
Sir Percival de Looupe |

Sir Percival casts a glance at Hal, his eyes narrow at the insult to his magic. "You may be right.", he replies, without humour or emotion. He turns away a scowl across his face, bitterly he says, "But first we must finish the fight to rid ourselves of these slaves to the night." Sir Percival says behind the fighters, "Well Hal, it seems you can have the honour to finish off, with your more direct magic then." he smiles, but there is no humour behind the facade.

Sir Percival de Looupe |

Sir Percival speaks to the trapped were-beast, "You, can you speak? Do you want to be spared? You know we have the power over you, tell me more of your pack and how you came to be, and maybe you will be spared? Are there more in your pack than were in this grassy dip? Is there a pack leader we should know about? We seek nothing but to make this a safer passage, you what do you seek?"

Sir Percival de Looupe |

"Then tell us what we need to know, how many packs are there? and how many of you beasts are in each pack?, is there a leader and where is he? And what other dangers do you face in these woods, what or who do you run from? " Turning to Edrukk, Sir Percival says, "Lets get this over and done quickly, we need to get back onto the path and on our way." He calls, "Mouse, search the bodies for anything that identifies them, "
What do you guys want to do with the werewolf, other than learn more about the dangers we face, Sir Percival is not really that happy to see him loose, and would save him to take him to face justice in town. If we can feed him and keep him from turning on us?

GM Eoin |

The lycanthrope refuses to give up details on other werewolves, though wide-eyed with fear, a new emotion for the predator, his loyalty is unwavering. 'The woods are full of ghosts and ogres and Lamashtan's, and that is just near the edges. If you free me I will spread word of your power, no pack is willing to lose members in the madness of Ashwood.' He keeps his head miserably lowered to the ground.
Marcus finds nothing on the wold, who visibly flinches at the touch, and visibly smothers his instinct to bite at Marcus. Sorry for the delay, my internet is going wonky at college.

Sir Percival de Looupe |

Sir Percival looks intently the werewolf, "Be good to your word, or you will suffer the same fate as your friends. Now GO!" With that Sir Percival dispels the tentacles holding him in place and the wolf is free to go. "Lets clear up this mess and be on our way." Sir Percival starts to build a pyre with wood and dry grasses from around, to burn the remaining corpses. He also looks through the site for any objects of interest.
Perception 1d20 + 7 ⇒ (10) + 7 = 17

GM Eoin |

The bodies are quickly disposed off and Hoyre and Venester find the trail again. Soon the party is moving rapidly through the woods once more, and while they still get phantom feelings of being watched, the feelings are timid now. Easily dispelled by light and sound.
It begins to snow a day before they leave the woods and they find themselves scant miles across the frigid ground from the town of Turtleback Ferry when finally reach open land.

Sir Percival de Looupe |

"Somewhere near here, but first I suggest we go into town and refresh ourselves in the Inn there. I could do with a comfortable bed for a change. I'm sure you'll be able to find out more about the area there. Though the town does look quiet, could be the cold though."
Perception 1d20 + 7 ⇒ (15) + 7 = 22

Sir Percival de Looupe |

"Come let us get some warmth as soon as we can, not point standing around here in the cold. Hmmm, what's that by the wharf." As Sir Percival, mimics the actions of Marcus, pulling his cloak tighter. He digs his heels into his mounts side, to spur him forward towards the town.
Not sure what sort of knowledge check you want, but here's a knowledge (local) 1d20 + 10 ⇒ (3) + 10 = 13, if its geography then its at +9 https://secure.paizo.com/image/button/nav-2004/submitPost.gif

GM Eoin |

You soon arrive in the modest hamlet, the only building that seems open is an inn called the Unfortunate Unicorn.
Inside a lanky man with a bald head smiles at you from behind the bar, he's missing his front teeth, but otherwise seems pleasant. A few locals sit about the room sharing hushed conversations.

GM Eoin |

Sorry, last check was to identify the shell like vessel? somehow I mucked up the post. Will post actions in the inn when I have time later.
My bad, the shell looks like the shell of a enormous type of turtle known as the Storval Fortress Turtle, native to the large lake atop the storval plateau. Turtleback Ferry was founded by a man who tamed one to act as a ferry, and when the turtle eventually died it's shell was preserved and built into a ferry to continue it's task.

Sir Percival de Looupe |

Unhappy that the barman is asking questions of how they got here, Sir Percival curty says, "Do you ask all your patrons how they come to your Inn? is it not enough we are here and would like to eat and drink, it's been too long without some proper food, if its within your kitchen's staff ability to make it." Under his breath, he continues "This is so provincial, even for one such as me. I only hope we made the right choice coming here."

Halstadt Morgrym |

Hal turns to his companions. "I guess we should head up there ourselves. It looks like the village has not heard from the fort either. I am not too crazy about the idea of approaching it with no clue as to the toubles but I guess there can be no help for it. Though if we can wait until morning I may be able to cast a divination that could help".

Sir Percival de Looupe |

Sir Percival eats the broth, which at least fills his stomach, with relatively tasty food, such is life on the road. He continues to be uneasy. Over dinner he speaks, "Hal, you get on with the barman, you asked him about the fort yet?" As Hal replies, he thinks , "You know Hal, something don't seem quite right, whatever happened to that messenger? you'd thought they'd be more concerned? do you think they may be showing fealty to another. We'd best be on our guard tonight. When it comes to bed, uo the rope I think?"

Halstadt Morgrym |

"Maybe they are not concerned because they do not think anything is wrong. Of course that is assuming they do not know anything is wrong. I agree using the rope is a good idea. We will have to wake up Mouse and let him know. I am ready for bed when you are Percival, Hoyre and Venester".

GM Eoin |

The night pass peacefully, and if a watch out of the rope trick was set, they did not see anyone enter the room the party purchased.
In the morning the inn provides a warm porridge to the travellers.
After the meal, Hoyre asks 'So, how do you want to do this, should we head to the fort to investigate?'

Sir Percival de Looupe |

Sir Percival wakes and stretches, glad to be warm at least. Feeling rested, he dresses for the day, goes down for his breakfast. "Morning, another cold one out there, any idea what the forecast is today?", he addresses the innkeeper as he brings Sir Percival's breakfast. "My good man, do we have far to go to get to the fort? You couldn't provide us all with some nourishment on the way up there could you, some cold pie or something? Bet you get a lot of custom from up there? Mny people pass through at the moment?" his discourses as coldly as the day is outside.
I assume we have a map of sorts to guide us from the village to the fort.

GM Eoin |

'The fort usually stocks up before winter really hits, it's easier than trying to haul supplies in the ice and snow. So I haven't seen to many folk come down from the Storval, and that ain't to odd in itself. I can get ya some supplies no problem, let me see what I can rustle up.'
The innkeeper quickly gathers up provisions for the trip, and Hoyre pays the man for the inn stay and provisions. He also pays the innkeeper to keep your horses safe as you go on to the fort on foot.
The fort is the only thing up the main road towards the storval plateau. It's impossible to miss if you can stay on the road.

Sir Percival de Looupe |

Sir Percival addresses mouse, "Mouse, the quicker we get there, the quicker we'll be back. maybe we'll be back in time so we don't have the worst of the winter out on the road. If we wait too long, then its gonna just get colder and feel worse when we do venture out. So get your warmest clothes on, a good hot drink and food inside you and we'll be back in no time."

Halstadt Morgrym |

"Do not worry my friends. I have enough spells for all of us to move comfortably in the cold. Let's get a move on Percival is right, the sooner we go the sooner we can get back. Before we leave though I would like to seek divine aid to determine the nature of the danger before us".
Hal casts Divination, "what is the nature of the danger that has afflicted the Fort we must journey to".

GM Eoin |

Marching order for the narrow road, at most one mounted, or two walking abreast. I'll also need an acrobatics for you if your walking or your horse (with a +0 modifier) if riding, to see how you handle the icy conditions, failure slows your travel for the day.
DIVINATION: "Mishappen hand and rusted hook, beyond disaster you must look."

Halstadt Morgrym |

Hal elects to walk as he is not too keen on falling off of a horse.
Acrobatics - 1d20 ⇒ 2
"If any of you feel too cold let me know. I have taken spells which will aid in resisting the cold. I have divined the possibility of danger and Angraad has of course responded cryptically. 'Mishappen hand and rusted hook, beyond disaster you must look'. I am not yet sure what it means but I can only imagine that this will not be a pleasant journey".