blooda der victims. I don't know if them gnome fellas are any good, but I got a feeling them fey folk ain't gonna wanna parley honest with us."
Gordy's on board with wiping out those redcaps.

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By the way, how long since our last encounter? Tracking the time matters for the oozemorph :D
Malsuza nods and breaks into a sprint, Doggoth following close behind. "Redcaps. Bad guys. Right. Let's go down there and help the other guys!"

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”I suppose it doesn’t hurt to have allies down here.” states Archer, agreeing with the team. ”By the way, we should decide what to use that continual flame oil on. ”

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"Wait, we're only smashing one group?" Kipp says somewhat confused, and maybe a little disappointed. "Oh well," he continues before charging in yelling "The end is nigh! Let us see for whom the bell tolls!"

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Initiative Archer: 1d20 + 5 ⇒ (1) + 5 = 6
Initiative Gordy Grimes: 1d20 + 6 ⇒ (20) + 6 = 26
Initiative Kipp: 1d20 + 1 ⇒ (17) + 1 = 18
Initiative Malsuza: 1d20 + 4 ⇒ (7) + 4 = 11
Initiative Rorik: 1d20 + 3 ⇒ (10) + 3 = 13
Initiative Witz: 1d20 + 2 ⇒ (16) + 2 = 18
Initiative Red Caps: 1d20 + 8 ⇒ (18) + 8 = 26
Initiative Svirfneblin Rangers: 1d20 + 2 ⇒ (2) + 2 = 4
Round 1: FIGHT!
Light Condition: Dim Light, Party Light (60ft)
Active Buffs: None
Active Penalties: None
Blue Red Cap(-0,Fine)
Red Red Cap(-0,Fine)
Gordy Grimes(-0,Fine)
Kipp(-0,Fine)
Witz(-0,Fine)
Rorik(-0,Fine)
Malsuza(-0,Fine)
Archer(-0,Fine)
Green Svirfneblin Ranger(-41,Unconcious, Dying)
Orange Svirfneblin Ranger(-20,Fine)
Purple Svirfneblin Ranger(-20,Fine)
Redcap
NE Small Fey
Like some miniscule, wicked old man, this snarling little humanoid wears metal boots and a blood-red pointed cap.
1 Question @21, 2 Questions @26
Attack Roll Red Scythe VS Rorik: 1d20 + 8 ⇒ (9) + 8 = 17
Attack Roll Blue Scythe VS Kipp: 1d20 + 8 ⇒ (9) + 8 = 17
Attack Roll Red Cleave VS Kipp: 1d20 + 8 ⇒ (1) + 8 = 9
Attack Roll Blue Cleave VS Rorik: 1d20 + 8 ⇒ (5) + 8 = 13
Damage Roll Red Scythe VS Rorik: 2d4 + 10 + 6 ⇒ (3, 2) + 10 + 6 = 21
Damage Roll Blue Scythe VS Kipp: 2d4 + 10 + 6 ⇒ (4, 4) + 10 + 6 = 24
Damage Roll Red Cleave VS Kipp: 2d4 + 10 + 6 ⇒ (2, 1) + 10 + 6 = 19
Damage Roll Blue Cleave VS Rorik: 2d4 + 10 + 6 ⇒ (3, 1) + 10 + 6 = 20
The Redcaps hear Kipp calling out a challenge to them, so they turn and face the Pathfinders. In spite of their iron boots, they are incredibly fast and move up to the party with ease. They swing their scythes at such great arcs that they intend to hit both of the kitsune with wide cleaves! Only Rorik gets hit, however.
What Happened
Red Redcap: Move, Standard Action Cleave
Blue Redcap: Move, Standard Action Cleave
Kipp: 0 Damage
Rorik: 21 Damage
All Pathfinders are up!

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"I think it tolls for mrrffrr!" Kipp yells as he swings his flail and chomps his teeth, failing to finish his sentence before getting a mouth full of fey. power attack. flail damage: magic, adamantine, bludgeoning. bite damage: bludgeoning, piercing, slashing.
Flail: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17 flail damage: 1d10 + 5 + 6 ⇒ (6) + 5 + 6 = 17
bite: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22 bite damage: 1d8 + 3 + 6 ⇒ (6) + 3 + 6 = 15

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Gordy jumps off the ledge and runs around to the other side of the red caps. The Cap'n slithers forward, grabbing at scythe wielding fiend in an attempt to distract it. Forming a watery hammer, Gordy slams the evil fey creature.
Gordy is provoking an attack of opportunity from Blue.
Cap'n Aid Attack: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22
Kinetic Blade: 1d20 + 11 + 2 + 2 ⇒ (19) + 11 + 2 + 2 = 34
Blunt, Magic: 3d6 + 9 ⇒ (5, 3, 3) + 9 = 20

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As a standard action Rorik switches his teamwork feat to escape route. then he moves next to the Cap'n as he draws his longspear.

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The bite was potentially better than I thought
bite confirmation: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10 crit damage: 1d8 + 3 + 6 ⇒ (8) + 3 + 6 = 17
was potentially better than I thought

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Round 1: FIGHT!
Light Condition: Dim Light, Party Light (60ft)
Active Buffs: None
Active Penalties: None
Blue Red Cap(-15,Fine)
Red Red Cap(-0,Fine)
Gordy Grimes(-0,Fine)
Kipp(-0,Fine)
Witz(-0,Fine)
Rorik(-21,Fine)
Malsuza(-0,Fine)
Archer(-0,Fine)
Green Svirfneblin Ranger(-41,Unconcious, Dying)
Orange Svirfneblin Ranger(-20,Fine)
Purple Svirfneblin Ranger(-20,Fine)
Attack Roll Blue Scythe AOO VS Gordy: 1d20 + 8 ⇒ (6) + 8 = 14
Damage Roll Blue Scythe AOO VS Gordy: 2d4 + 10 + 6 ⇒ (1, 1) + 10 + 6 = 18
The blue Red Cap swings at Gordy but misses entirely.
The Pathfinders notice their weaponry seem less efficient at hurting these creatures.
Used Types so far: Bludgeon, Pierce, Slash, Adamantine.

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Malsuza assesses the situation, noting the clogged up front line. She decides to shift to the side, drawing a javelin. Better to provide fire support than get in her allies' way.
Javelin against L. blue: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 1d6 + 5 ⇒ (1) + 5 = 6
Doggoth, meanwhile, follows his previous orders and simply sticks by Malsuza's side.

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Archer pulls out a pair of cold iron arrows (the only kind he uses, for the most part), again calling on the favor of Old Deadeye, and shoots red.
fervor cast divine favor
If red drops, 2nd shot to blue
magic bow, DF, PBS, RS, DA: 1d20 + 13 + 3 + 1 - 1 - 2 ⇒ (1) + 13 + 3 + 1 - 1 - 2 = 15 CI arrow, magic, DF, PBS, DA: 1d8 + 6 + 3 + 1 + 4 ⇒ (6) + 6 + 3 + 1 + 4 = 20
magic bow, DF, PBS, RS, DA: 1d20 + 13 + 3 + 1 - 1 - 2 ⇒ (10) + 13 + 3 + 1 - 1 - 2 = 24 CI arrow, magic, DF, PBS, DA: 1d8 + 6 + 3 + 1 + 4 ⇒ (8) + 6 + 3 + 1 + 4 = 22

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Round 2: FIGHT!
Light Condition: Dim Light, Party Light (60ft)
Active Buffs: Bardic Performance Round 1
Active Penalties: None
Blue Red Cap(-15,Fine)
Red Red Cap(-22,Fine)
Gordy Grimes(-0,Fine)
Kipp(-0,Fine)
Witz(-0,Fine)
Rorik(-21,Fine)
Malsuza(-0,Fine)
Archer(-0,Fine)
Green Svirfneblin Ranger(-41,Unconcious, Dying)
Orange Svirfneblin Ranger(-20,Fine)
Purple Svirfneblin Ranger(-20,Fine)
Redcap
NE Small Fey
Like some miniscule, wicked old man, this snarling little humanoid wears metal boots and a blood-red pointed cap.
1 Question @21, 2 Questions @26
Green Stabilize Check DC 21: 1d20 + 2 ⇒ (12) + 2 = 14
Red Cap Fort Save DC11: 1d20 + 6 ⇒ (10) + 6 = 16
Blue Cap Fort Save DC11: 1d20 + 6 ⇒ (19) + 6 = 25
Attack Roll Red Scythe VS Kipp: 1d20 + 8 ⇒ (17) + 8 = 25
Attack Roll Blue Scythe VS Gordy: 1d20 + 8 ⇒ (7) + 8 = 15
Attack Roll Red Cleave VS Archer: 1d20 + 8 ⇒ (6) + 8 = 14
Damage Roll Red Scythe VS Kipp: 2d4 + 10 + 6 ⇒ (4, 4) + 10 + 6 = 24
Damage Roll Blue Scythe VS Gordy: 2d4 + 10 + 6 ⇒ (2, 1) + 10 + 6 = 19
Damage Roll Red Cleave VS Archer: 2d4 + 10 + 6 ⇒ (4, 1) + 10 + 6 = 21
Archer's cold iron arrow seems to be particularly devastating to the red cap. It moves to make an attack against archer as part of a cleave, but the svirnefblin step up to help their new allies. They cast spells at the evil fey. Unfortunately for them, the redcap resist the effects and continue their assault.
The blue one swings his scythe into Gordy, while the red one attacks Kipp and cleaved towards Archer. Kipp takes.
You all notice it appears the redcaps are recovering from their wounds.
What Happened
Red Redcap: Move, Standard Action Cleave Kipp and Archer
Blue Redcap: Attack Gordy
Kipp: 24 Damage
Gordy: 0 Damage
Archer: 0 damage

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Round 2: FIGHT!
Light Condition: Dim Light, Party Light (60ft)
Active Buffs: Bardic Performance Round 1
Active Penalties: None
Blue Red Cap(-12,Fine)
Red Red Cap(-19,Fine)
Gordy Grimes(-0,Fine)
Kipp(-24,Fine)
Witz(-0,Fine)
Rorik(-21,Fine)
Malsuza(-0,Fine)
Archer(-0,Fine)
Green Svirfneblin Ranger(-41,Unconcious, Dying)
Orange Svirfneblin Ranger(-20,Fine)
Purple Svirfneblin Ranger(-20,Fine)
Both of the Svirfneblin tried to use Blindness on the redcaps.
Redcap
NE Small Fey
Like some miniscule, wicked old man, this snarling little humanoid wears metal boots and a blood-red pointed cap.
1 Question @21, 2 Questions @26
Red's movement would provoke from adjacent targets with melee weapons due to moving up.

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Archer steps back to try and and finish of the redcap that attacked him.
5' step
magic bow, PBS, RS, DF, DA, IC: 1d20 + 13 + 1 - 2 + 3 - 2 + 1 ⇒ (20) + 13 + 1 - 2 + 3 - 2 + 1 = 34
Confirm: 1d20 + 13 + 1 - 2 + 3 - 2 + 1 ⇒ (15) + 13 + 1 - 2 + 3 - 2 + 1 = 29
Assuming this crits
CI Magic arrow, PBS, DF, DA, IC: 3d8 + 18 + 3 + 9 + 12 + 3 ⇒ (7, 7, 6) + 18 + 3 + 9 + 12 + 3 = 65
If red is down, this goes against blue. Neither should get cover.
magic bow, PBS, RS, DF, DA, IC: 1d20 + 13 + 1 - 2 + 3 - 2 + 1 ⇒ (1) + 13 + 1 - 2 + 3 - 2 + 1 = 15 CI Magic arrow, PBS, DF, DA, IC: 1d8 + 6 + 1 + 3 + 4 + 1 ⇒ (4) + 6 + 1 + 3 + 4 + 1 = 19
Moot point. RNG giveth, RNG taketh away

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The red redcap moves its hand up to the cold iron arrow now protruding from its eye socket. It limply falls to its knees and then collapses.

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"I'm over here!" Kipp yells and swings at the provoking fey.
attack of opportunity.
Flail: 1d20 + 9 - 2 + 1 ⇒ (13) + 9 - 2 + 1 = 21 Damage: 1d10 + 5 + 1 + 6 ⇒ (7) + 5 + 1 + 6 = 19
Actual turn
"By the falling moon, I will crush you." Swift action divine favor.
"DIE!"
Flail: 1d20 + 9 - 2 + 2 + 1 + 2 ⇒ (13) + 9 - 2 + 2 + 1 + 2 = 25 Flail Damage: 1d10 + 5 + 1 + 6 + 2 ⇒ (5) + 5 + 1 + 6 + 2 = 19
bite: 1d20 + 4 - 2 + 2 + 1 + 2 ⇒ (17) + 4 - 2 + 2 + 1 + 2 = 24 Bite Damage: 1d8 + 3 + 4 + 2 ⇒ (6) + 3 + 4 + 2 = 15
Damage types. Flail: Bludgeoning, Magic, Adamantine. Bite: Bludgeoning, Piercing, Slashing.

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Gordy swings at the fey creature with the cold iron blade on his cestus.
AoO: 1d20 + 9 + 2 + 1 ⇒ (8) + 9 + 2 + 1 = 20
Slashing, cold iron: 1d4 - 1 + 1 ⇒ (1) - 1 + 1 = 1
"Damned buggers be hard to kill. I just I'm just gonna hafta hit 'em even harder."
Gordy gathers power, creating a diamond hard hammer of solid ice, then swinging it with all his might.
"AAAARRRR!"
Move action to gather power
Kinetic Blade: 1d20 + 11 + 2 + 1 ⇒ (13) + 11 + 2 + 1 = 27
Heightened, Magic, Blunt: 3d6 + 9 + 1 ⇒ (2, 5, 6) + 9 + 1 = 23
The heightened effect would bring the damage up to 34 (X1.5)

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The blue red cap looks to be on its last limbs. Another strong assault may be able to finish it off.

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As a swift action Rorik activates fey bane
"Witness Rovagugs Fury"
cold iron long spear: 1d20 + 6 - 1 + 1 + 2 ⇒ (15) + 6 - 1 + 1 + 2 = 231d8 + 4 + 3 + 1 + 2 + 2d6 ⇒ (3) + 4 + 3 + 1 + 2 + (4, 1) = 18

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Malsuza draws another javelin and lets it fly!
Javelin against L. Blue: 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8
damage: 1d6 + 5 ⇒ (2) + 5 = 7

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Rorik secures the kill by impaling the blue red cap with his spear. It limply falls off Rorik's weapon, and the Svirfneblin rangers go back to their dying ally to try to resuscitate him, pouring potions of healing into the dying ally.
One of them returns to you and speaks in multiple languages, trying to see what you may know.
"Without your help, we would have surely been slaughtered. Thank you, but what brings you upworlders to the Darklands?"
Go ahead and roll day jobs in Discussion as we are almost done with part 2 and I will get chronicles up soon.

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Malsuza responds in kind.
"Happy to help! Those Redcaps were out for blood."[b]
Then she turns, looking at the group. [b]"Uhm.... anyone need me to translate?"
Craft (Calligraphy0: 1d20 + 5 ⇒ (6) + 5 = 11

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”Yes, please”

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Gordy whispers to Malzusa, "These fellas don't seem so bad. Tell them that we be looking for any kidnapped dwarves that mighta' come down this way."

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Conversing with the Svirnefblin, you learn a few things of interest. Firstly they know of the dwarves who were taken away were taken by none other than the dread Zohir Totek of Karexin Tower. They offer to take you back to their village, Oremont, to rest and recoup for your journey. They will not, however, venture into Karexin Tower with you.
************************************
Oremont is a small and well-hidden village that is home to the svirfneblin clan. The village is not easy to find, by design. Without a map or a guide, it blends in with the surrounding tunnels and caverns. Even with the knowledge of its existence, the village is hidden at the end of a maze of tunnels that seem to double back on themselves or lead back to the main tunnel.
Base Value 500 gp; Purchase Limit 2,500 gp; Spellcasting 3rd
It appears word of your heroic deeds has reached the village long before your arrival, as mutters of the band of adventurers who slew the foul redcaps is the most talked subject. They also appear to be cautious and leave wide open paths for you, but do not hide away.
You are taken to the home of an elderly deep gnome who goes by the name of Patamot. He has to be at least a century old, as his wrinkled face and long beard indicate years of wisdom and experience. Fortunately for you all, he appears to know common.
"I thank you for the rescue of my people on the outskirts. The dark fey folk that follow Zohir are a dangerous force to be reckoned with."
"That being said, I wish to tell you all of the foe you plan to face. I do not plan on stopping you, but you should know what you are getting yourself in. Long ago there was a struggle with the dark armies of undead when Karexin first arrived to the region, and our clan would have been wiped out if not for the exploits of some courageous Dwarves. Zohir Totek was his apprentice, and was spared during the first battle out of mercy."
"Unfortunately, mercy can lead to dark ambitions. Zohir returned fifty years ago, and when she did I ordered my clan to be more aggressive to prevent the same massacre of long ago. As such, we keep watch on her activity, and can confirm that she left the tower and has returned only several days ago. She currently has two apprentices; a vicious forlarren woman and a sycophantic pech. To her army is also a circle of dark fey and a horde of undead servants."
"We will trade with you and provide you with some provisions, but we cannot offer much beyond that. Our village is small and can only maintain itself for the harvest months. We will grant you a cave to rest in until you are ready to face Zohir and her forces."
Chronicle Complete!
Gordy and Archer chronicles uploaded so far.
Feel free to RP around town for any more info you wish to gather before we get to the thrilling conclusion.

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Dark stone monoliths hang from above, concealing small forms darting between the stalactites. Carrying the smell of molds and fungi, the air is cool and dry as it blows through the great rift in the stone. Spores from the phosphorescent molds swirl in the air before falling deeper into the crevasse.
The Karexin Tower juts from the ceiling of the cavern, over a thousand feet above the twisting affair of broken hills and deep bogs of waste. There are a few options to reaching the tower.
The Maw’s rough walls require successful DC 15 Climb checks to traverse, but hanging from or traveling along its ceiling 100 feet overhead requires successful DC 30 Climb checks. The ceiling is covered with large stalactites that may be navigated as if they were the cavern walls, and may even offer alcoves or flat surfaces where climbers may rest. Characters with climb speeds may traverse the walls and ceiling with little difficulty.
Creatures that can fly may navigate much of the Maw easily, and many of the creatures who call the cavern home can indeed fly. The larger stalactites— many the size of trees or small buildings—may present hazards for flying creatures traveling too close to the ceiling.
Your allies in the village let you know that many of Zohir’s visitors reach her tower via flying mounts, and the orphne maintains a stable of trained mobats at the northeastern edge of the Maw’s ledge.
The villagers of Oremont, the svirfneblin, wholly endorse this option for reaching the Tower as the safest and easiest, as the mobats’ blindsense allows them to navigate in the dim light of the cave even at high speeds.

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"So, I assume we either have to climb that, or perhaps hire out some flying mounts?" asks Archer. "I vote to hire mounts. It has to be cheaper than our lives."
He asks around Oremont about the price of such mounts.

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The svirfneblin let you know the location of the stables for where you will find the mobat mounts. They advice caution, as Zohir has recently added more guards to that location due to the svirfneblin raiding it. They lead you as far as they are willing without crossing into dangerous territory.
***********************************
A round structure of stacked logs and piled stone leads right up to the cliff’s edge, and extends several thick spars twenty feet out into the darkness. A trivial bit of red bunting decorates the exterior. The air reeks of ammonia. A heavy, bronze gong rests near the cliff’s edge.
If you wish to scout ahead, please make a Stealth check. Otherwise, feel free to discuss your approach.
Slide 4

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Archer looks up.
perception: 1d20 + 3 ⇒ (6) + 3 = 9

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Gordy sneaks up ahead, and gets a head count on most visible enemies.
Three strange fey creatures that are small in height carry around weapons and tools meant for repairing equipment. A pack of flying riders on the back of stirges fly in every now and then to stock up on random objects and then return for another flight out. It seems the stirge riders are on a patrol that returns back to the stables frequently.
3 Stirge Riders, 3 fey creatures.
Quickling
CE Small Fey
This creature resembles a short and slight elf wearing drab clothes and a wicked grin. In a blink, the thing darts from sight.
1 Question at 18, 2 Questions at 23
Sprite Fighter
CN Diminutive Fey
This lithe, diminutive creature looks like a humanoid with wispy, mothlike wings and long, thin ears.
1 Question at 19, 2 Questions at 24

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Fey creatures are usually ID'd with Nature, which Gordy does have. Sadly, he is not trained in Knowledge Planes. Maybe he should have sent the Cap'n to scout instead.
Gordy carefully crawls back to the group to report.
"They're a couple a' wee little beasts there. I barely got a good look at em. I think they be more fey creatures, but not ones that I be familiar with. Some be flying on stirges, if that gives ye' idea of how little they be. The others are carrying around tools back n' forth. So I counted about six of them, excluding their mounts."

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Earlier that day....
Malsuza idly glopped around the deep gnome village as the party took their moment to rest. Doggoth had been getting really antsy since their arrival, and ran off out of the blue. Not wanting to let her companion get into trouble, Malsuza took the form of a half orc and began to search in earnest.
"Doggoth! Doooooggoth!" she called, but to no avail. Thankfully, it wasn't long before she found heavy paw prints in the ground, and she followed the trail with an exasperated sigh. She was prepared to find him gnawing on some poor gnome's lunch, or playing around with some frightened locals, or some other such mischief.
She was caught by surprise when she turned a corner to find a large, fleshy chrysalis wedged between two buildings. It was flexing and pulsing, anchored in place with a few tendrils of blackened ooze, with something inside pressing against the surface.
"D-doggoth....?" she trailed off, taking a cautious step forward. "Is that you in there?"
Malsuza pressed her cheek to the surface, listening for signs of her companion. As if sensing the outside presence, the creature within stirred and pressed back. She could feel something like Doggoth's nose press back against her, but something was off. This was much too large to be her companion.
Then, the chrysalis began to quiver as the beast inside struggled against it. The membrane stretched out as massive paw prints pressed against it from the inside, again and again, until it eventually gave way. Dripping wet and covered with eyes, the black, furry head of Doggoth broke through, the breach widening as he wriggled free of the now collapsing encasement.
Malsuza had to crane her head up to look at her companion. The aberrant wolf stood as tall as a horse, his powerful form flexing and twisting as he shook himself free of the excess mutagenic slime of his metamorphosis. His fur, black and oily, shifted and writhed from the muscles moving beneath his skin. Over a dozen eyes across his head all fixated on his mistress, blinking out of sync from one another.
"BORK!"
Malsuza cried out in joy and embraced her companion. The next time the party would see her, it would be proudly riding atop the towering canine.
And that's the story of how a medium companion can go from Medium to Large in the period of a few hours.

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Nature check: 1d20 + 8 ⇒ (8) + 8 = 16
Nature check: 1d20 + 8 ⇒ (20) + 8 = 28
I'd like to know about resistances and spell like abilities.

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"So, seems safe enough, I guess." says Archer, as he starts moving towards the stable.

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Gordy blinks in surprise when he sees the suddenly embiggened Doggoth.
"Hmmmm... Can't say I'm surprised. No good is gonna come outta being underground so long. I been going through some changes me self."
Gordy gestures to a pile of pebbles near his feet. The pebbles begin to shake, slowly drifting towards towards him.
"I can't go anywhere without rocks following me and dirt sticking to me. It ain't natural," Gordy mutters, clearly perturbed.
"So, seems safe enough, I guess."
"The fey are little, but I wouldn't underestimate 'em. Wee folk can be nasty. The ones on the stirges be sprites; but the others doing the work be called quicklings. Don't know much about them, except they're known for fer moving faster n' the eye can see. Why folks call dem quicklings, I bet."

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Gordy realizes that these sprites are actually stronger than a standard kind. The typical sprite already has abilities to cast Detect Evil, Detect Good, Dancing Lights, Daze, and Color spray. They also have resistance to damage that is not from Cold Iron. These sprites, however, look somewhat skilled and ready for combat.

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"Me thinks we need to worry less about they fey magics and more about their speed. I know from traveling wif clerics a' Cayden Cailen or Sarenrae they got blessings that can make yer weapons strike true. Do ye gods grant any such boons?"

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"Gordy, Erastil often guides my shots, with his divine favor, if that is what you mean." explains Archer. "Additionally, he does grant me several spells, though I typically don't pray for the spell bless, though I have been granted a casting of invisibility purge, which will be of use if such creatures attack us.
"However, we are here to hire flying steeds, so I would not expect a fight."
Archer looks again to see where the merchant that would rent them flying steeds is.

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@Archer After another thorough look, and recollection of what you have heard from the village, they will most likely not sell or rent any flyers to you. They appear to be servants of the dark fey that you must ascend to the tower to defeat.
Apologies if that was a misinterpretation at any point.

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"Ok, so, how do we do this?" asks Archer. "I've never really gone murder-hobo to steal mounts before."
Three stirge riders, and three of the tiny fey...
"Should I just open up with a volley of arrows, or what?"

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nature: 1d20 + 13 ⇒ (3) + 13 = 16
nature: 1d20 + 13 ⇒ (4) + 13 = 17
In response to Gordys question Rorik says "Bless is the best your gonna get from me."
He then looks to Archer"Basically, just pretend they're Duergar you had no problem slaughtering them."
Then Rorik takes hold of one of the three femurs tied securely to the armor along his left leg. He murmurs a quiet prayer causing the bone to begin shaking fiercely until it burst free from its bonds to hover protectively near his left shoulder
"Now unless anyone needs to prepare, We've spent enough time chatting. lets get down to business."