Saintheart
   The Cold World  
 
 I call the Spirits   Give warmth on my tongue
And open my throat   That I might give faith
To all of the tale   Forgetting nothing
Of blood spilt and gold   Silver in rivers
Of magefire at dusk   Pale moon on the peaks
Of tooth, fist and claw   And bright-forged true steel
The shivering shield   From the hammer’s fall
My water is poured   The people hearken
My song now begins   Grant that it not falter 
   Welcome to Hylkeiden.    
 Day 1, Alkukevaasta (Early Spring)
Hardwalker Hall, 1537 


Tonlist stretched her legs, red braids flailing like a cat o’nine tails in the breeze.  The wind off the Bay of Seals was strong this morning, and there was a smell of salt and fish on the air to go with the icy chill.  She’d been waiting here a little while now, in front of the house that had been given to the group, looking at the collapsed portion of the roof – but, ah! There they were.

These were the three she had convinced to join her.  A dwarf like herself, a gnome, and the tall human with hair as red as her own.  They made quite a quartet now.  Not that she cared that much about their distinctiveness or the looks or sneers that occasionally came her way from the flat-browed peasants who passed by.  Four was a Great Number, a Holy Number.  Was it not the heart of all music, the heart of all skalds and people who shared her path?

And why should she not have chosen these three? They were already the stuff of legend; into the Valley of the Spear where few dared to tread, on an errand of unlikely success, into the very teeth of a Gravewind … and returning not only with the lost, only daughter of Lord Rowan Hardwalker, but rooting out a cancerous patch of false, thin ice in Hardwalker Hall, the bastard mage Endrow O’Mists, gone into the Valley, surely to death.

Legends gathered legends.  All bards knew this.  It was one of the great secrets of the Art.  If a story, a great song, a great epic, alights on a group of folk, it summoned other stories.  Aye; a group such as these three was like a great tree with snow suddenly fallen from it; raptors and songbirds and – oh, may it be so – dragons would come to roost there.  Few and far between were those times when a bard like her would find a newly-made tree, one on which the stories had yet to land.

Oh, for stories.  To write them from what she saw, to record them forever on the wind.  Tonlist couldn’t wait.


 
 Spoiler: OOC 
And so here we are.  It’s morning, you’re outside your house, and the day is new-minted to decide what you want to do.

I recommend you have another look at the player guide for inspiration about what to do and where to go, but some of the motivations you identified (and of course you might have others):

 Verglas:  Knowledge, especially lost elven lore, magical power, and curiosity.  Reasons for doing things: have fun, get paid, learn something, do a friend a favour.
 Ramiro:  Master Hidden Flame style, learn other rare fighting techniques, test himself, preserve his legacy (helping the Hardwalkers, one day passing on his teachings and building his reputation to do so), be a decent fellow
 Njal:  Investigate the elven ruins in the local area, be a warden of Hardwalker as he wanders around in case he hears rumours of troubles in the ‘wind’.

And there is one immediate need I can identify:
The roof of your house.  It was damaged in the Gravewind.  Part of it – the part in the hearth room – is fallen in and would need repairs if you want to use all of the building.

So … at last … what do you do?

 The OOC thread is here .
 
DrK
      
     Njal "Stormcaller"    

Njal shuffles out of the house stamping his boots in the slush of the street outside. He walks across to Stormrir in his thick winter blanket who has been tied to the hitching post by the door. As he looks back at the house he looks up at the hole in the roof and shakes his head.  "Aye, would'nae happen tae a stout stone roof"  he says out loud patting Gromrir's shaggy head as the wolf tail after him.

He looks up again at the damaged roof and then looks back to Verglas and Ramiro.  "The roof be letting the cold air in. Will ye be giving me a hand today? If we chop down a sturdy looking tree we can be patching the roof"  He looks again at the roof and shakes his head.  "If we be heading out the town we can ask the guard what be happening in the town. It has been quiet of late which has been canny good." 

As the bard approaches he pauses... his voice faltering as he ruffles Gromrir some more. Tonlist was a stout looking lass with a fine full beard, a rarity in Hardwalker Hall. He nods and mutters a  "Good day lassie. Be good tae see you." 
 
 
  
 
 Spoiler: OOC 


Initial thoughts to fix the roof would be to go and find a tree, drag it back to town and then fix the roof using Wood Shape spell

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Toliudar
 Verglas 

It had taken Verglas weeks to feel warm again after their ordeal of that winter, and still she wrapped herself in blankets and cloaks and hats and scarves whenever she could.  So it was a woolen mound by the fire, peering at a book, that responded to Njal.  She too peered up at the hole.

  "No a good stone roof would collapse in a heap killing everyone below  It will please my second year alchemy instructor to no end that I am making use of my education by boiling down spruce sap to make a resin to hold everything in place If you're going to set forth to kill a tree or two, try to capture some of the free sap as well, and keep some of the smaller branches we can use them as dowels to hold things in place while the resin hardens Does that make sense?"   
Novabomb
 Ramiro Sanda 
 I will aid you in this task. Perching upon roofs is a skill that was taught to me early in life.....However, I may need some instruction in the specific art of repair. 
DrK
      
     Njal "Stormcaller"    

The dwarf grins at the student of the fire.  “aye laddie, how hard can it be. Slap a few planks on it and dump some ‘o that sap on it like Verglas be saying.”  Grinning as he throws a saddle on Stormrir he nods.  “the help be welcome lad. But we need some supplies, I needs an axe, saw, some tools and rope to drag em’ back”. 

With that said and Ramiro accompanied him he’ll head to an appropriate store to pick up a lumber saw, 200ft of rope, a pulley block and some carpenters tools before heading towards the gates and heading out looking for some spruce trees and a good hardwood for the planking.

 
 
  
 
 Spoiler: OOC 


Survival to find the right trees  (1d20+12)[ 18 ] 
Folding saw 2gp, carpentry tools (artisan tool kit) 5 gp, 200ft rope (20gp), pulley  5gp

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Toliudar
 Verglas 

Verglas squeezes her eyes shut, imagining the 'if one log is good, then two logs is better' school of engineering that might be unleashed on their home if decisive action weren't taken.  Glancing up at the existing struts and rafters, she tries to work out how best to integrate new wood - especially green wood that would inevitably warp and shift in the months ahead - into the existing structure.
Saintheart
 Day 1, Alkukevaasta (Early Spring)
Traders' Hall
Hardwalker Hall, 1537 
 Complication Pool: 1 of 6 

On his wandering through the region, Njal observed that a fair proportion of the local trees had been cut fairly heavily for building and firewood.  However, he had seen a good stand of spruce, pine, and a couple of other hardy-looking trees about a half day's journey due north of the Hall.  There was a small stand at the westernmost end of a spar of hills jutting from the vast range of the Selkaranda Mountains, maybe halfway to Kynsi.  That seemed the most likely place to find a couple of likely specimens, though it would most likely require at least an overnight journey outside the Hall.

Finding tools and items was a somewhat easier enterprise.  Tonlist mentioned that the Traders' Hall was the most obvious place to find tools of given professions, although the market square by the Merchant Council was also an option but less reliable for options.  Another option for woodworking tools in particular was the Harbour; there were a couple of shipwrights' businesses in there who had a steady stream of needs along those lines.  But the Traders' Hall seemed to be the nearest option, so it was the one the group headed down to, down the street and past the graffiti scrawled  No Islander For A True Hardwalker  on a thick stone wall.

Traders Hall was a grand structure in dark blue and touched with white.  Somebody kept it varnished and the paint maintained, which itself was a demonstration of the money here.  It was a two storey stone-and-timber building with three separate wings, two flanking a central arcade they entered, where various desks and booths were set up.  There were twenty or more banners hanging suspended from the ceiling above, in a rainbow of colours with each bearing a different sigil: a hammer and anvil, a needle, a stylised cattle's head, a golden loom, a cut diamond.
"'Tis a guild hall," explained Tonlist above the heavy hum of noise.  She glanced at a desk under the diamond banner, where an ageing human woman was sobbing as she laid out three gleaming gems before the gnome at the table.  "Th' crafts make their homes here."  The bard pointed to a long brown banner with the image of a saw.  "Here - Builders' Guild.  These'd be where ye'd find th' gear yer looking for."

There was a young, clean-shaven man with black eyes and blacker hair sitting behind the desk below the banner, and the tables behind him had an assortment of well-made wooden boxes.  He had powerful-looking arms and thick hands, but the hands were scribbling a note onto a piece of parchment with an elegant ustark's feather quill as they walked up.  He sighed and sheathed the quill in an inkpot next to him.  "Yes, can I help you with something?"
Tonlist told him.  The man nodded, glancing behind him while independently his hands grabbed another piece of parchment.  "We've got all of that material here.  The artisans' tools are a little used, but they're genuine Arkady work, they'll do theire task well.  So...."  He began writing notes down.  "That's five gold for the saw, twenty gold for the artisan tools, fifty gold for the rope, ten gold for the pulley, and the guild's marker of fifteen hundred gold for a total of 1,585 gold."
DrK
      
     Njal "Stormcaller"    

Njal had enjoyed the wander through the streets of the town, greeting folk he knew in passing and speaking with doughty and well groomed dwarf bard who he kept glancing sideways at. As the man in the marmet stacked up the saw, rope and pulleys and then asked for the price Njal staggered back in shock.  "Aye lad, what jest ye be making. I do be wanting some rope and a few saws. Not he house house that plan on fixing."  eyes narrowing slightly, hands clasped on the belt pouch  "What ye be saying for a Guild marker. I only be buy basic tools?" 
 
 
  
 
 Spoiler: OOC 


Survival to find the right trees [roll0]
Folding saw 2gp, carpentry tools (artisan tool kit) 5 gp, 200ft rope (20gp), pulley  5gp

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 1, Alkukevaasta (Early Spring)
Traders' Hall
Hardwalker Hall, 1537 
 Complication Pool: 1 of 6 

The young man laid his quill down, sighing.  "Sorry, I guess I should've noticed you weren't from around here, sir dwarf.  Within the walls, brothers in the Guild are the only crafters we countenance to take on repair or new building work.  The city's a confined space.  Can't just go throwing up repairs or new houses anywhere people want, risks other buildings around them--"
"--ah, Shattered Chains," growled Tonlist, slapping her forehead.  "'Tis a trade guild, Njal, th' bastards have a stranglehold on woodwork and stonework inside the city walls.  Ye want to get repairs or a new building put up, ye have to go through them."
"Excuse me, you don't," said the young man, laying his forearms on the table and fixing them with a tired look.  "If you want shoddy, half-forged tools, then by all means wander down Fishmarket or the Harbour if you really want.  Someone'll have a rusty, blunt saw that might not snap on the first cut.  And if you want a half-baked building or repair done, by all means try and do it yourself.  Just don't be surprised by the consequences of trying.  The Guild takes their profession and their trade seriously."
"Not so seriously that ye won't take the Hearthkeeper's Joy to look the other way!" snapped Tonlist.
"The Guild marker is so we can pay the brothers to inspect the work you put up and, if need be, tear it down if they think it's a shoddy job," said the young man, wearily.  "We can't have rubbish rooftops facing Gravewinds.  Or, if you want, the money can be put towards guild membership instead, although that carries other responsibilities too."  The young guildsman sat back in his chair, opening his hands.  "That's the way it works here.  So.  Are we going to continue here?"

 
 Spoiler: OOC 
What do you do?

(Hearthkeeper's Joy is a dwarven expression for gold.)
 
Toliudar
 Verglas 

Verglas watched the interaction with equanimity.  Her years at the Mountain had perfectly prepared her for territorial men thinking that they were the only ones who knew the right way to do things.

  "So how would we go about finding out how much it would cost to have a guild member fix our roof?"  
Saintheart
 Day 1, Alkukevaasta (Early Spring)
Traders' Hall
Hardwalker Hall, 1537 
 Complication Pool: 1 of 6 

The young man seemed to brighten.  "That's straightforward.  Just need to know where the building is and we can have one of the brothers come around to quote the cost.  The price for the repair'll include materials as well, unless you have some special request for the structure.  But we can talk about that when we see what's involved.  In fact," he said, "if you like I can come around now and take a look."
" You  want t' come round?" echoed Tonlist, surprised.
"Of course."  The young man smiled for the first time, touching his chest.  "Journeyman mason Aimo Virtanen, at your service.  I'd much rather be out looking at actual stone and wood than sitting here scratching papers."

 
 Spoiler: OOC 
What do you do?
 
Toliudar
 Verglas 

Verglas arches an eyebrow.

  "Now would be quite convenient Mister Virtanen But to be absolutely clear sir This is is a request to find out the cost Not yet a confirmation to do the work."   
Novabomb
 Ramiro Sanda  inquires of the guild representative
 Is this local law, or local custom? 
 
 Spoiler: OOC 

Sense Motive on the response  (1d20+11)[ 31 ] 
 
Saintheart
 Day 1, Alkukevaasta (Early Spring)
Traders' Hall
Hardwalker Hall, 1537 
 Complication Pool: 1 of 6 

"A little of both, really," said the mason, absently.  Nothing about his reply suggested any bluffing.  He was already deep in a flurry of movement, stowing his quill and parchment in a leather bag that had appeared seemingly from nowhere, pieces of charcoal being summoned from wooden draws under the tabletop.  "Backed with a fair amount of physical persuasion in each case.  And yes, of course I understand you're just looking for a price.  After all, I haven't agreed to take the work on yet.  And please, don't call me 'Mister' - that title's for master craftsmen in the brotherhood, they hear you addressing me by that word and I'll be clay-firing for the rest of Alkukevaasta."

As he got up from the table (and he was much stockier on full inspection, with good, thick legs) the mason picked up a lead weight attached to a thin piece of string, let it swing freely once or twice, and then stowed it in the bag.  He looked to the door, put two fingers to his lips, and let out an ear-piercing whistle that turned half the hall toward him.  But it had its intended effect: a tall, thin, even younger man than Aimo came striding up to the desk.  Aimo turned to the group.  "This is Tallin.  Tallin, this is a group of customers.  Say hello."
Tallin didn't.  He essayed something of a nod.
"Tallin, I have some quote work to do.  Would you mind the desk until I'm back?"
Nod.
Aimo turned to the group again.  "So.  What's this roof you need fixed then?"
DrK
      
     Njal "Stormcaller"    

Njal had looked shock and his face continued to drop as the young mason tried to justify the shocking bribery and racketeering of building in the city. Before he could argue or shout at the demands from the guild Verglas had interrupted.

Pulling at the greying threads of his beard he holds his tongue as the mason stands. Looking back at the tools and rope Njal does ask,  “How do folk in this town buy owt? Surely they no all pay your fees? I still need a saw and some rope just fer making my way in the wilds. Ye better not claim guild tokens for outside the town.” 
 
 
  
 
 Spoiler: OOC 


Is the rope and saw still available? Without the guild fees?

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 1, Alkukevaasta (Early Spring)
Traders' Hall
Hardwalker Hall, 1537 
 Complication Pool: 1 of 6 

Aimo shrugged.  "What you do outside the city walls is a matter for you, but your friend's flat-out said you're looking to repair your roof, and the tools you're asking for are what one would need to attempt it.  That makes it a guild concern.  As for our fees, you might be surprised at how reasonable they are.   You  might be fine to get along in the wilderness, fight off every creature that wants a bite out of you, chop a good quality tree down and drag it back here, but most people aren't.  The guild supplies materials, not just the craftsmen.  And we're mindful of the costs.  Sometimes we'll work for no fee, if the case warrants it.  And we're not exactly the town guard.  Replacing the odd tile or tying the odd bale of thatch to a roof might not be a case for a convocation and chamber of arbitration ... but the results of a Gravewind or even just a mother of a storm off the Bay of Seals are usually enough to convince people of the quality of guild work."

He leaned back against the table.  "As for the tools? It's as I said: you can probably find a set of tools somewhere else in the citadel, but given what you're planning to do I can't sell these ones to you without the marker as well.  I'd much rather look over the problem you've got and help you solve it if I can."
DrK
      
     Njal "Stormcaller"    

The dwarf turns his back upon the mason and stomps gruffly back to the horse and waits for Verglas. Looking at the gnome he gesture to the mountains.  "What say ye Verglas, we let these guild crooks get sorted and then we can be away. The ruins not too far may have more clues tae the portal we found. I would like to ken more about the risk it may pose if anything be coming through. I dinnae ken enough of the arcane but you are wise in that, wise beyond my ken."  As he speaks he glances to Ramiro as well,  "I hope you'll come as well friend, your blade has kept us safe so far and I wouldn't want to lose that now. 
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Novabomb
 Ramiro Sanda 
 Of course I will, friends.  I have been contemplating a new technique, and this sounds like the perfect opportunity to try it out. 
Toliudar
 Verglas 

A white rat with red eyes pokes its head out off Verglas' bag.  It peers around at Aimo and Tallin.  Verglas pulled a chunk of bread out of a pouch at her belt and offered it to the rat, who seemed satisfied.  It returned to the bag with its prize.

Verglas shrugs at Njal.  She seems less concerned than Njal about finding a way to fix the hole entirely on their own.

  "People find all sorts of ways to defend their livelihoods I have never had to make my living by ensuring a scarcity of services but I suppose that the recent departure of the court mage here has inevitably led to a shortage of similar talents Perhaps this is something I should investigate.  
  "We DO have a couple of advantages that most of your clients do not Aimo. First Njal and Ramiro have already provided raw materials for the patch Second Njal's unique gifts will allow him to shape the needed patch into exactly the needed shape for a patch, meaning that all you'll need to do is specify the shape lift it into place and then provide a water seal."  
Saintheart
 Day 1, Alkukevaasta (Early Spring)
Traders' Hall
Hardwalker Hall, 1537 
 Complication Pool: 1 of 6 

Aimo winced at the mention of Njal's unique talents.  "Ah, Mother's mercy.  He's a Spirit-speaker? We've seen that before.  The last time a druid came in here and tried to get into construction, just by warping wood and the rest, the guild didn't even have to intervene, his 'roofs' leaked so much his clients ran him out of town before the brothers even got involved.  Not sure how you managed to get a big wad of timber into town without being noticed by the guilds, but we can have a look at the material and see if it's fit for purpose or not."

The guildsman seemed to stand back for a moment, looking the group over.  "Actually ... maybe there's something we can do on that score.  How thin can he shape a piece of timber to? I have a -- well, you might say I have an idea I'd like to try, and I haven't had much chance to experiment since I was acknowledged as journeyman," he said, gesturing at the table and the paperwork.

 
 Spoiler: OOC 
I'm assuming Verglas is saying Njal and Ramiro have a  source  for the materials.  Thus far you haven't had the chance to leave the city to chop down a tree.
 
Toliudar
 Verglas 

Verglas nods slowly.

  "Ah yes the ritualized running down of all competition I see that you have been taught well  Bravo sir  Yes indeed it is as you say How could a solid piece of wood possibly have the water repellant qualities of a piece of your brilliant construction That is why the insides of trees are always soaking wet Suffice to say that the wood that Njal shapes can get quite thin What is your idea? and shall we walk as we talk?"  

Verglas endeavours to lead Aimo back to their house.

 
 Spoiler: OOC 
Ah!  I'd misunderstood, and thought that Njal and Ramiro had gone off to gather wood before the shopping expedition.
 
Saintheart
 Day 1, Alkukevaasta (Early Spring)
Traders' Hall
Hardwalker Hall, 1537 
 Complication Pool: 1 of 6 

Aimo's proposition proved somewhat intriguing, even to a relative neophyte at construction as Verglas was.  As he walked, the journeyman was talking about a thin piece of wood with enough structural flexibility to withstand a heavy load of snow but also enough integrity to support the weight of the roof above it.  He talked about  three  layers of wood, thin enough to make the weight negligible, lapped across one another, each then sealed with an adhesive and waterproofed.  "I call it bendwood, for short," he said.

He went on to explain that the guild had dismissed his ideas and refused to make any structure or materials available for experimentation on structures the masters assigned to him, but that he was certain the technique would work, provided he had the right materials of sufficient thickness and a space to work with.  The explanation indeed took him through both the journey back to their house and most of the way through his inspection of the collapsed roof of the house.  He'd even continued explaining while scurrying up onto the intact part of the roof with the agility and surefootedness of one of the ice spiders they'd fought some weeks back, clinging to beams with his huge hands and pulling himself up with biceps straining his simple hose and smock.

"Yes," Aimo said, taking a precarious-looking seat on the remains of one roofbeam and the stone wall below it, looking back down at Verglas who was still with feet firmly on the ground.  "This space would serve  very  well as proof of the concept.  So, like I said, a proposition for you.  Your dwarven friend shapes three decent stretches of pine for me, I build this design, and no charge to you or your group.  As for materials, you can either bring enough back here yourselves, or I can source some for 150 gold out of the guild's storehouse.  You have a guildsman's guarantee on the structure.  If the design doesn't work, no charge to you on the repair  or  any materials required to fix it."
"How long this gonna take ye?" asked Tonlist, pointedly.  The bard was leaning against the wall, arms folded.
"If I get the money today I can get the wood here and start today," said Aimo.  "Can't really finish until your dwarven friend shapes it, of course, so I'm guessing that'd be tomorrow, but if he shapes it for me tomorrow, say about seven days including adhesive, curing, and tiling.  If you want to get your own wood, well, I won't be able to start until it's delivered here.  So.  What do you think?"

 
 Spoiler: OOC 
What do you say/do?

To recap:
- 150 gold and he gets started today, but can't finish until 3 castings of  Wood Shape  happen.  Njal would not have memorised that this morning.
- Wait until you haul your own wood back here.  A good stand of pine is a half day north of Hardwalker Hall, i.e. out of your way if Kirillin Manor is your next stop.
 
Toliudar
 Verglas 

Verglas closed her eyes briefly, envisioning the proposed process.  Her eyes flutter open and she turns to her colleagues.

  "I believe his theory is fundamentally sound The integration of varying grains should be stronger than a similar thickness of a single piece of wood I recommend that we allow him to proceed.

"If we go now to get some wood and then Njal transforms them into flat layers tomorrow. IS this acceptable to both of you?"  
 
 Spoiler: OOC 
Wait...are we inventing plywood?
 
DrK
      
     Njal "Stormcaller"    

Njal looks at the craftsman and shakes his head.  ”You would charge me so much then ask for me help. You be a cheeky one.”  Them as Verglas continues he nods,  “But fine what, I’ll need some time to talk to the ancestors but then I be ready in the morning.” 

Happy to leave and follow Ramiro on his shopping he looks to his fellows.  “Guilds, they be daylight robbery.”  But after grumbling for a bit he’ll combine Ramiro’s shopping with picking up meat for the dogs, rations for them and feedstock for Stormrir.
 
 
  
 
 Spoiler: OOC 


Buying 10 trail rations each, 10 days horse feed, 6 chunks of meat for the dogs


   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 1, Alkukevaasta (Early Spring)
Helka's Furs, Leathers, Cloth
Afternoon
Hardwalker Hall, 1537 
 Complication Pool: 2 of 6 

"You want a  what? "
Helka was a statuesque woman, towering even above Ramiro's sizeable frame.  Her straight, blonde hair was braided and fell down to her hips like a gold waterfall.  She was on the ungenerous side of fifty, but one didn't really notice: blue tattoos that had been scribed into her face's wrinkles, making her face turn into a roadwork of shadows and flaring lines.  Those lines had shifted into a frown.
"'Tis like we said to yer man," said Tonlist, patiently.  "We're lookin' f'r a Scout's Headband.   Tiedustelun Kangas  'tis called, in--"
"I know what a Scout's Headband is," said Helka.  "I just don't know why you'd think I'd have something like that lying around here.   Really,  Erid," she turned to the twentysomething man by the shelves, who cringed just a little.  "You interrupted my work on Piskar's cloak for this?"
"Ah, I thought they should talk to you," said Erid.  "They're, um, the people who brought Lyssa Hardwalker ba--"

Helka's intense gaze swung back on the group, this time looking them over like an unpurled stitch.  She flicked a look over each of them.  "I see.  Well.  Apologies.  The Lady Hardwalker's a good woman.  Or brave as all make out to risk the Valley of the Spear  and  exile for declining her Kindling.  But I'm sorry - I just don't have something like that right here at the moment.  You'd have to wait for a Chalician tradesman's cog to dock in a few weeks and try your luck with them, they bring all sorts of odds and ends along."  She winced; her tattoos formed highways and broke apart again.  "But even that might be delayed, if the captain I was talking to yesterday was right."
"How so?" asked Tonlist.
"It's Hain Hammas Keep," said Helka.  She tapped her throat with her two forefingers; the party recognised it as a gesture warding off the evil eye.  "Word has it tribe o' monsters're trying to take it over, rowing across to the island.  It's making shipping here a lot more dangerous.  But they take and hold the island, the word'll get around real fast and only the brave captains'll risk the passage here."
Tonlist nodded, turning to the others.  "Th' big island at this end of th' Bay of Seals -- Ryhavalas Island - blocks most of this end of the Bay of Seals.  Ye can only come at Hardwalker Hall by channels on th' north or south ends of the island.  Harbourmasters from th' Hall have t' guide new captains through the shoals.  Anyway, Ryhavalas Island's got an old, ruined fort - Hain Hammas Keep - that dissuades most fr'm tryin' t' live on the island--"
"Because it's haunted," said Helka.  "I'll thank you not to talk too much of that cursed place under my roof."
"Cry yer pardon," said Tonlist.  "So, what, no ships from Chalice at all?"
"Not  none,  just a pretty space of time before we see one again," said Helka.  "If the north and south channels are closed, eventually they'll bring things overland from, oh, I don't know, Joen Suu, maybe Majakka.  But it'll still be a while."
"Ah -- what about Jarven Talo?"  Erid had cleared his throat.

Helka swung her gaze at him, and the man suddenly found something compelling to do on a nearby, loaded shelf.
"What's in Jarven Talo?" asked Tonlist.
Helka shrugged.  It made her braids shift like the rigging of a ship.  "There's a tailor over there - did some work with infusing dweomers into cloth.  Good eye and hand.  He could certainly make a  Tiedustelun Kangas,  that's for sure.  I used to do business with him, a couple years back."
Tonlist frowned.  "Why not anymore?"
Helka's eyes flicked, just for a moment, to Verglas before she continued.  "Because he's an annoying bastard, that's why.  Started whinging about trading terms and stock supplies and wanting to deal with the Darkstones.  Fie on that, I'm not dealing with those over-east swines, he can go and deal with the Lower Realm as well as them for all I care."
"What was his name?" asked Tonlist.
"Really?"
The female dwarf shrugged.  "It's not like we're taking a sale away from ye if ye haven't the stock t' sell."
Helka snorted.  "Oh, fine, then.  Suit yourself.  If you're going to Jarven Talo, ask around for Kasfan Boldblock."  The rationale for Helka's earlier look was now apparent; it was a gnomish name.

 
 Spoiler: OOC 
What do you do?

(If you need clarification on where Hain Hammas Keep is, I can alter the map for the same.  I actually have a couple of ideas to make this a bit more accessible.)
 
Toliudar
 Verglas 

Verglas was not-at-all-secretly thrilled that Tonlist had come along to negotiate on their behalf.  Although she was still getting to know the storyteller, it was clear that she had an eye for people.

Most of the reason for the tattooed woman's irritation remained a mystery to Verglas, but that wasn't so very unusual.  It was only when Boldblock's name was mentioned that she realized why Helga had been glancing at her.  She explained to her colleagues.

  "Ah This all makes sense now Most of my people are very odd and often put others off with their bad manners Even I do not enjoy the company of most of my people You are very fortunate that I am an exception to this rule."  

Verglas pondered.  Where there was a blockage in trade, there was sometimes money to be made in alleviating that blockage. If a guild member could charge a hundred gold to unblock a clogged pipe, how much might they be able to charge to unblock an entire sea passage.  It bore considering.

 
 Spoiler: OOC 
I had thought that the deal had been that he would charge 150gp to fix the roof the traditional way, but wouldn't charge anything if we provided the wood and let him experiment.  What does he need the 150gp for?
 
DrK
      
     Njal "Stormcaller"    

The dwarf claps Ramiro on his back,  “Unlucky laddie if it ain’t here. You’d have been a feisty one with something of that ilk.”  . As he hears of the raiders and monsters he stares hard at the tailor.  “What manner of beast be they? And what haunts…” 

He glances the Verglas,  “Aye lass, I be thinking tye haunts may be old with pointed ears like those we found across the spear. But the ruins first eh? The maybe we can get a boat out tae this island to clear up the trade”. 
 
 
  
 
 Spoiler: OOC 


Buying 10 trail rations each, 10 days horse feed, 6 chunks of meat for the dogs


   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 1, Alkukevaasta (Early Spring)
Helka's Furs, Leathers, Cloth
Afternoon
Hardwalker Hall, 1537 
 Complication Pool: 2 of 6 

Helka shrugged at Njal's question.  "Same savages as always have rampaged through these lands.  Uruks,  menninkainen,  I've heard tell there could be ogres amongst them as well.  Or maybe some combination of all three.  Strong enough, and numerous enough, to mount expeditions across to Ryhavalas.  As for the Forsaken in the keep, I've said before, I'll thank you to not speak more of them."
"'Tis a story decades old," said Tonlist, guiding the group away from Helka and back outside.  "'Twas during the Pilgrimage."

The Pilgrimage, at least, was known to all of them.  It was the last major war involving the larger kingdoms of Horizon against the westernmost kingdom of Sealight.  Supported by creatures called from the Lower Realm, forces from Sealight had assaulted the coastal holds of the Highmark in a mad war of conquest.  They had besieged Hardwalker Hall itself for a full two years, the Hall's stubborn, stalwart holdout against hunger, thirst, cold, and hellspawned forces one of the great sagas of the past century.

The Pilgrimage was the response to Sealight's campaign.  It was a mass callup of every fighting man, available mage, and cleric of five faiths in Highmark, Chalice, Thandar, and even the Archipelago, to repulse Sealight's forces and combat the horrors that kingdom had deployed in battle.  The cost had been high.  Significant fractions of every templar, mage, gentryman, and knight from these lands lost their lives fighting their way to Sealight itself and exterminating every trace of Lower Realm presence there.  Sealight's lands - irreparably tainted by the tread of the creatures from the Lower Realm who had been summoned there - were left destitute, depopulated utterly.  Lithui caravans and tribesmen ranged the old borders, allowing none to enter or exit.

"When th' storm from Sealight first rolled into the Bay of Seals, Hain Hammas Keep was in its path - 'twas th' guardian of Hardwalker Hall." said Tonlist.  "Th' Keep held out for a month - enough time t' get vital supplies into the Hall.  Some of th' stories say they betrayed their oath to hold, and so rose as Forsaken after they died.  Kolden's Song tells it that one man got out on the last skiff, that he was told by the head templar in the Keep that Hain Hammas would hold until the sounding of the Horn of Doom on the Last Day.  Whatever the case ... resistance ended at Hain Hammas, but th' Forsaken who appeared only held the Keep's walls from then on, and Sealight bypassed the Keep to besiege Hardwalker Hall.  Since then, Forsaken have been in the place, undying watchers over the sea passage to the Hall.  None go to Ryhavalas Island as a result."
Toliudar
 Verglas 

The gnome listens to Tonlist's story intently, nodding absently from time to time.

  Well, as Njal alluded there may be significant profit to going to exactly the places where no one else goes Even if such places are associated with shadowy periods in our history."  

She glances around, satisfied with Njal's shopping for supplies.

  "May I suggest that we retire for one last meal at our kitchen table, and then retire early so as to depart early in the morning? Tonlist I hope that you'll be able to join us for the meal."  
Novabomb
 Ramiro Sanda 

To Njal
 Its alright, we found out something interesting instead. 

To Verglas
 Sounds like a plan 

He entertains himself envisioning in battle to cleanse the island, when he flashes back to Roland.  That sours him for the rest of the walk back.
Saintheart
 Day 2, Alkukevaasta (Early Spring)
Valley of the Spear
Early Afternoon
Hardwalker Hall, 1537 
 Complication Pool: 6 of 6 

Tonlist had indeed joined them, and despite the hole in the roof, the group's fellowship was pleasant.  They had a decent night's sleep which passed without incident, and in the morning Njal broke down the table and formed three thin layers of wood as agreed.  The builder arrived not long after sunrise, and had a look of glad interest on his face, rubbing his hands together as he looked over the three pieces of wood and promised the party that the work would be done at guild standard and according to the deal they'd made.  One or two dour-looking labourers were turning up in the journeyman's wake as well.

So the group took stock and assembled its possessions for their next adventure: the journey out to Kirillin Manor.  They headed out from Hardwalker Hall by the Gate of Sighs; Pedrick, the young lad that Njal knew, apparently wasn't on duty as they passed - 'That woman he's been payin' for over in Sweet Town's likely got him chained to her bed' was the grinning commentary offered by one of the older guards on his absence - and the four of them pulled their coats and protective cloaks tighter around them as they ventured east toward the Valley, past the great, turning wheels of Windmill Ridge and the unmoving shadows of Barrow Hill to the north.

The Valley welcomed them back with a chill wind out of the east.  The temperature had dropped to near-freezing, but it wasn't anything that their cold weather gear or Njal's native toughness couldn't cope with.  Even Dog, Verglas's dog, didn't seem worried by the conditions; his fur was almost as thick as Gromrir's and the two canines seemed to get along just fine.

The Valley itself seemed almost to have changed its landscape again in the wake of the screaming Gravewind that had passed over it a couple of weeks earlier; there were landmarks that Njal was fairly sure weren't there when they last came through here, albeit their route then had been different.  Still, at least the way seemed simple enough; Kirillin Manor apparently lay not far from the southern edge of the Valley, so following that same range of mountains seemed the logical path.  They also were taking things at a leisurely pace, so although they'd be out here longer, at least he wouldn't have to try and find their way at the same breakneck pace they'd had to flee this accursed snowbowl last time.  White hills, blue ridges, and stands of dead or dark-green trees greeted them as they walked, though there was no smell on the air and the only moan was that of the wind.

Their path took them through the foothills of the Valley.  And so it was in those foothills, around an hour after noon, that they came across the great, hulking shape.

It was mostly turned away from them, and that was indeed fortunate, since they wouldn't be much more than eighty feet from it.  The creature was  big:  a good fifteen feet tall and covered in muscle.  Njal and Verglas's initial instincts were to identify it as an ogre--
"Not ogre," whispered Tonlist.  The female bard had crept up within earshot of the others.  "Not qui'.  'Tis lycan-touched.  Werebear."

And that seemed consistent with the creature's look.  Powerful, bulky, with patches of fur and skin intermixed, the ogre had all the signs of affliction with what the scholars of the Mountain called  lycanthropy .  The lycan filth-touch sometimes infected the lower-end giants, of which there were some tribes in the Sininen Seina Ridge south of Hardwalker Hall.  Werebears whose host was an ogre tended to be seen either as blessed or cursed depending on which tribe of monsters you chose.  They were dangerous creatures indeed.

But none of that really explained what the werebear was doing.  It was crouched over what looked to be another massive body - at least, presumably a body.  There was a lot of blood and other unmentionable bits spread in the immediate vicinity.  It could, possibly, be the corpse of some ogre, but certainly some form of giantkin, anyway.  The werebear seemed to be cracking rocks from the craggy ridges of stone around it, using a massive pick the size of a small tree in both hands to do so.  It was taking the double-fist-sized rocks that resulted from this activity and placing them on the ogre's body ... maybe some kind of burial routine, even if primitive.  Some sort of concealment, anyway.  Now and then the werebear scooped snow onto the ogre's body, too.

If the creature's intent was to fully cover the ogre's corpse, as seemed to be the case, even a cursory estimate indicated the task would take some hours for the werebear to complete.  But the werebear's chosen location for its activities lay right in the party's chosen route to Kirillin Manor.  Working their way around the werebear's activity was certainly possible, but would also take a considerable period of time out of the group's way, and thereby delay their journey even more.

 
 Spoiler: OOC 
What do you do?
 
DrK
      
     Njal "Stormcaller"    

Enjoying the ride Njal was still chuckling from the jokes from the gate guard and it had kept him gruffly amused for the morning as he munched on the trail rations and drank the icy water harvested from the fresh snow. As he spies the massive beast he pulls up Stormir  short, sniffing the air suspiciously.  "Aye, he a be a big beastie, unpredictable like. No idea if it be spoiling for a fight or just suiting itself..."  He pulls out the tigerskull club resting it on the pommel of the saddle.  "Do ye fancy having a wee chat Verglas or just we be riding past?" 
 
 
  
 
 Spoiler: OOC 


Know(Nature)  (1d20+5)[ 24 ] 
   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Toliudar
 Verglas 

Verglas huddles with her three companions.  She glances dispassionately at the furry man in the distance.

  "We could consider this from a cost benefit analysis perspective If we were to approach and speak with the bear-man, we save an hour or two and may have an opportunity to learn more about the immediate vicinity The potential cost is that he rips Rodrigo's face off and feeds it to Dog uses Njal's beard to cover that bare patch on his ass and then uses my my femur as a swizzle stick while slurping down my brain using my skull as a bowl."  

She pauses and deadpans.

  "I vote we go around."  
 
 Spoiler: OOC 
What does Verglas know about the burial practices in this region?   Knowledge Religion  (1d20+9)[ 16 ] 
 
Novabomb
 Ramiro Sanda 
 We are not in haste, and if it is in mourning it might prefer solitude.  Then again it might not.  Do you know the traditions of its peoples? 
Saintheart
 Day 2, Alkukevaasta (Early Spring)
Valley of the Spear
Early Afternoon
Hardwalker Hall, 1537 
 Complication Pool: 6 of 6 
 
 Spoiler: Verglas 

Verglas didn't.  There were a number of intriguing subjects at the Mountain, but she didn't recall any that involved the common or widespread practice of burial under rocks as a funeral ceremony.  Barrow Hill outside Hardwalker Hall was certainly testament to the observation that only the famous, courageous, rich or shameless were interred; the process of digging a grave was arduous any time of the year except Kevat or Kesa.  Cremation was far more common, whether on land or in a boat pushed out into the waters; the use of fire to warm the dead was considered itself an act of honour, a last mercy.  It also reduced the odds of Forsaken rising, or so some of Verglas's instructors had theorised at the Mountain.

But no, this looked far more like concealment than funeral.  Not that Verglas had the opportunity to hear about or personally observe the customs of giantkin; whether here or anywhere else, interactions between gnomes and giants frequently involved running away and screaming*



* And not always on the part of the gnomes.
 
Toliudar
 Verglas 

Verglas racks her brain in an effort to answer Rodrigo's perceptive question.

  "Sadly my people's sociological investigations into the practices of such big folk tend to focus more on where on the ankle joint to insert the knife Still this doesn't seem to be a standard funerary practice The creation of a cairn is as we can see a painstaking process and is normally reserved for those that are highly honoured I would have thought that in such cases there would be a gathering of loved ones So the inference I would make is that either the figure being covered in stones is only beloved to the individual doing the burying or else it an effort to conceal a body and not to honour it While this does not of course automatically mean that it is a murderer thwarted in their burial practices by permafrost that possibility cannot be ruled out."  

She points out an alternate path, giving the bear-man a wide berth.

  "How about that way?"  
Novabomb
 Ramiro Sanda 
 If it is a murderer, then would he not present a constant threat to our friend and family? 
DrK
      
     Njal "Stormcaller"    

Njal looks at Verglas and Ramiro, pausing, deep in thought and considers the options.  “Aye laddie, it’s a strange wee thing. He be a big beastie though. Maybe we waits for him to move on and see what’s occurre with the body. 

He’ll pause, resting on the horse and watching for a few moments longer waiting for the we’re bear to wander in and allow him to study what lies under the cairn.  “Aye Verglas, I know, he be a biggie but if he be a murderer then he be too close to the town” 
 
 
  
 
 Spoiler: OOC 


Know(Nature) [roll0]

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Toliudar
 Verglas 

Verglas tilts her head, considering Njal's words.

  "You imply that we four are better equipped to assess and contain the potential threat of the putative murderer than the entire team of guards at Hardwalker.

"Our races are both naturally cooperative When you are tunnel dwellers you come to understand that if others are being killed by something then running away will not save you In those situations the correct response is to run towards the threat alongside the others in order to attempt to overwhelm it.

"But we are not in a tunnel and you are not responsible for the welfare of everyone you can see It is possible to narrow the focus of what constitutes us and them For example I have arbitrarily accepted a degree of personal responsibility for the three of you Also Dog I suppose It would have been my preference to accept a degree of responsibility for Lyssa's future health and happiness but that doesn't seem to be likely to pan out at the moment That's it.

"So when I consider what is best for 'us' I do not choose to prioritize the hypothetical threat that Mister Furry might pose to an entire town over our own safety Do you understand? Us as defined as the people right here."  

She gazes steadily up at the worldly dwarf.

  "Does this make sense to you?"  
DrK
      
     Njal "Stormcaller"    

Njal turns looking down at the angry seeming gnome. Then after another long look at the furry beast he slowly nods.  “aye lass, you be right. No need to go seeking trouble. Plenty out here will find us anyway.” 

With that he turns the horse around and looks down the path Verglas pointed to and slowly pushes Stormrir forward into a slow trot to go around the furry beast.  “We can always have a canny wee look at the cairn on the way back when the big furry lad has gone.” 
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Toliudar
 Verglas 

Verglas nods and smiles.

  "Absolutely."  

Clambering back onto dog - she was very much still getting the hang of a mount that tended to accelderate randomly upon sighting rodents - Verglas veered off to the side and was very pleased to give the massive bear-man a wide berth.
Novabomb
 Ramiro Sanda 
 I have not determined the average quality of the guards at the hall yet, but I do think what you say in sarcasm is in fact truth.  I heed your suggestions however, we can notify the hall when we return. 
Saintheart
 Day 5, Alkukevaasta (Early Spring)
Valley of the Spear
Around twilight
Hardwalker Hall, 1537 
 Complication Pool: 4 of 6 

The group crept down the narrow path Verglas had indicated.  It unfortunately led to a relatively exposed crag of rock, and the werebear shifted its position such that going back would have fully revealed their position.  And the werebear took its sweet time about completing its task ... the rest of the afternoon, actually.  The sun was dropping west by the time it finally looked over the massive pile of stone it had accrued, seemed to grunt, and then shifted form to a massive, white polar bear and ambled off southward, back into the mountains, finally leaving the coast clear for them to resume their course.  Which they did, at least for the hour or so of sunlight left, and then pitched camp in the hills.

That night passed quietly - as did the next one.  Their journey into the Valley was at a leisurely place, to be sure, but their passage, through the snowy foothills of the southern edge of the Valley, was unhindered and unmarked by anything assailing them or any calamitous event.  On the other hand, the foraging was slim.  The animals managed to find enough food for themselves, and water sources of course were available so long as they had an open flame and a handful of snow, but even Njal only managed to bring down a decent-sized Storm Owl on that first day - even he was down to trail rations at that point.

 
 Spoiler: OOC 
Verglas, Ramiro, and Tonlist deduct 2 trail rations each.  Njal deducts 1.  No feed or rations consumed for any of the animals, they maintained themselves enough.
 


The third day of their travel, where they turned northward and back into the snowy bowl of the Valley proper, turned chilly.  Their waterskins froze over completely, and the snow in Verglas's insulated chest was cold enough to sting the skin to touch it.  However, the group had come prepared for inclement conditions, and they addressed the cold with spell and gear.

 
 Spoiler: OOC 
On this, Day 5 of Alkukevaasta, the temperature drops to Severe Cold, ie. close to -20 F, i.e.e. level 2 Cold Protection is required for full protection against Fort saves and level 1 provides only partial protection.

Njal is fully protected because he's an arctic dwarf, Gromrir because he's an arctic animal with fur, but Verglas, Ramiro, Tonlist, Dog, and Stormrir effectively only have level 1 at best.  So that likely means  Endure Elements  spells.

Absent any rearrangements you want to make relating only to cold weather management, I am assuming:
- 2  Endure Elements  come out of Tonlist's Eternal Wand, which uses it up for the day.
- 1 casting comes from Njal's memorised spells
- 2 castings come from Njal's wand of Endure Elements, which reduces its charges to 23 remaining.

In terms of memorised spells, I'm assuming what's on your character sheets at the moment are your memorised spells for today.  Please mark off usages and charges as above unless you have an alternative setup in mind.
 


The descent into the Valley began to focus the group's minds on the actual site ahead of them.  Eventually, with the noonday sun failing to warm even their skins in the cold of the wind and the bone-white light, one of them asked Tonlist whether she knew anything about Kirillin Manor.

The dwarf nodded.  "Aye.  There's tall tales in th' land abou' it, so when ye fir' mentioned ye were plannin' t' try th' cursed place I wen' an' ask'd aroun' a little in town.  Once ye get throu' all th' horrified looks an' wards 'gainst th' elven eye, th' legends come down t' this: Kirillin Manor was some sort o' ... prison.  Mayhap, hospital, if th' Slavemasters knew such a word.  Elves ran it."

Tonlist shrugged.  "Th' Manor was some kind o' refuge-place, for slaves who were ... aberrant.  Murderers, lunatics, accursed, ye ken.  Odd, I know, tha' th' sort'd be imprisoned an' no' jus' bled dry in a drain somewhere, bu' supposedly th' elven bastard in charg' o' th' manor act'ally gave two shayts abou' sick thralls.  Ha' a couple Illumian doctors there, so they say, who tried t' treat th' deranged.  Place ran f'r many years, bu' one nigh' th' patients rioted an' there was a big fire tha' destroyed th' joint.  Burned down no' long b'fore th' Rebellion, and th' Manor an' the grounds aroun' it are haunted or worse.  More'n tha's jus' stupid spec'lation even dimwitted skalds don't honour wi' their tongues."

She didn't say any more than that.

The story lingered with the group on through the afternoon.  And around twilight, when they were still in the hills and up on a small rise south of a dell in the relatively flat plain of the Valley, there was something else.

A single, twisted tree - maybe Icethorn, maybe just tortured ancient dead oak - rose at the bottom of the dell.  There were four beings gathered around the tree, and a large, white--

Gromrir gave a low, warning growl.  It was a winter wolf down there.  Which was understandable given the other four beings were more of the lanky, glowing-blue-eyed men most of the group had encountered before: the Folken, Frost Folk, humanoids with leather armour and weapons that looked to have had heavy use.

However, the group hadn't been spotted.  Because the four Folken had their attention on something else.  This something else was enough to push away the immediate, alarming question about what Frost Folk were doing not only west of Lastbreath Pass, but this far west into the Valley.

A thin, agonised sound like a scream drifted up to the party.

There was one more Folken with the four gathered around the tree.  This last, fifth member of the Folken was lashed with leather straps to the trunk of the ancient tree ... where ...

... where the other Frost Folk were crucifying it.
Slowly.

 
 Spoiler: OOC 
What do you do?
 
Novabomb
 Ramiro Sanda 
 Can we agree that this set of scum should not be permitted to wander back.  We did not have time to track them down last time they were in the valley.  Give me 5 min to circle around. 
DrK
      
     Njal "Stormcaller"    

Njal nods at Ramiro,  “Aye lad. Mercy fer a big beast, nothing fer these white skinned devils. We’ll burn these scum back to their damn mountains.”  He glances at Verglas and Tonlin,  “Ye ready lassies, be a bloody one. They be tough b******s.” 

He nods to Ramiro  “Aye. After 5 watch fer the fire and lightning. Me blood is up I’ll bring the damned storm.” 
 
 
  
 
 Spoiler: OOC 


Wait for Ramiro to get into position

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Toliudar
 Verglas 

Back in the conversation about the bear-man:

  "Sarcasm? I do not understand what you mean I was completely sincere in my sentiments."  

--

With the Frost-Folk:

When Ramiro announces his plan to circle around, Verglas lays a hand lightly on his him and murmurs.

  "I am no brawler, but have read that pincer attacks only work when you have superior numbers If we split our forces, we risk either position being overwhelmed Also you are then out of reach of our ability to augment your fighting abilities Still I am certain that you know best."  

Verglas withdraws from the top of the ridge in order to prepare for battle.  She loads her crossbow and picks up a handful of powdery snow, weighing it in her hand and feeling its power.

 
 Spoiler: OOC 
Preparations for battle:
Load crossbow

Pick up snow

Spells (all will use Snowcasting &amp; Frozen Magic)
If Ramiro stays with them, and is willing: cast Enlarge Person on him (lasts 6 minutes).  If Ramiro goes, Verglas will offer Njal the same enhancement.
When they're just about to attack: cast Haste.  If Ramiro stays, Haste will target Ramiro Njal, Verglas, Gromnir and Stormrir.  If Ramiro leaves to circle around, substitute Tonlist. (lasts 6 rounds)
 
Novabomb
 Ramiro Sanda  gives a wide smile
 Augment? In what way? Unless you can make me faster,  (He does not know that its possible)
 I think I would be of more use causing some initial disarray. 
Toliudar
 Verglas 

Verglas nods trimly.

  "Yes precisely Faster bigger and stronger is what I was going to offer you Also, Tonlist's specific learnings may be of some use to you as well Still as you've said disarray is also of use so I will leave it to your discretion."   
 
 Spoiler: ooc 
So, to recap: Haste and Enlarge Person are available from Verglas.  Tonlist has the ability to impart DR/2 in a 30' burst for a minute 1/day.  I'm also not sure how close Ramiro needs to be to Tonlist to benefit from Inspire Courage, if she chooses to use that.
 
Novabomb
 Ramiro Sanda 
 Oh  he pauses a moment to process the change in the tactical options.

 Faster is good, bigger just makes me an easier target.  I will hide behind that rock.  (He gestures)
 Is that close enough? 
 
 Spoiler: OOC 

Hide  (1d20+12)[ 30 ] 
Move Silently  (1d20+12)[ 17 ] 
 
Toliudar
 Verglas 

Verglas beams at Rodrigo, and finds a somewhat smaller rock to hide behind.  She turns to Dog and speaks with uncharacteristic brevity.

  "Guard."  

When Njal signals his readiness, Verglas will give Tonlist a nod and then brandish her mittful of snow as she casts her first spell.

 
 Spoiler: OOC 
Once everyone's ready, Verglas will try to select a location that gives her cover from the frostfolk, and cast Haste on Njal, Ramiro, Stormrir, Gromnir, Dog and herself, which will last 6 rounds.
And then, I guess, initiative!   (1d20+2)[ 13 ] 
 
DrK
      
     Njal "Stormcaller"    

Njal looks down at the frost folk, his eyes crackling with power as he reaches up into the air to the dark clouds and begins to draw upon their power. He starts as Verglas beside him causes them all to accelerate and Ramiro runs to hide.

As he reaches the crescendo of the spell a vast bolt of lightning thunders down striking the middle frost folk

 
 
  
 
 Spoiler: OOC 


Cast Call Lightning
Imitative  (1d20-5)[ 8 ] 

When spell complete  (3d6)[ 9 ]  or  (3d10)[ 11 ]  (if Stormy) Electricity damage
Ref DC16 for half

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 5, Alkukevaasta (Early Spring)
Valley of the Spear
Around twilight
Hardwalker Hall, 1537 
 Complication Pool: 4 of 6 

It perhaps was inevitable, but it was still terrible to witness the Folken's alacrity.  As Njal began calling on the Spirits in the clouds, two of the Frost Folk's heads snapped around to the ridge where they were concealed, and the rest of them turned as Verglas began to cast their spells as well.  One of them was barking some guttural words in the winter wolf's ear.  They were already reaching for their weapons as the dwarf's spell reached its crescendo, and then the crack of thunder lanced down--

The Folken in the centre of the group was extraordinarily fast.  Faster than the wolf, which was already loping away from them, away from the party and the ridge they were on.  Oh, the Folken was still  hit  by the lightning, the Spirits whispered to Njal that even under the actinic flash of light and the roll of thunder, but he had certainly avoided the worst of it.  Which somehow didn't seem possible, but--

One of the others was speaking.  Not any language they knew.  No, there were liquid syllables coming from its mouth.   Magic,  Verglas realised, peeking around the rock she was behind,  they have a spellcaster with them and-- 

A massive bank of fog suddenly billowed into existence, five feet in front of the gathered Folken, building 20 feet high in a second, stretching out to 40 feet wide, covering both the Folken and the tree with its dreadful impaled victim in a white mist thick enough to block their vision.  In seconds, the Folken had disappeared.  And the field had gone to silence again.

 
 Spoiler: OOC 
What do you do?

Verglas and Njal both pick the spell as  Fog Cloud,  though not clear whether it was cast as a divine or arcane spell.
 
Novabomb
 Ramiro Sanda 
Tempted as he is to cause chaos in the mist, he does not want to get accidentally struck by friendly lightning.
He stays behind his rock, listening for the first one of them to rush the position.
 
 Spoiler: OOC 

Listen:  (1d20+11)[ 28 ] 
 
Toliudar
 Verglas 

Verglas had occasionally omitted the seemingly obvious in her previous communications, sometimes to her immediate disappointment ultimate detriment.  So she is more explicit and less economical in her words than she might otherwise choose.

  "They have a spellcaster and know our approximate location This is a bad combination We should work our way to another position while they can't see us the better to pick off their spelluser when they reveal themselves."  

Gesturing for Dog to heel, Verglas works her way around the edge of the ridge to her right, ending behind another lump of snow and rock.  She drops the snow in her hand and holds her crossbow ready to fire if a frostfolk or winter wolf comes into view.

 
 Spoiler: OOC 
Hoping that Dog follows her.
Verglas moves 50' ish along the ridge, stopping when she gets to another bit of cover.
If this reveals a target, she fires.  Otherwise, she readies an action to do the same.
Attack:  (1d20+6)[ 17 ] 
Piercing Damage:  (1d6)[ 5 ] 
Fire Damage:  (1d6)[ 2 ] 
 
DrK
      
     Njal "Stormcaller"    

Holding the charge of the lightning Njal pushes Stormrir down the slope approaching the fog slowly, tigerskull club held in hand with Gromrir keeping close beside him. He readies to call down more of the storm, the crackling energy playing around his beard and shining in his eyes.

 
 
  
 
 Spoiler: OOC 


advance 30ft towards the fog cloud, ready a lightning strike  (3d6)[ 7 ]  if something comes out the fog

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 5, Alkukevaasta (Early Spring)
Valley of the Spear
Around twilight
Hardwalker Hall, 1537 
 Complication Pool: 4 of 6 

Nothing answered their movements, at least as far as they could see or hear.  The winter wolf had bolted off in a direction still covered by the fog cloud, apparently, and from the fog there was dreadful silence.  If Njal wanted to pursue closer or investigate further, he would have to enter the fog bank before them - if not be supported by the others.

 
 Spoiler: OOC 
What do you do?
 
DrK
      
     Njal "Stormcaller"    

Njal looks to Tontin and Verglas and speaks so they cna hear.  "Get ready lassies, I'm about to prove Verglas right about being an ol' windbag..."  he trots the horse forwards to the bank of fog pulling out a an old and tattered piece of vellum covered in dwarven runes and carefully reads it. Seconds later a massive gust of wind surrounds him flapping his beard and hair about his head before striking the bank of fog to tear into pieces
 
 
  
 
 Spoiler: OOC 


Advance another 30ft
Use Scroll of Gust of Wind to disperse the wind

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 5, Alkukevaasta (Early Spring)
Valley of the Spear
Around twilight
Hardwalker Hall, 1537 
 Complication Pool: 4 of 6 

Njal's measures certainly cleared the field of fog a moment or two later, but didn't remove the uneasiness from the field.  There wasn't a Folken to be immediately seen apart from the figure hanging from the tree, half-crucified; the snow and ice all round had been torn up and disturbed with a mixture of footprints, drag marks, and other activity, but on a quick glance it wasn't immediately apparent where those footprints led -and a decent number of rocks, snowbanks, ice-covered bushes, and fallen logs to hide around or in - if they remained.

 
 Spoiler: OOC 
What do you do?
 
Toliudar
 Verglas 

Verglas reaches down to grab a handful of spring snow. She murmurs one of her favourite incantations, and a duplicate of herself - well, perhaps a bit more attractive (all is vanity) - lifts into the air and floats a few feet above the air down into the valley below.  This Verglas holds a significantly butch-er crossbow, and it peers from side to side as it descends.

 
 Spoiler: OOC 
Verglas casts Silent Image, using Snowcasting, Cold Focus, Greater Cold Focus and Frozen Magic..  She creates a duplicate of herself about 20' behind her over the ridge, and has it fly at high speed just a few feet above the snow, down toward a point about 50' away from the crucifiction.

She is hoping to use it as bait to draw out the frostfolk.  If it is attacked, she will do her best to react, dodging arrows and blades, being hurt but not killed by frost breath, etc.  Will save DC 18 to disbelieve once an individual has interacted with the image.
 
DrK
      
     Njal "Stormcaller"    

Njal pauses,  “Throggs balls…”  he snarls as he sees no sign of the folken. With a whistle he sends forward Gromnir a little, the heavy set husky sniffing tye air for signs of them
 
 
  
 
 Spoiler: OOC 


Njal, pauses and readies for any Folken to appear and will throw lightning at them  (3d6)[ 9 ]  DC 16 half
Gromnir advance 30ft, sniffing out with scent  (1d20+7)[ 23 ] 
   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Novabomb
 Ramiro Sanda  hearing none of the enemy activity....
 What do you see?  he whispers as he maintains his position behind the rock.
Saintheart
 Day 5, Alkukevaasta (Early Spring)
Valley of the Spear
Around twilight
Hardwalker Hall, 1537 
 Complication Pool: 4 of 6 

Nothing.

It was like the Folken had all but disappeared.  Gromrir didn't seem ruffled by scents or anything moving nearby, and nothing attacked Njal or the image of Verglas now flying around.  There just wasn't a sign of them in the immediate vicinity.

If one excluded the Folken crucified on the tree, that was.  The creature's head was hanging down, and closer to the point as Njal was, he could now see one of the Folken's tormentors had rammed a half-foot-long spike into the creature's chest, from which black blood was still trickling.  The Folken was still alive, but likely not for much longer.

 
 Spoiler: OOC 
Haste wears off in the interim.  What do you do?
 
Novabomb
 Ramiro Sanda  is not content to allow information to go uncollected.
He is going to remove the spike, and apply healing to the wounded Folken.
 
 Spoiler: OOC 

Spend 2 charges from the healing belt  (3d8)[ 20 ] 
 
DrK
      
     Njal "Stormcaller"    

The dwarf looks around and looks back to Verglas shaking his head. [B]“I dinnae ken  where they be.”[/] he snorts in disgust,  “Like ice in the sun they be gone.”  He adds as he trots  carefully towards the tree, Stormrir kicking up the light snow that had been blown about by the gust of wind.

He circles the tree once carefully, his hand and beard still alight with lightning as he watches Ramiro wrenching free the spike and waits to see what the frost folk has to say
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Toliudar
 Verglas 

Verglas and Dog remain at the ridge, and glances back at Tonlist to see what she has been doing throughout this time.  Verglas calls down to her colleagues.

  "They can't be gone that fast  I immediately moved to the side as soon as the cloud appeared so there was no angle that they could have used to leave this area entirely, especially since they wouldn't know exactly where we were in order to avoid those paths of escape I am therefore forced to conclude that unless the teleported the entire group away they are still close but hidden Please be careful!"  

Meanwhile, the floating Verglas comes to rest just above the tree, seeming ot take up a guard position of sorts.

 
 Spoiler: OOC 
the folken created a fog cloud between themselves and us, about 150' away.  Verglas then moved 50' laterally.  There's only a relatively small triangle of space by the tree that is both obscured to Njal &amp; Ramiro and to Verglas, and once you move out of that triangle, you would have been visible to one of us. Hence her concern.

What is Tonlist doing?

Verglas will maintain concentration on Silent Image.
 
Saintheart
 Day 5, Alkukevaasta (Early Spring)
Valley of the Spear
Around twilight
Hardwalker Hall, 1537 
 Complication Pool: 4 of 6 

Tonlist hadn't replied, but was wading through the snow down into the dell, to see the playing out of the drama there.

Ramiro set about the gruesome task of pulling the spike from the Folken's chest, and winced as the creature gave a dreadful, rasping shriek of pain when he did.  Black blood poured from its dreadful wounds.  Ramiro immediately called on the power of the Healing Belt, putting his hands on the Folken ... only to find that while the belt functioned and eldritch power poured from it, the creature's wounds were unaffected - as though it rejected the belt's energies.

The Folken was surely dying.  Nothing in this world could survive the quantity of blood now escaping it.  And yet - incredibly - it was still conscious, and the blue-on-blue eyes of the creature still had awareness to them.  The eyes shifted ... to the black-lacquered scabbard that had shifted to Ramiro's side.  And to the red-tasselled hilt of the  shi'hun  the young swordsage carried.  The Folken met Ramiro's eyes again, and the blue-on-blue eyes took on the shadow of intent.  Purpose.
 Another long, rasping groan came from the Folken's mouth, and it raised a trembling arm...

... and made a movement.  A shape with his hand.  A shape and a movement that Ramiro recognised.  One that he had made himself, many times, so many times, practising alone, poring over the travel-worn notes he had carried these years.  It was so familiar he could almost feel the  ki  flowing with the movement.  It was the technique that had been called  Hatchling's Flame.   And a lick of fire appeared in the Folken's hand ... only to flicker and disappear as the Folken's hand trembled with the pain and with his ebbing lifeforce.  But the Folken hadn't intended to harm Ramiro, it seemed, or anyone; the creature's eyes remained focused on Ramiro.

The Folken seemed to summon a last reserve of strength.  Its hand, trembling, rose to a thin string around its neck.  The Folken snapped the string with a hiss of pain, and held it out to Ramiro.  It wasn't just a string, but a pendant: a tiny, wooden tube about six inches long, which had been hidden behind the Folken's long, bone-white hair.  It was delicate, and as though on command, when the pendant passed into Ramiro's waiting hand, the tube clicked open and two tiny pieces of parchment fell out.

The first one's nature Ramiro immediately knew.

 
 Spoiler: Ramiro 
There was a certain ... aura? Smell? Feel? to such things.  Verglas would have called it a magical aura, but that didn't really matter: Ramiro knew it as a Martial Script, a peculiar item in which the words of the script, read aloud, set up a particular vibration in a martial adept's body, changing his muscles, his senses, filling him with a temporary, hour-long insight, a temporary moment of seeing deeper into the truth of his teachings.  Even more incredibly, this one was a technique he at least had heard of: what in the old tongue had been called  Getsumei No Michi,  the Way of the Moonlit Path, and which the more vulgar name for which was  Insightful Strike.   The vibrations that allowed one to use the script also caused the destruction of the delicate script, but for one conflict at least, he'd be able to use this.
 


And the second made something sing in Ramiro's soul.

 
 Spoiler: Ramiro 
Because it was a tiny scroll which had clearly been unrolled several times.  Pictured in ink as black and beautiful as the day it had been dipped, on the reverse side of the papyrus, was a symbol.  A candle in the centre of a black circle.
A flame, in the shadows.  The same symbol that appeared, faded, and creased, on his family's scrolls.  The symbol of the Hidden Flame.  The symbol of the school that his family had carried down through the generations, and of which he had thought he was the last.

Ramiro could feel his fingers tremble, involuntarily, as he turned over the scroll to the other side.  In flowing text, four little lines had been written on the otherwise blank piece of paper.

 Three brothers in company
In noontide's sun
Walked into falling darkness
And up unto a lonely crag 

And now Ramiro could feel his body tremble, involuntarily.

The Crag.

It was one of the lost monasteries, one of the places where Red Hand was taught, and White Hand ... and ... so it was said ... the school of the Hidden Flame.

This was some form of riddle that referred to the Crag.  Long lost, long forgotten, long sought.
 

 
 Spoiler: OOC 
What do you do?
 
Novabomb
 Ramiro Sanda 
Understands that there is naught to keep this person alive much longer, but he spends the last charge trying to ease his pain.

Gripping his hand
 I will find it, and place your  Nafuda  there. What is your name? 
Saintheart
 Day 5, Alkukevaasta (Early Spring)
Valley of the Spear
Around twilight
Hardwalker Hall, 1537 
 Complication Pool: 4 of 6 

There was no answer, and the Folken's head had rolled to the side.  The blue-on-blue eyes stared at nothing.

 
 Spoiler: OOC 
What do you do?
 
DrK
      
     Njal "Stormcaller"    

Njal watches Ramiro out of the corner of his eye, whilst he slowly circles the tree atop the horse wondering where the Folken have gone. he barks out to Tontin and Verglas,  "Keep yer eyes peeled for those icy swine. Can't see where they did vanish but they'll be bastard close. I can smell them.." 

As he keeps watch, Gromrir trailing after him, he also ask Ramiro.  "What did the one pinned to the tree have tae say fer himself?" 
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Novabomb
 Ramiro Sanda 
 He was part of brotherhood of the Red hand.  More than that I cannot say. 
 Can you track them? 

Once again he focuses on sound checking for their presence.
 
 Spoiler: OOC 

Listen  (1d20+11)[ 23 ] 
 
Toliudar
 Verglas 

Verglas is deeply divided.  On the one hand, she was apparently wrong about the frost folks' ability to vanish into the landscape in a few seconds, and she hated being wrong.  On the other hand, they were not dead, and had...won?

She watched from a distance as Ramiro spoke with the dying frostfolk.  She sent her illusory self winging around the valley and the ridge surrounding it, just to be sure.
Saintheart
 Day 5, Alkukevaasta (Early Spring)
Valley of the Spear
Around twilight
Hardwalker Hall, 1537 
 Complication Pool: 5 of 6 
 Still  nothing.  Despite a careful look around, and a tense, near-sweating wait, the animals didn't seem disturbed, and they weren't attacked.  There just didn't seem to be anyone nearby at all.  Or if they were, they were exceptionally well-hidden.

 
 Spoiler: OOC 
Complication Pool rises because the checking and staying in place is consuming time.  What do you do?
 
DrK
      
     Njal "Stormcaller"    


Njal looks about at the featureless snow and shakes his head.  "The white folken move like ghosts. None can track 'em anymore than can track smoke laddie."  He approaches the tree and stares at the one nailed to the tree and then spits by the base of the tree.  "Good riddance..."  Then with a last look about he nods to Ramiro,  "Ye want to bring the scroll laddie? We can press on fer the manor eh?" 

He checks the saddle and waits for Ramiro before riding onwards towards the manor, fully intending to leave the frostfolk still nailed to the tree
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Valley of the Spear
Midday, 1537 
 Complication Pool: 3 of 6 

Despite a careful march scanning the hills and terrain around them, nothing interrupted their journey, and indeed the night passed without incident.  Njal was once again able to find food for himself, but again the pickings were slim for the others.

 
 Spoiler: OOC 
Ramiro, and Verglas mark off 1 ration each, everyone else manages to support themselves out of the local terrain.  Waterskins are refilled.

I am tracking this via spreadsheet offline, just FYI, and I make it 7 remaining for Verglas, 27 for Njal, and 2 for Ramiro after deductions.
 


Better still, the weather warmed a little overnight, and Njal could tell by the feel of the air on his skin that their various articles of clothing would suffice for protection against the weather.

He led them on, into the Valley.  And it was around midday that  they finally saw it. 

Ahead, there was an elaborate-looking building visible in the distance, at the top of a small rise north of them.  At least, it  would  have been a small rise if the ground all around it was level.  But the earth north, east, and west of the rise had fallen away in a vast semicircle, leaving the manor at the top of an isthmus protruding into a great, semicircular depression in the earth, a good 100 feet deep and several hundred feet wide at least.  The area of the isthmus, at a very rough guess, looked to be about 20 acres of land, standing atop clifflike slopes, and only approachable from the direction the party was coming from, the south.

The southern approach, surprisingly, revealed the remains of a narrow cobblestone track amongst the snow, about half a mile out from the building and leading towards it.  Being the path of least resistance, the party reached it and followed it up toward the house.

It quickly became apparent that while the southern approach was the only one realistically possible overland given the cliffs around the place from all other compass points, neither was the southern approach completely open.  A stone wall, nearly ten feet high, stretched to the east and west as the group drew up to it.  The wall seemed to be crumbling under the assault of the elements and waves of a black, difficult-to-identify mouldy substance on it, aside from the topping of heavy snow.  The half-hidden cobblestone track led up to a break in the decrepit barrier: a rusted, stylised iron gateway, the rust making little impact on the strange, eldritch alloys the elves had used in decorative pieces like this.  At the top of the gate, the metal had been bent and warped to form flowing script of some kind.

 
 Spoiler: Verglas 
The gnome could read it, since the script was in the Slavemasters' tongue.  It was a name; specifically, the name of an elven clan, or circle, or family:  Kith'in'sherillinar .
 

 
 Spoiler: OOC 
What do you do?
 
Toliudar
 Verglas 

Verglas gestures to the script atop the gate.

  "I believe that it's the name of one of the prominent elven houses in this area.  Perhaps this was a private mansion of sorts, a kind of family estate? Regardless, I don't like the look of that mould May I suggest that I do a quick reconnaissance of the building in order to ascertain whether there are any other possible approaches, or to assess the viability of forcing our way in through the gates It will necessitate my becoming an elf in appearance only and I know how that riled some folks up when I did it last month so I wanted to check in with both of you before I did so just in case you were under the impression that it would turn me into some kind of raging primeval monster What do you say?":  
 
 Spoiler: OOC 
Verglas is proposing that she turn herself into an avariel to do an aerial survey of the place.
 
Novabomb
 Ramiro Sanda 
 Be careful, the place may react poorly to rivals. 
DrK
      
     Njal "Stormcaller"    

Njal had been happy when he had managed to navigate to the right place and then paused,  "Eesh, well that dinnae be a sight you see every day. Whay happened to the earth eh to make it fall away like that"  He eyes it suspiciously sure that its not natural.  Eyeing the mould along the top of the wall he considers what it might be, looking at it carefullly to see if he had seen its like before.

At Verglas's offer he nods.  "Aye lass, last time it wer the shock of it. I know you be you under that. If we be needing to get through or under the wall I can turn myself into a great badger and just burrow under it if you don't mind getting a wee bit muddy?"  he offers. Then nods, happy to Verglas flap around and scan the area from the sky. He makes sure to load his sling as the only help he can offer (well aside from turning into some sort of dire haw and streaking into help).

 
 
  
 
 Spoiler: OOC 


Know(Nature) on mould  (1d20+5)[ 20 ] 
   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Toliudar
 Verglas 

Nodding, Verglas turns to Tonlist.

  "I will briefly be changing my appearance into that of an elf Please do not take this as a sign of an apocalyptic return to a time of darkness and enslavement Above all, do not smite me I cannot stress this enough No smiting."  

Hoping for the best, Verglas murmurs her powerful spell of transformation and changes into a winged elf.  Not surprisingly, she looks like an aloof a**hat in this form too.

Launching herself into the air, Verglas attempts to get a better aerial understanding of the remaining structure.  Naturally, her first priority is on noticing anyone or anything that might be preparing to shoot her, blast fire at her or otherwise ruin her day.

 
 Spoiler: OOC 
Alter Self into an Avariel.

One circuit of the structure at a height of about 100', looking for movement or nastiness.  Assuming this is clear, she'll do another at a height of about 20', going slow enough to try to grasp the details of the layout and look for the easiest ways in and out - especially if there's a way that doesn't involve probably-innocuous-but-who-knows black mold.
 
Toliudar
 Verglas 

After completing the double circuit of the place, Verglas returns and lights gently and gracefully on the ground.  Although the elf form seems to have all the strength and physical menace of a child's toy, there remains something of the bird of prey in its eyes as she looks around at her three colleagues, preparing to report on what she saw.
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Valley of the Spear
Midday, 1537 
 Complication Pool: 3 of 6 

Verglas's flight around the Manor had to balance covering distance with close observation.  On the quick flight around 20 hectares of land, she didn't have a lot of time to closely observe things, but there was enough for her to conclude the wall they stood before barred the entire southern approach to the Manor, and the other approaches were steep cliffs leading down to the treacherous snow, ice, and sharp rock below.

Immediately within the wall stood row upon row of leafless, ghostly white trees breaking from the frozen earth, forming a grim orchard.  Each plant seemed gnarled and bare, like hundreds of giant, skeletal hands tearing from the gray dirt to claw at the uncaring, bleak sky.  There was a clear path up to the manor itself - she didn't have the chance to get very close to it - and the hint of some sort of garden-looking-enclosure further north.  Moving north, at the northernmost end of the knob of rock upon which the Manor stood, what seemed to be a half-collapsed ...  gazebo?  Was that the Archipelago word for it? ... overlooked the cliffs.

 
 Spoiler: Rough Map of what Verglas sees 

 

Area A is the gate she and the party are at.
Area B is the orchardlike area she observed.
Area C is the gardenlike area she's seen.
Area D is the manor.  The rough shape is as she sees - two large-ish wings and a central structure.
Area E is where the gazebo-like structure stands.

The side view indicates the rough altitude from the side.  The party, as said, is at the gate, in Area A.
 


As she landed, Verglas didn't miss the small shudder that Tonlist gave, disguised as examining one of the pipes in her instrument for a moment.  It seemed while the dwarf's views weren't quite as extreme as some they'd travelled with, Tonlist didn't much care for reminders of the physical forms of the elves either.

While she was gone, Njal had gingerly inspected the mould trails from the bottom of the wall, and concluded that while it'd make climbing the wall a tad more tricky, the stuff wasn't poisonous or even mildly acerbic.  Indeed in some of his more forgettable moments in the mountains, Njal had the feeling he'd been able to eat stuff like this with only mild alimentary consequences some hours later.  It was just some variety of mould.

 
 Spoiler: OOC 
Apologies for the long delay before updating, folks, I got a bit distracted after surgery was done.

Anyway, Verglas's flight takes about two minutes and the map above should give a mud map idea of where things lay.  Inspecting these areas any closer requires, well, closer inspection.  What do you do?
 
Toliudar
 Verglas 

Verglas' gaze lingers for a moment on Tonlist.  She tries to think of something to say that wouldn't sound patently false, trite or a platitude.  Thought for a moment more about this, and came up blank.  And then realized that staring at Tonlist was exactly the worst thiing she could be doing, and turned to Ramiro.

  "There is a very steep path through some trees, next to what looks like an orchard of dead trees  It leads up to a manor house with two significant wings and no major outbuildings  Behind the manor and overlooking the cliffs is a open frame shelter of some kind A gazebo I think that it's called No movement or signs of recent habitation that I could see.

"I wish to stress again that this is a very steep climb."  
Novabomb
 Ramiro Sanda 
Turning to Njal
 Do you mind if I borrow the kit, and I go up first and drop a rope? 
Toliudar
 Verglas 

Nodding at Ramiro's wisdom, Verglas turns to Dog and points to Tonlist.

  "Guard!"  

She turns back to her colleagues.

  "I am an indifferent climber at best Perhaps I can make use of my remaining minutes in this form by taking the rope and securing it at the top of the steep patch, then dropping it down? I only understand the theory of these things Oh and if you can't find a way to bring Dog up with you just find a safe spot and tell him to stay."  

Unless there is a response in the offing, Verglas takes a coil of the rope and flies up to the top of the steep patch, looks for a place to tied it off and drop it down, and waits.

 
 Spoiler: OOC 
Verglas has about an hour in this form, but I'm not sure how much time has gone by.

Her goal is to make it easier for the group to get up the 70 degree angle part of the climb, if she can, and to avoid that part of the climb herself.

If she still has ample time in the avariel form, she'll do a low-altitude buzz of the estate and gazebo, from about 20-30' away, trying to track entrances, windows, and looking for any signs of habitation (paths, footprints in snow, etc).
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Valley of the Spear
Midday, 1537 
 Complication Pool: 4 of 6 
 
 Spoiler: OOC 
Verglas has plenty of time in Avariel form - the initial overflight only took about 2 minutes or so.  What follows takes about another 10 minutes.
 


There wasn't much of a reply, so Verglas took the coil and flapped her way up the steep slope before her.  She found a suitable-looking spot where the ground started to level out again; there was a very dead but pillar-like icethorn growing at the top of a draw that the path happened to climb, so not only would her companions have a rope, they'd also have some decent footholds where the cobbled path climbed at the near-insane angle to the crown of the great hill.  Exactly why someone would build a road like that made little sense, though her geographical studies hinted that maybe something had happened to the very earth itself after the road had been built.  Which made the intact nature of the manor - or seemingly intact nature - even more disturbing, but then, they weren't exactly in the land of Satermayan reasoning anymore either.

Verglas tied off the rope with enough care that even she was fairly sure they'd get up the hill with few problems, and then settled to wait.

She got bored.

This only took a minute or two, and admittedly part of this was the enticing ruffle of the feathers of her assumed form, teasing her with the cold wind of the air.  The manor was still some distance from here, and it didn't look like she would be joined in a hurry, so she took to the sky once more and decided to take a second flight around the grounds.

The first place she decided to revisit was the orchard.  Or maybe what had been an orchard.  Indeed that was something in itself; as she closed in on it, she realised the trees were ancient - dead, certainly, but still, ancient - trees that were sometimes seen in Chalice and the richer regions of the Highmark as apple trees.  Not now, of course; no apple had grown in this part of Hylkeiden for a thousand years.  But it was unsettling enough to see the white trunks, cracked and cracked again by ice and wind, still standing here as some pale, bone-white monument to the distant, green past.

The screaming smashed at her ears.

It hit her with almost physical force.  Three great shrieks, filling the air, echoing through the dead white trunks.  Shrieking that didn't operate solely on the physical, but on some supernatural level, hammering at the doors of her mind.  Somehow - somehow - she managed to push back the insistent clawing at her mind, pushing down the fear, remembering the more dreadful things they'd seen in the Valley of the Spear, and with a second's eyes squeezed shut, the assault on her ears and mind receded.

To be replaced by horror.  With quick, flicking,  revulsive  movements, three head-sized shapes came flitting out from the tree branches closest to her and came winging towards her on batllike wings.  No.  Not head-sized shapes.   Heads.   Eighteen inches high, wingspan of four feet, the creatures looking like heads with wings came flapping on fast, efficient wings...

 
 Spoiler: Verglas 
And she knew what they were.   Vargouilles.   Looking like hideous, distorted human heads suspended from leathery wings, the things were crowned with writhing tendrils in place of hair, and the eyes burned with green flame.  These were ...  visitors.   Sometimes, in places of death or suffering, the world between here and the Lower Realm became ... thin.  And sometimes things came through.  To hunt.  To feed.  In this case, likely, on  her. 
 

 
 Spoiler: OOC 
What does Verglas do?

I should note that you had both good  and  bad luck.  Bad luck, in that Verglas's really bad Spot and Listen rolls were further deep-sixed by low numbers.  Good luck, in that had Verglas failed any of the three Fort saves - at DC 12 - that I just made, she'd be down paralysed and being kissed by a vargouille right now.

As it is, Verglas is not paralysed, and can't be affected by the vargouilles' shrieks for 24 hours, so she has a couple of choices.

On one hand, she could stay and fight.  There's only three of them and amazingly they have an even lower AC than our friendly gnome does.  Since Verglas just saved against their shriek-and-kiss combination, the vargouilles are down to their bite attacks at a comparatively low chance of hitting, but any damage taken (assuming the Fort save is failed) can't be healed by normal healing and requires  neutralise poison  or similar.

On the other hand, she could try and beat a retreat, presumably back down to the others.  In avariel form, once she gets turned around, Verglas has a better speed than the vargouilles and can probably get back to Njal, Ramiro, and Tonlist in straightforward fashion.  However, that of course gives the vargouilles more targets to go for.  Including Dog, Stormrir, and Gromrir.

Or she could attempt something else.  All up to you.
 
Toliudar
 Verglas 

Verglas' mind reels. But this was hardly her first brush with madness, not even the first this year, and while the vision of three flying heads screaming at her would populate her nightmares for weeks to come, on the surface she adjusted to this new reality with relative sang-froid.

She briefly considered making a stand.  She was much bigger than these chompers, and given a few shots with her staff, she might be able to...no, that was absolutely moronic bravado.

Instead, Verglas turned and zipped toward her companions, As soon as she put some reasonable distance betweeen herself and the Threepenny Opera, she slowed enough to pull out her crossbow.  It felt like a oty in her larger hands, but she tried to overcome that and shot at the nearest of the heads, the bolt catching fire as it flew towards the strange creature.

Once she got close enough to her companions to reliably be heard, she screamed:

  "Vargouilles!  Nasty flying head things!  Tonlist sing that song you sing to drown out other songs  And everyone SHOOT THEM!  SHOOOOOT THEM!"  
 
 Spoiler: OOC 
Wheee!  I'm not super clear how close I am to the others, but am assuming it's at least a couple hundred feet.

Screaming: lots, and as soon as she thinks the others will hear her.  She's recommending in her inimitable way that Tonlist make use of her Countersong ability.

Round 1: run action flight straight towards her companions.
Round 2: move action towards her companions while pulling out her crossbow, which is currently too small for her.  Standard action to shoot the nearest Vargouille.
Attack (factors in -2 size penalty):  (1d20+3)[ 14 ] 
Piercing damage:  (1d6)[ 1 ] 
Fire damage:  (1d6)[ 6 ] 
 
DrK
      
     Njal "Stormcaller"    

Reassured by the mould bing "safe" Njal had been happy to slip down from Stomrir's back and leave the horse by the base of the wall. A nod to Gromrir and a command to  "Aye, guard the horse"  to the husky had left both beasts guarding the other animals as he had followed Ramiro up the rope and over the wall. A pause at the top to offer Tonlist a hand as she climbed.

Dropping down and looking at the slope he'd sensed a wrongness here but shrugging he'd looked to the others.  "Aye well, with nae wings we'd best get a walking"  The sudden scream from Verglas had had him glancing up in shock as the elf came streaking back through the sky towards  them

 
 
  
 
 Spoiler: OOC 


Init  (1d20-5)[ 2 ] 
If time allows, cast Produce flame

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Novabomb
 Ramiro Sanda 

Wordlessly draws his blade while dashing in the direction of Verglas
 
 Spoiler: OOC 

Init  (1d20+6)[ 20 ] 
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Valley of the Spear
Midday, 1537 
 Complication Pool: 4 of 6 

The vargouilles, it appeared, were not stupid.  Or had the low cunning that one expected from denizens of the Lower Realm.  Verglas was outdistancing them, but when the creatures spotted her allies, the winged heads broke and went fluttering back the way they'd come.  Verglas' keen eyesight noted they seemed headed back for the main body of Kirillin Manor, but any further precision on precisely where would take a closer inspection.

 
 Spoiler: OOC 
You're free to continue your journey or exploration.  What do you do now?
 
Toliudar
 Verglas 

As Verglas sees the death-heads break off, she pursues at a distance, firing at them again and again as she goes.

 
 Spoiler: OOC 
Once the Varguilles break off, Verlgas stays about a hundred feet away but pursuies, firing at them as long as the opportunities remain.

Round 1:
Attack:  (1d20+5)[ 16 ] 
Piercing damage:  (1d6)[ 3 ] 
Fire damage:  (1d6)[ 6 ] 

Round 2:
Attack:  (1d20+5)[ 8 ] 
Piercing damage:  (1d6)[ 3 ] 
Fire damage:  (1d6)[ 4 ] 

Round 3:
Attack:  (1d20+5)[ 20 ] 
Piercing damage:  (1d6)[ 3 ] 
Fire damage:  (1d6)[ 1 ] 

Round 4:
Attack:  (1d20+5)[ 16 ] 
Piercing damage:  (1d6)[ 4 ] 
Fire damage:  (1d6)[ 6 ] 
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Valley of the Spear
Midday, 1537 
 Complication Pool: 4 of 6 

The  clunk  of the first crossbow bolt leaving the rest was satisfying, but more satisfying was the distant  thump  of both its impact and a miniaturised explosion as one of the vargouilles was shredded by the fiery bolt and bits of batwing, skin, and other unmentionables rained on the white snow.

The others got the message very quickly, though, and took off as fast as their flapping wings could carry them.  With the interminable time it took to reload the damned crossbow, they were well more distant by the time her second bolt flew, which went awry.  She tried one more, and it would have been satisfying to note that the shot winged the vargouille even at this range, though it managed to keep flying with its sole remining uninjured colleague.

She refrained from any further shots as the vargouilles seemed to be out of effective range and headed for what looked like some sort of bell tower structure affixed to the main body of the Manor.

 
 Spoiler: OOC 

Worth noting here that relative distance and flight maneuverability come into this.  Verglas has to maintain half her movement allowance to remain aloft, which means she's down to moving 25 feet per round or 50 maximum if she double moves (and therefore can't shoot in the same round as she moves, since crossbows take a move action to be reloaded).  If the first shot is at the 100 foot distance, it takes a -2 and so hits, but the next round Verglas can't move but has to reload and fire, which allows the vargouilles to pull another 120 feet since they have Good maneuverability.  The second shot misses, and the vargouilles pull another 120 feet to make it 350 feet of distance.  The third shot hits even at a -6, albeit doesn't kill it.  The fourth shot, the vargouilles pull another 120 feet making it 470 feet of distance, and by that point a fourth shot can't hit.

Thus, 3 bolts expended.
 
DrK
      
     Njal "Stormcaller"    

Seeing the dots in the sky that were the vargouilles Njal hurried his pace, stamping and pushing through the snow and garden brush. As they flapped away he slowed and waved,  "Oh... lass, come back 'ere. Dinnae let them draw ye away."  he calls once more as she starts chasing them.

Stomping up the hill he gestures at the distant house.  "Away now, lets be having some time at the house." 
 
 
  
 
 Spoiler: OOC 


Init [roll0]
If time allows, cast Produce flame

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Toliudar
 Verglas 

Verglas flutters back to above the others, pointing to the rope that she's dropped down to help their ascent.  Reloading her crossbow, she returned to wait at the top of the hill, keeping a careful eye on the estate and it's Two Heads of Terror.
Novabomb
 Ramiro Sanda 
 Are you alright? 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Midday, 1537 
 Complication Pool: 4 of 6 

She was.  And she helped them up the steep incline towards the plateau where the manor stood.  The vargouilles, at least, did not return, and they made the last steps  of their journey to the building they'd sought.

The broken cobblestone path ended in a misshapen circle surrounding a crumbling, ice-choked fountain.  Above loomed the dark halls of Kirillin Manor.  Webs of long-dead vines covered the blackened stone walls, winding morbid paths between dozens of shattered panes and barred windows.

Towering even higher, the aged belfry over the facility seemed to sway in the wind, threatening ruin.  Directly ahead, a flight of stone stairs rose to a pair of solid-looking but obviously charred doors, remarkably still on their hinges after centuries of decay ... but partially open, as though they'd seen recent use.

 
 Spoiler: OOC 
This places you in Area C on the map, more or less in front of the Manor.  There are, of course, other areas you haven't gone near yet.  What do you do?
 
Novabomb
 Ramiro Sanda 
 I will scout ahead. 
He approaches and enters the manner, keeping silent, and keeping an ear out.

 
 Spoiler: OOC 

Move Silently:  (1d20+12)[ 25 ] 
Hide:  (1d20+12)[ 20 ] 
Listen:  (1d20+11)[ 29 ] 
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Midday, 1537 
 Complication Pool: 4 of 6 

The young swordsage was not opposed as he cautiously stalked up the great stone flight of stairs and to the double doors, and nothing tried to slam the doors or assault him as he slipped through the opening of them with no more noise than a shadow.

 
 Spoiler: Ramiro 

The smothering scents of dust and ash pervaded a fire-scarred stone hallway, thirty feet wide and thirty feet long.  Long-dead cinders piled high at each corner, around scattered debris and against aged refuse.  Although burnt and peeling, several doors still lined the walls: east, to Ramiro's right, a pair of simple sliding doors; west, to Ramiro's left, a large - obviously once quite elegant - double door, its frame carved with the charred faces of what seemed angelic figures.  The burnt ruins of great picture frames hung crooked on the walls or lay dashed to the floor, their subjects consumed by flames.

Ahead, the hall ended, and opened into, a spacious, rounded chamber.

 
 Spoiler: OOC 
What do you do?
 

 

 
 Spoiler: Njal, Verglas 

Tonlist watched the double doors for a moment after Ramiro disappeared within them, and then turned her gaze to the great building itself.  Two wings, as Verglas had said, stretching away east and west.  There wasn't a sign of the 'garden' or the 'gazebo' the gnome had mentioned - it must have been around to the rear of the building.

She shivered.  And realised the source of the shiver as she walked across to Njal and Verglas, but pushed it down, gesturing at the circle with the ancient, ruined fountain at its centre.  "Maybe some kin' o' coach circle, this was," she said.  "Tha' steep climb wasna' natural or here when th' place was built, I heard.  Path's wide enou' for coaches or wains t' pull in an' stop at th' foot o' th' stairs.  Like ye would f'r any fine slavelord's home.  But..."

She shivered again, and decided to address openly what the source was.  The young bard nodded at the windows of the structure.  "Barred across wi' steel, ev'ry one," she said.  "Th' slavemasters were not ones any mortal could ken easy, bu' I've no' known anyone who had a pleasure palace wi' bars o'er th' windows.  Seems th' stories 'bout th' place bein' some kind of prison aren't jus' speculation."

 
 Spoiler: OOC 
What do you do?
 

 
Toliudar
 Verglas 

As the group reunites at the top of the steep hill, Verglas stows away the rope, gives Dog a treat and a drink of water, and nods a thank you to Tonlist for taking care of him.

Making the most of her time in the winged form, Verglas leads Dog a bit closer to the estate.

  "The open air structure I mentioned is around on the other side of the estate, between the main building and the cliff face  And I saw the two remaining Vargouilles disappear into that window  Anything that they can get THEIR head through, I might be able to do the same."  

She keeps an eye on Ramiro, ahead of them, and keeps within about 60' of the young warrior.
DrK
      
     Njal "Stormcaller"    


Staying close to the winged-elf that was Verglas and Tontin Njal clutches his tiger skull club tightly.  "Lassie, best we be sticking together aye? Plenty of nasties we be seeing here like those flying heads."  he gestures at Ramiro,  "Lets wait and see what the wee laddie reports and then we can clear the manor or prison if it be that."  He shuffles slowly closer to the doors as there are no screams or shouts from within he excpects that it must be safe or Ramiro would have been screaming

 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Toliudar
 Verglas 

Verglas smiles at Njal.  With her borrowed elven face, the effect is slightly waxwork-like.

  "I entirely agree That's why I'm following after Ramiro I suppose I should have made that explicit Heel Dog!"  

Once Dog and Tonlist have caught up, Verglas continues to, as Njal suggests 'be sticking together.'
Novabomb
 Ramiro Sanda  carefully scouts the rooms adjacent to the hallway, and then reports back to the others.  (He starts with the room on the right.
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Midday, 1537 
 Complication Pool: 5 of 6 
 
 Spoiler: Ramiro 
 
 Spoiler: The room to the right 
The two sliding doorways on the right, to the east, appeared to connect to the same room: a rectangular space about 40 feet long and 20 feet wide.  Looking in from the doorway, which slid aside with a  hiss  of dust in its tracks, Ramiro could see the charred and mouldering skeletons of a variety of furniture lying in ashen heaps here.  From the far wall, a chill breeze seemed to be whispering through a debris-choked fireplace.  A dilapidated frame hung askew over the mantle, above a pair of porcelain figurines.  The cloth in the portrait had been slashed in half and was hanging askew, hiding whatever or whoever had been the subject of the piece; it wasn't possible from this distance to see much more, at least not without going into the room and exceeding his mandate of scouting.

" Help us, " a voice whispered.  As though it were right in his ear.  " Please, " came another voice, different from the first - female, perhaps, race indeterminate.  Plaintive, as though in pain.  In either case, there was nobody in sight who he could see might have said the words.  The breeze rose, for a moment, and died again.

Ramiro didn't respond, right then at least.  He instead closed the sliding door and stalked north, towards the end of the corridor.  The voices did not follow him.
 

 
 Spoiler: The room at the corridor's end 
This area, it seemed, had been some sort of main, grand reception area.  The passage opened into a wide oval room.  A thick, curved desk presided over the space.  Behind it loomed some sort of massive timekeeping device, a clock as it was called in the expensive places of the Archipelago, easily ten feet tall -- a long-dead sentinel at an abandoned post.

Three pairs of heavy double doors exited the chamber - to the north, east, and west.  There were also a pair of ascents: a stairway with a thick, broken bannister and a steep ramp.  Above each of these rising egresses hung massive frames.  Their subjects - depicted in singed pigments - seemed to be gigantic, stern-faced elves, wearing leatherlike garments of chiurgeons ... or mages.

The room was scattered with charred debris.  However, among the fallen timbers and ash-stained floors, Ramiro could see a wide bloodstain had permanently marred the stone floor before the desk.  Irregularly shaped, and maybe ten feet in diameter, the stain was immediately a disturbance to his eye ... because while it appeared dry, he had seen enough blood to guess it was still sticky ... as though the blood were spilled only days ago.
 

 
 Spoiler: The room on the left 
Moving back south down the corridor towards the entrance to the manor, Ramiro glided up to the set of double doors.  They, too, opened to his touch.

The past function of this room seemed more simple to determine than the others; it had been some sort of chapel or temple space.  The only congregation now, though, were rows of burnt pews holding a silent vigil, facing a dais and raised altar made of white marble.

Upon the walls, carved panels of sanctuary and comforting figures had been deformed by fire, holy men warped into half-formed monstrosities and the Higher Realm twisted into abyssal vistas.  Presiding over the sad service was a shattered stained glass window, its symbols broken and scattered.

There were enough signs for Ramiro's rough knowledge to suggest the place had been sacred to the Mother at some point, but if She had ever been here, her presence had seemingly long abandoned this place.
 

 


Ramiro came back to the others, standing just outside the doorways, and reported what he had seen.

 
 Spoiler: OOC 
Complication Pool rises by 1 because scouting these rooms was a time-consuming task.

What do you do?
 
Toliudar
 Verglas  

Once Ramiro has briefed them on the contents of the three rooms, Verglas speaks softly in a rapid murmur.

  "While it's possible that the voices from the right-hand room are some sort of programmed magical effect it seems more likely that they are from creatures of some sort Those creatures could be the two heads that I told you about They could also be some other kind of spirit guardian or someone in genuine distress My suggestion is to check that room out first regardless Tonlist if I understand the nature of your gifts correctly you have a way to use your music to block out the music of other voices and sounds I would recommend being ready to use that in case it turns out to be the heads which have a scream capable of robbing you of the power to move or one of the other forms of undead which use shrieks, songs or 'boo's to powerful effect."

"Acceptable?"  

She releases her spell of transformation, shrinking back down to her regular gnomish form.  Verglas clambers awkwardly onto Dog, still clutching her crossbow nervously, and prepares to move forward.
Novabomb
 Ramiro Sanda 
 Njal, would you be able to determine if the words belong to the spirits of the deceased? 
DrK
      
     Njal "Stormcaller"    


Following Verglas and Ramiro he nods and listens to the souds, but not feeling hopeful as he wasn't the beast read of dwarves.  "I'll dae me best, but me hopes ain't high" . On the assumption he recognises nothing he'll move towards the room with the voices and enter cautiously, shield and club in hand to see if they are hostile spirits or not
 
 
  
 
 Spoiler: OOC 



Know nature  (1d20+4)[ 18 ] 
   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Midday, 1537 
 Complication Pool: 5 of 6 

All four of them slowly crept below the arch of the manor's entrance, Tonlist nodding to Verglas's request to be ready with some of her abilities.

Dog whined and was shivering under Verglas's thighs.  But they all slowly filed into the room on the right with the sliding doors.

Nothing had changed since Ramiro had seen it.  The broken furniture, fireplace, dilapidated frame, and porcelain figurines were still in place.  And again came the voices, plaintive, begging: " He's returned! Thank the Mother! Help us! Save us! " " Oh, by the gods, please, come, save us from this! "

 
 Spoiler: OOC 
What do you do? Draw off Ramiro's previous entry to the room for details of what you see.
 
Toliudar
 Verglas 

Verglas carefully guides Dog out of the doorway.

  "Stay Dog!"  

When the voices return - and clearly recognize Ramiro - Verglas mentally discounts the possibility that this is some kind of pre-programmed bit of nonsense.  To try to gauge the provenance of the voices, she calls out them in the ancient elven tongue, seldom spoken and not much liked in these parts:

  "If you want our help answer our questions Who are you and what is the 'this' that you need saving from?"  
Novabomb
 Ramiro Sanda 
Attempts to locate the origin of the voices as they respond.
 And where are you? 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Midday, 1537 
 Complication Pool: 5 of 6 

There was a moment's pause at Verglas's words.  Then the plaintive pleading began anew: " Please! Come closer! We're here, we're in the fireplace, we need your help! "

 
 Spoiler: OOC 
What do you do?
 
DrK
      
     Njal "Stormcaller"    


Njal stares at the fireplace unable to see anyone and spits on the stone floor to ward off evil.  "Have a care lassie. I sense nowt but evil here. If you be going closer than have a care"  Njal slows, and hangs back a little to be able to see what happens with the fireplace
 
 
  
 
 Spoiler: OOC 



Know nature [roll0]

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Novabomb
 Ramiro Sanda 
 Stand back, I will open the fireplace. 
He performs a performs a flourish with his blade, and then opens the fireplace grate.
 
 Spoiler: OOC 

He uses adaptive style to ready Moment of Perfect Mind, and Action Before Thought
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Midday, 1537 
 Complication Pool: 5 of 6 

There were delighted little sighs as Ramiro stalked toward the fireplace.  The voices became shrill.  " Yes! Yes! Come closer! We're here, please come, please help us-- "

As he closed in, Ramiro's attention was drawn by the two porcelain figures on the mantle.  No bigger than half a foot tall each, the polished figurines depicted delicate, finely-detailed, calm elven women - no - they were two images of the same woman in two different poses, one as a dancer, one with a harp.

And the figurines' angular faces swivelled to look at Ramiro.  The porcelain twisted in expressions of hate.  And the delicate carved lips of the harpist now moved to match the words of the shrill voices: " Yes! Come here to your  doom,  fool! "

And both figurines exploded into shards of showering porcelain, the shrapnel whistling high as it flicked through the air.

Ramiro's abilities, though, were more than adequate to the task.  The school he had practiced for years meant a distant part of his mind was already noting the paths of the shrapnel through the air, and he moved with the air, shifting his body ...

... and not one shard of gleaming porcelain touched his form.

The porcelain pieces rained on the floor of the room.  Ramiro immediately recovered to guard position, awaiting the next assault -- but there was none.

Only mad laughter from high, shrill voices, fading rapidly, as though two young women were running away down an unseen corridor.  In moments, there was only silence and the slight draft from the fireplace.

 
 Spoiler: OOC 
Action Before Thought is deemed expended.  The party earns  150 XP each .

What do you do?
 
Toliudar
 Verglas 

Verglas flinches from the exploding porcelain, admiring the way in which Ramiro dances around the flying fragments without beginning to fathom how a person might actually accomplish such a task.  Truly a remarkable boy.

She watches the two figures intently as they dart away.  She is interested not so much in their insipid taunts, but in their accent and tone.  Are the voices reminiscent of the Masters?  Is their turn of speech suggestive of a millenium ago, or more recent?  What are these creatures, and will the foursome have to face them again?

 
 Spoiler: OOC 
What are the creatures?  Knowledge Religion:  (1d20+9)[ 27 ] 
How arachaic are their accents?   (1d20+9)[ 14 ] 

Did they respond in the human language, or in Elven?
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Midday, 1537 
 Complication Pool: 5 of 6 
 
 Spoiler: Verglas 
The cool, calculating part of her at last managed to identify the phenomenon they'd just experienced.  And if there was any question that some form of elven power was still at play here, those ... beings ... put it beyond doubt.

They weren't spirits as such.  Not the kind that Njal honoured and placated with his magic, and not minions of any of the five deities either.  No, these had been a species of creature of the type Roland had called Forsaken and Benydict had called the un-dead.

Most Forsaken tended to be tied, as though enslaved, to their decaying, disintegrating physical forms.  Others, rarer, typically more dangerous, were incorporeal, but tied to physical places.  Some of the scholars and lorekeepers of the Father reasoned most Forsaken existed ... or, perhaps, persisted ... because, for whatever reason, they could not accept the fact of their deaths - and so could not hear the call of Father, Mother, or Firekeeper drawing them on.  Others, it was reasoned, remained because they refused or fled the denizens of the Lower Realm, with whom they had made bargains.

And rarer still were those incorporeal Forsaken which were still tethered to places, but had developed the ability to manipulate, inhabit, possess physical objects in their haunts, cast minor cantrips, and make sounds.  Such creatures usually were more balls of cunning than intelligence as such, not great forward planners - as though they had traded reason for the sheer will to manipulate material objects.  One of the arid texts Verglas had read had given them the classification of  bell spectre,  though the tome had used the Chalician word  poltergeist .  Either way, having destroyed their physical inhabitations, the Forsaken had become incorporeal and clearly had fled - possibly elsewhere in the structure, which presumably had to be the source of their tethering.

Verglas had her doubts that they'd been destroyed or would be gone forever.  That sort of feat normally required the righting of a great wrong ... or the intervention of a templar from the faiths of the Father, the Mother, or the Firekeeper to turn them.  Even clerics of the Exile and the Wild Man had trouble with Forsaken; it took one of the Great Three most of the time.

And indeed the relative rarity of this type of Forsaken was what convinced Verglas that there was some admixture of elven power involved in the site.  One poltergeist would have been rare enough,  two  of them in such proximity was on the order of the odds of finding the proverbial hobnail in the greenstack.  There was  something  in the air here.  It carried a trace of the feeling she'd had back at the Portal, but where the pulse and power of magic there was like a chorus heard through a thin wall, here ... here the chorus was fainter, dissonant, broken music, singing with some other melody counterpointed in it.  It was a puzzle - but a puzzle capable of generating such effects as the Forsaken they had just encountered.

The tone and accent of the voices was certainly not modern.  It wasn't in the elven tongue, but there were enough lilts and softened occlusives in the speech for Verglas to recognise they had adopted  some  elements of the elven language.  Illumians in particular still had a touch of that, even now, fifteen hundred years after the Uprising.
 
Novabomb
 Ramiro Sanda 
 Well, that was a clearly malicious trap.  I am surprised that the evil ones would have used cries for help to attract thieves. 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Midday, 1537 
 Complication Pool: 5 of 6 

"No' so hard t' ken when ye remember cries f'r help mean th' crier's likely no' able t' defend themselves, and so an easier mark f'r a thief," said Tonlist grimly.  "Though I've yet t' see any pickpocket wi' hands faster than ye, Ramiro.  A great shower o' shards an' not a mark on ye.  'Tis somethin' I'd no' ha' believed a sage o' swords could do ha' I no' just seen it wi' my own eyes."

She sighed, taking a couple of steps into the room.  "So now what? Mebbe we coul' take a look through th' whole room, see if there's anythin' here.  No' that I can make me skin stay smooth when rummaging in geists' cupboards, ye ken."

 
 Spoiler: OOC 
What do you do?
 
Novabomb
 Ramiro Sanda 
 Good point, and good idea.  He will assist in searching the room
DrK
      
     Njal "Stormcaller"    

Njal jumps a the figurines explode and then shakes his head with a smile.  "Well done laddie, ye be moving faster than my stone bones."  At the sounds of laughter and song receeding he scowls,  "shades and spirits that ain't friendly eh... well naer mind. Come lets push through and see if there be anything of value in here."  He searches the rest of the room carefully before nodding back to the corridor,  "So, shall we be clearing the ground floor before we head upstairs?" 
 
 
  
 
 Spoiler: OOC 



Know nature [roll0]

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Midday, 1537 
 Complication Pool: 6 of 6 

They turned over the room fairly well.  The fireplace, despite the chill in the air issuing from it, revealed nothing but old, charred fragments of wood.  And there remained little more than debris; whatever had been the furniture in this chamber, the amenities had been burnt away or destroyed by time, reduced to worthless trash.

Now that the figurines had shattered, the only decoration that remained even partially intact was the sizeable portrait hanging over the fireplace.  Its cloth canvas had been slashed in half and was hanging askew.

Tonlist used one black arm of her bagpipes to lift up the torn picture, revealing its subject: a stark, strangely beautiful watercolour which didn't seem to have been painted by brush strokes but seemed to have  bled  onto the material in a hundred subtle shades.  It was an image of a prideful-looking male elf, wearing a pristine white robe with silver trim that had some resemblance to the aprons doctors wore even now.

Below the picture, the frame had been carved with flowing elven script.

 
 Spoiler: Verglas 
This at least was still legible.  It read  Kith'in'sherillinar'vas'finshaillis, sennhaya'or.   Which essentially translated to Finshaillis Kith'in'sherrilinar, Master Chiurgeon.  Or ... taxidermist.  Finshaillis was presumably the name of the subject of the portrait, Kith'in'sherrilinar the name of the elven circle or clan.  And presumably Master Chiurgeon was his title.
 


Tonlist shivered, letting the ragged portrait drop.  "Elven bastard.
 May his studs rust off him, wherever he is."

That was when Ramiro and Njal noticed the blood.

At least, it looked like blood.  It was the coppery red of blood, and made a soft  plint  noise as it struck the stone floor.  It was dripping from the hanging edge of the portrait that Tonlist had just released.  Not much; not a torrent; like the first water dripping from a roofline with the first warm day in Alkukevaasta.  But dripping, nonetheless, drop by drop, onto the stone floor.

 
 Spoiler: OOC 
What do you do?
 
Toliudar
 Verglas 

The gnome had been tense as they investigated the room, not even getting off of dog, perhaps to maintain a more top-down perspective on objects.  The interaction with the pair of spirits had clearly shaken her.  She didn't like to acknowledge that there was  any  aspect of life that priests were better suited to dealing with.

When the portrait began bleeding, Verglas flinched away, and instinctively steered Dog toward the doorway again.

  "Looks like more spirits playing silly bu**ers to me I think we've established that there's no one in here wanting our help I'm with Captain Brogue over here I think we should leave this place and examine the rest of this floor Maybe we'll discover something that might give us some kind of clue as to what unfinished business there might be that holds spirits to this place Besides a juvenile and malicious sense of humour."   
DrK
      
     Njal "Stormcaller"    

Njal looks at picture and scowls before hawking a gobbet of spittle at it in a disgusted manner.  “Elven bastard”  he snarls at the painting

Then he joins the others in leaving the room agreeing with Verglas,  “Aye gnome, nowt we can do till they reveal themselves.”  Still with his tiger skull in hand he moves into the next room ignoring the painting and blood dropping from it.
 
 
  
 
 Spoiler: OOC 



Know nature [roll0]

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Novabomb
 Ramiro Sanda 
 Well that is creepy, lets check the other rooms. 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Midday, 1537 
 Complication Pool: 0 of 6 

At Tonlist's suggestion that it was a good idea to maybe look into the room opposite before moving to the more open space, the group crossed the hallway and to what had once been some sort of chapel.

Nothing seemed to have changed since Ramiro had been in here.  Njal judged the room was the same size as the one across the hall - forty feet long by twenty feet wide.  The intent of the place appeared to have been a chapel of some kind, and still had a congregation of dark wooden pews, but it had been heavily damaged by the fire that had ripped through the place centuries earlier.  Most of the icons and frescoes had been burnt to gross parodies of their former glory.  Even Njal could tell it had been devoted to soft goddess Mother that the humans and other races honoured; there didn't seem to be much evidence of the Father or the Firekeeper's presence here.  At the far end of the chamber from the door stood a short dais, holding a simple altar of white marble inscribed with the Mother's sigil.

 
 Spoiler: Verglas 
Verglas also noticed something else missing among the burnt icons and frescoes: any sign of a representation of one, or more, of the Seven Enlightened.

The slavemasters honoured the gods, too, or so she had studied and read.  Their favourite was the Mother, of course.  The account was that seven elves, early upon their creation, had been touched by the Mother's insight in order to teach her precepts to the elven race.  The Seven Enlightened usually featured in any elven ruin that still retained indications of worship.

Not so here.  Despite the fact this place was clearly in the demesne of the Kith'in'sherillinar Circle, this chapel's icons and frescoes contained not a hint of any of the Seven Enlightened at all.  Rather, what she was seeing were the chosen, or champions, of other races.  And featuring most prominently were images of Illumian prophets - those rare few who had been blessed by the Mother with her knowledge.  Yes: there was Parchak the Healer - and Stolzhan, the Weaver - both those images had survived the fire.
 


There didn't seem to be anything moving here, or any obvious threat.

 
 Spoiler: OOC 
What do you do?

Sorry about the delayed update, guys.  It's been a busy couple of weeks.  I'll get a running map up soon.
 
Toliudar
 Verglas 

Looking around at the devastated chapel, Verglas is unperturbed by the desecration, but there is a tickle at the back of her mind.

  "Intriguing Despite the bleeding portrait in the other room there is significant evidence that the major influences on this place even in its heyday were not elven but Illumian The unseen spirits of the last chamber spoke in the mannish tongue not an elven dialect Now this chapel has not a trace of any elf-specific divinities In an elven sanctuary of this type, you would expect to see the icon of the Mother surrounded by seven elven figures, usually arranged in groupings here, there and over there But here there is no sign, not even a dias yanked away by anti-elven zealots Instead, those figures are clearly meant to represent  Parchak the Healer and Stolzhan the Weaver  I certainly don't need to explain what THAT suggests."  

Nodding curtly, as if having completely and clearly explained her thought process, Verglas pauses and tilts her head.

  "Which opens up interesting questions about who was actually masters of this place and who set the fire."  
Novabomb
 Ramiro Sanda 
 That seems reasonable.  (It is unclear if Ramiro had any comprehension)

He investigates the alter, looking for hidden compartments, thats a classic place to hide the magical goodies.  The latent aura of alter often masks the goodies (Or at least thats what his parents used to tell him).
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Midday, 1537 
 Complication Pool: 1 of 6 

And as it turned out, Ramiro's parents had not been far off.

Or at least, not far off that altars weren't always what they seemed.  The sigil of the Mother on the front of the altar was matched by an identical one on the altar's rear side.  Identical except for a depression in the icon, where, with his delicate fingers, Ramiro found a small keyhole.

Opening it, of course, would require considerable time, effort, and skill ... in the absence of said key anywhere nearby.

 
 Spoiler: OOC 
What do you do?
 
DrK
      
     Njal "Stormcaller"    

With the strange religious iconography and other trickery Njal had been quite quiet. Much of this being far more esoteric than his days of exploring the wastes or scaling mountains. He does grin though as Ramiro finds the hidden catch,  "Aye laddie, well done. Wise words them frae yer parents."  Looking at the mechanism he shakes hi head,  "if ye have nimble fingers that may help otherwise we be breaking it open."  
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Toliudar
 Verglas 

Verglas bends to glance at the keyhole, then draws back to remount Dog.

  "May I offer a third possibility We should continue our exploration in hope of finding a key If nothing has been found then I may be able to open the lock magically tomorrow without risking damage to whatever the contents are Remember that one of our reasons for being here is to secure any remaining artifacts It would be a shame to lose them to an enthusiastic hammer blow."  
Novabomb
 Ramiro Sanda 
 Thats a neat trick and a good call. 
(Moves to the next room)
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Midday, 1537 
 Complication Pool: 1 of 6 

The group moved out of the chapel and back to the main receiving hall of the manor.

Here too nothing had changed since Ramiro's brief inspection.  The passage opened into a wide oval room. A thick, curved desk presided over the space. Behind it loomed some sort of massive timekeeping device, a clock as it was called in the expensive places of the Archipelago, easily ten feet tall -- a long-dead sentinel at an abandoned post.

Well, there  was  one thing that had changed.  When Ramiro had come through here, three pairs of heavy double doors exited the chamber - to the north, east, and west.  Now, however, the northern doors were wide open, as if something had flung them back.  Beyond that doorway, a hallway continued north, into shadow - there was little light that way, and perhaps a little more shadow than seemed right in the space.  But that hallways also had at least a couple of doors through there.

Aside from the three exits at ground level, there were also a pair of ascents: a stairway with a thick, broken bannister and a steep ramp. Above each of these rising egresses hung massive frames. Their subjects - depicted in singed pigments - seemed to be gigantic, stern-faced elves, wearing leatherlike garments of chiurgeons ... or mages.

The room was scattered with charred debris. However, among the fallen timbers and ash-stained floors, Ramiro drew the group's attention to a wide bloodstain had permanently marred the stone floor before the desk. Irregularly shaped, and maybe ten feet in diameter, the stain was immediately a disturbance to his eye ... because while it appeared dry, he had seen enough blood to guess it was still sticky ... as though the blood were spilled only days ago.

Tonlist cleared her throat, glancing around the room.  "Somethin'  wrong wi' all this," she murmured.

 
 Spoiler: Njal 
And Njal knew what she was talking about.  That was the thing about dwarves and structures.  Even having spent much of his adult life well outside buildings, and leaving aside the skin-crawling feeling he was getting from being in one of the Slavemasters' manses, any dwarf knew when lines weren't plumb, when walls didn't meet at right angles.

The fact was, the walls and even the high ceiling didn't somehow look sound.   Nowhere  so far that they'd seen did it look sound.  Several pieces of masonry even in this room, and sections of the crumbling ceiling and supports somehow looked as though they shouldn't still be standing at all.
 

 
 Spoiler: OOC 
As said, a bit of a map update:

 

One square is 10 feet.  You're currently in the main central space, with a ramp and stairwell leading up to the next level.  You entered this building from the bottom, the 'south', entrance.  The chapel you came out from is on the lower left of the map, and the other room with the bleeding portrait and the geists is on the lower right.  I've omitted the great desk and timepiece in this room.

Also, enough time's passed that Verglas's  Alter Self  spell has worn off.

What do you do?
 
DrK
      
     Njal "Stormcaller"    

Njal nods to Tonlist.  "Aye lass, it be wrong. the walls be squint, be like they are moving. I dinnae like this."  Looking around he stamps on the bottom of the stairs to check they are sound. Before gesturing up with the tiger skull club.  "Shall we be looking up there? if there be something important it either be in the cellar or up in the heights." 

If they agree he'll carefully stomp up the stairs, testing each step carefully as he moves up the lefthand curling stairs

 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Toliudar
 Verglas 

Verglas nodded absently-mindedly at Njal's words, although it wasn't immediately clear which part of his sentiment she was agreeing with.  Instead, she focused initially on the banners, and then guided Dog over to the tall time-telling mechanism.  She glances over her shoulder at the stain on the floor.

  "Doesn't that seem like more than a person's volume of blood?"  

She pulls out a crossbow bolt to use as a don't-want-to-lose-a-finger tool.  She pokes hesitantly at the clock, seeing what openings might present themselves.

 
 Spoiler: OOC 
Very cool!

Knowledge History to try to determine whether the elves' clothing on the banners dates from just before the time of the disappearance, or an earlier period?   (1d20+9)[ 20 ] 

Knowledge Architecture and Engineering to try to figure out whether the clock still works - that is, whether it simply wound down, or is broken.   (1d20+6)[ 10 ] 
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Midday, 1537 
 Complication Pool: 1 of 6 
 
 Spoiler: Njal 

Njal's informal inspection of the stairs did not reveal any structural flaws, although his eyes kept insisting that the stairs shouldn't be standing at all.
 

 
 Spoiler: Verglas 

The clothing in the massive portraits above seemed to be from a variety of periods, not simply the time period immediately before the Uprising.  Also intriguing was the high degree of facial resemblance between one portrait and the next - and indeed with what she remembered of the bleeding portrait back in the other room.

Elven variety in appearance was significantly less than that of the races they'd enslaved, and that combination of factors led Verglas's mind to surmise that she was indeed looking at a series of images of Kith'in'sherillinar masters of this place stretching back for many centuries, if not thousands of years, prior to the Uprising.  Elves were also long-lived, and they had methods for ensuring their artistry survived.  The manor, it seemed, had been here  far  longer than the stories perhaps suggested.

Which led one to perhaps question what purpose the place served ... or whether it had served another, before being brought to the alleged role of 'hospital'.

Her subconscious mind worked on this as she picked open the door of the timekeeping mechanism.  The mechanisms within were a marvel; fine and delicate "engineering", as one of the masters at the Mountain had called it.  All cogs and spirals and wheels of thin metal rivalling the workmanship of a jeweller.  The mechanisms didn't appear to have any obvious damage to it - although the clock had been singed by some long-ago fire, there was no obvious fault with the interior that she could see.  The clock's face appeared to be fixed, stopped, in an eternal stare over the desk it stood behind.  However, attempting to get the clock started again would take some time to carry out, even for a plainly talented and fine-fingered gnome such as herself.
 

 
 Spoiler: OOC 
What do you do?
 
Novabomb
 Ramiro Sanda 
 Perhaps there was another bleeding portrait in here?  (Looks around (especially up) for something that might have leaked onto the floor.
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Midday, 1537 
 Complication Pool: 1 of 6 

There didn't seem to be anything directly above the stain which could have generated the quantity of blood that seemed to be here.  The portraits hung above the stairway and the ramp, well back from the pool's position before the huge, heavy desk.

 
 Spoiler: OOC 
What do you do?
 
DrK
      
     Njal "Stormcaller"    


Njal looks at verglas playing wit the clock and eyes the gears.  "Aye, fine if fiddly wee work there. But it seems broke.."  he spits on the stairs at  his feet and then take s breath and begins stomping up them, stepping heavily on each to heck that they bear his weight before he ascends.  "Wait till i be at the top in case they come down eh.."  he suggests to Tonlist,  "They be built for the fey folk nae for stout mountain folk"  he adds nodding to Tonlist.
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Toliudar
 Verglas 

Verglas carefully seats herself on Dog again and slips the crossbow bolt back into the quiver.

  "The device is a marvel, if one that would take some time to get working again  I will think on the best way for us to restore it to use, and to the world It is an intriguing and worthy challenge.

"Those banners suggest that there was a familial line in charge of this place for centuries perhaps millenia Clearly there is magic at play or at least there was or the oldest of the materials would have faded and come apart centuries ago However it also affirms that this place could not possibly have been primarily a place of healing No one situates a hospital on top of a cliff and no one would arrange the gods as we saw in the previous room if they were primarily devoted to healing I don't know what this place's purpose WAS yet but we'll get there."    

As Njal begins his ascent, Verglas quietly takes out her crossow and holds it at the ready.  Just as a matter of principle.
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Midday, 1537 
 Complication Pool: 1 of 6 

It seemed to take Njal quite a while to ascend the stairs.  And despite the lines of the walls and ceiling seeming so wrong, the stairs appeared just as solid as everything else they'd encountered so far, and they held under his feet.

The stairwell curved up to a landing.  He took a couple of steps onto the landing...

 
 Spoiler: Njal 

Broken tiles and treacherous gaps to the floor marred the long hallway that was revealed.

Northward, six doors lined the hall: a nondescript door of singed wood, four doors fixed with broken, circular windows, and one, at the hall's far end, groaning softly and pathetically as it swayed on rusted hinges.

At the hall's other, southern end, bannisters replaced the walls, creating a bridge over a portion of the lobby below, leading to an intimidating pair of heavy metal doors.
 

 
 Spoiler: OOC 

 
 Spoiler: For Njal only 
So you're on the second floor at the top of the stairs, and what you can see from there is as follows...

 
 


Also, just restating the current first floor map for clarity...

 

What do you do?
 
DrK
      
     Njal "Stormcaller"    


At the top Njal glances down to he others.  "Aye lads and lassies. There be a big set o' doors over 'ere."  he shouts pointing at the metal doors over the bridge over the lobby.  "Shall we have a peek and see whats occuring."  He moves to the centre of the balcony upstairs to peer better down the corridor and make sure there is no-one about. His arm hair stands on end with the unease and strange feeling from the house but he feels confident with  Verglas, Tonliss and Ramiro joining him and the tiger skull club in his hand.

If they join him he'll approach the doors carefully and move to open the heavy metal double doors.

 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Novabomb
 Ramiro Sanda 
Steps lightly approaching the doors, blade in hand, but point down.  He listens at the door before Njal opens it.
 Give me a moment to check for movement.  he whispers.

 
 Spoiler: OOC 

Listen Check:  (1d20+11)[ 26 ] 
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
After Midday, 1537 
 Complication Pool: 2 of 6 

The group cautiously ascended the stairs, joining Njal at the southern end of the hall.  Ramiro crouched down by the cold, ageing steel, stretching his senses out for any sign of activity beyond.

All was quiet, at least so far as Ramiro could tell.  The only noise that could be heard was back down the other end of the hall, the soft  thump, thump  of a door shifting in some unfelt breeze.

Having satisfied themselves as best as was possible that there was no noise on the other side, Njal tried the metal door's handle.

It didn't move.  And wasn't damaged or jammed.
"Locked," grumbled Tonlist.

 
 Spoiler: OOC 
What do you do? (I know Toliudar's away travelling until 1 August, so...)

Just keeping track of the current maps:

You're all on the second floor, in a hallway with five doors in it; one of the doors on the north end seems to be moving in some sort of unfelt draft.  You've have crossed a bridge to the door at the southern end of the hall.  What you can see is as follows...

 

Also, just restating the current first floor map you've explored, for clarity...

 

1 square = 10 feet on all maps.
 
DrK
      
     Njal "Stormcaller"    


Njal lets out a breath he didn't even realise he had been holding.  "Aye well... be a pain then to kick them down. Stout looking beasties."  Turning he looks to the other end of the corridor,  "Aye, well that one be open.. lets a get going and head through there eh?"  he suggests and instead moves towards the other end of the corridor and the open door, slowing to scan the area and let Ramiro scout as needed.

 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Novabomb
 Ramiro Sanda  happily complies.
He slinks along the edge of the hall toward the indicated door, putting his ear to each door he passes.

 
 Spoiler: OOC 

Listen:  (1d20+11)[ 17 ] 
Move Silently:  (1d20+12)[ 13 ] 
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
After Midday, 1537 
 Complication Pool: 2 of 6 

Ramiro crept up the shadowed hallway, listening at each door as he moved.  There was nothing but cold silence at each, and none of the doors opened to his hand.

That led him to the last door, which still  clunked  and drifted open and shut, and finally came to rest half open as he approached the open doorway.  It was as he stepped up to that door, with the rest of his group strung out behind him, and just asking himself why the door had fallen still, that the wood of that open door twisted beside him, the wood  creeaaaking  horribly as a face began to form in the wood itself - a face, as though something were trapped within it.  A black gash appeared like a mouth in the door, and two knots in the wood suddenly slimmed and opened like eyes, burning orange with fury.  A wave of fear blasted over him, Njal, and Gromrir - but they all braced against the force of the  corrupt, malign gaze, and the ripping at their souls passed over them.  The black gash opened, and a tortured shriek, endless as pain and agony, echoed down the cold hall, as the door flicked from its rest, the great wooden mass swinging at him ...
"Mother's Milk!" screamed Tonlist, stumbling back a step.

 
 Spoiler: Tactical Map 
 
 

 
 Spoiler: Tactical Notes 

As said above.  Initiative Count came out as follows:

- The Thing In The Door
- Njal and Gromrir
- Ramiro
- Verglas and Dog
- Tonlist

Have at it.  Let's hope nobody dies here.

EDIT: By which I mean, the Thing already had its surprise round, so we're in normal initiative and the Thing has taken its turn for the round.
 
DrK
      
     Njal "Stormcaller"    


Njal curses as the door seems to come to life and scream at them.  "get back Ramiro, it be a door it ain't got wee legs to chase ye with."  Even as he speaks he keeps his ground he beclons with his hands and a vast sphere of flame lands upon the door (but not ramiro) seeking to burn the evil out of the wood

 
 
  
 
 Spoiler: OOC 


Cast flaming sphere  (3d6)[ 11 ]  Fire damage DC15 negates (but hoping a door isn't the most agile)
- Spell resistance  (1d20+5)[ 11 ]  if needed

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Novabomb
 Ramiro Sanda 
 I do not fear infrastructure. 
Despite his words he retreats before posing blade horizontal above his head, open palm facing the door, launching his own orb of fire at the door.

 
 Spoiler: OOC 

Move action: H8
Swift Action: Change to Assassin's Stance
Std Action: Initiate Fan the Flames
Ranged Touch:  (1d20+7)[ 15 ] 
Damage:  (7d6)[ 27 ]  fire
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
After Midday, 1537 
 Complication Pool: 2 of 6 

Fire exploded through the corridor, roaring flame echoing up and down the passage.

Njal's ball of fire lit on the door, and the grotesque expression in the woodwork grimaced as though in pain.  Smoke poured from its charred surface from where his orb had struck it.  But it screamed and swung, on its hinges, trailing smoke, at Ramiro as he tried to back away ... and caught the young swordsage at his heel.

A terrible torpor leached into the young man's form, the world going numb.  But his training kept him moving, and a few feet away from the doorway he turned, calling on the discipline, and a dreadful blast of fire roared once more into the passage.  Terrible shadows leapt up the walls and the door gave a final, awful keening, fading away into nothingness, the door's surface falling back into its normal, charred shape, wisps of smoke still curling from it.  There was a  crack  from one of the iron hinges, and the door hung halfway from its frame, its pivot gliding to a halt as the door gently  clunked  against the wall behind it.

Whatever fierce, twisted power had driven it, that power seemed to have fled - leaving nothing but the charred door behind, and the doorway now open.

 
 Spoiler: OOC 

That's  200 XP  for each of the party.

Ramiro takes 1 DEX  drain  but is otherwise unharmed (he took an AoO from retreating and it connected).

Ability drain, of course, doesn't heal, and takes the intervention of a cleric to do much about.  There are clerics of the five faiths perhaps to be found back at Hardwalker Hall.

What now?
 
DrK
      
     Njal "Stormcaller"    


Njal grabs Ramiro and helps pull him further back.  “Ye be good lad, it be cooking now, evil be burning.”  To emphasise his words he leaves the flaming sphere in the door for a couple more rounds before rolling it into the next room ahead of Njal as clutching his shield and tiger skull he follows the sphere into the room scanning for trouble

 
 
  
 
 Spoiler: OOC 


Cast flaming sphere [roll0] Fire damage DC15 negates (but hoping a door isn't the most agile)
- Spell resistance [roll1] if needed

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
  Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
After Midday, 1537  
 Complication Pool: 2 of 6 

The flames of the door burned out quickly enough, leaving nothing but the repulsive smell of burnt dust in the air.  Fortunately, at least for a few moments, Njal's flaming sphere lit the way ahead into the room, the flickering yellow and red sending shadows dancing, pushing back the room's darkness for a few moments.

The room past the remains of the door was about twenty feet by twenty feet.  And it appeared that fire had already had some touch on this room.

Although even that didn't seem to match.

Although discoloured by smoke and charred to a degree, this ... chamber... was strangely untouched by fire.  Its possible past functions sent a chill down Njal's spine, and unholy things crawling up Tonlist's.  A pair of cabinets faced a metal-and-wood table in the centre of the room.

The table was lashed with worn leather restraints.

Upon the harness buckles, a thick, red crust was plainly visible, even in the flickering of the flaming sphere's torchlight.

And then there was more than a red crust visible.

Two ghostly figures appeared near the room's centre, one lying face down, restrained to the metal table, while another in black chiurgeon's garb was studying a tiny, delicate, gleaming blade held before him.  The apparition on the table wore a simple white robe, though the back had been torn open, revealing innumerable interlaced scars.  Some were well healed.  Some were quite new.

The figure in chiurgeon's clothing leaned towards the one on the table.  The features creased into a smile.  The chiurgeon's features were ...  wrong.   Hideously  wrong.  Not misshapen, but grotesque.  An alien face--

 
 Spoiler: Verglas 
It was Verglas's curiosity that (barely) overrode her immediate, reflex disgust.  The curiosity itself was overset by bewilderment.  Perhaps the others could not have described it, but the chiurgeon's facial features, bone structure, and cold blue eye colour seemed to have both  elven  features and  human  features.  As though someone had merged the two species into one.  An abomination.
 


The chiurgeon's voice cooed, a beautiful, melodious tenor.  "Now, do tell me truly how this feels."
And with that, the chiurgeon stabbed the tablebound figure with the blade and dragged it along his back.  The figure on the table screamed, lifting his head off the table as he arched his tortured back ... revealing a face identical to the chiurgeon's.

Then both figures faded away as quickly as the echoes of the scream did.

And Njal's flaming sphere flickered out, leaving the room in darkness.

 
 Spoiler: Anyone with Darkvision 
Darkvision swiftly revealed nothing had changed in the room, but there was no sign of the figures.  Everything was silent once more.
 

 
 Spoiler: OOC 
What do you do? Remember, the room is in full darkness.
 
DrK
      
     Njal "Stormcaller"    


Njal mutters an oath,  “Ye beast, stop yer torture”  and rushes forwards to where the mad doctor stands, he skids to a halt as they vanish whirling around scanning for a door or other exit, his dark vision highlighting the room in greys and greens.
 ”They did vanish. Like smoke, can you see ‘em Tonlist”  he asks the other dwarf before he continues to search the room

 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Novabomb
 Ramiro Sanda 
 
Do either of you have a torch? I can bring forth fire, but sustaining it would be tiring 
DrK
      
     Njal "Stormcaller"    


At Ramiro's words Njal looks around and grins.  "Aye laddie, sorry. I forget ye canae see in the dark with yer wee surface eyes."  He claps his hands togethers and the gloves marked with stars and the light illuminate, a thin beam of light shining from the palms of his hands.  "Aye lad, you have a wee look around" . he stands in the middle of the room, hands scanning the room to shed light on everything to give Ramiro a look around

 
 
  
 
 Spoiler: OOC 


Activate "light at will" from Gloves of the starry sky

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
After Midday, 1537 
 Complication Pool: 3 of 6 

Tonlist had shaken her head to Njal's question about whether she could still see them, and the room had stayed silent.

In the light of Njal's gloves, Ramiro set about searching the chamber.  He made a careful inspection of the grim table at the centre of the room, and then set about looking through the metal and wood cabinets.  There didn't seem to be much left: two flasks of acid in ancient green glass bottles of elven make, two flasks of what Tonlist looked over and guessed were antitoxins, and ten tindertwings.  The rest of the room didn't seem to contain much other than the physical furniture itself, which was old but solid wood and metal cabinetry ... and of course the metal and wood table.

 
 Spoiler: OOC 
What do you do now?
 
Novabomb
 Ramiro Sanda 
 Hmm, help me move this table there may be something underneith 
 Verglas, was that a real haunting, or illusionary trickery?  
DrK
      
     Njal "Stormcaller"    


Njal nods to Ramiro and walks across to clear the table, dumping the range of thing on whatever surface is handy. As they manhandle the the table he glances at the pile of stuff and then at Tonlist.  "Lass, any of that worth much? Be nice to have some change for the fees that guild do charge?" .

then he looks back to the table and searches underneath it
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
[/QUOTE]
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
After Midday, 1537 
 Complication Pool: 3 of 6 

The table, in ages past, had been fixed to the floor with metal pins driven deep into the stone floor.  But the march of time had - at least in this case - stamped over the pins, and some long-ago moisture had festered into rust.  Though it produced a metallic scream not unlike that of a dying child, the pins gave way and the table was separated from the floor.  However, despite a careful inspection of the stone floor beneath it, there didn't seem to be anything underneath it, and the underside of the table was only thick with ancient, dead mould.

Tonlist had been humming a little tune that Njal thought at some points he might have recognised, but she was doing so quietly and there were points where the melody skittered away from the one he knew.  The little mouth-music didn't seem to have much purpose other than to steady the red-haired dwarven woman's nerves; Njal had noticed her fingers trembling as she picked through the contents of the cabinets.  Eventually, she looked up at him and Ramiro.  "'Tis all mundane stuff, I'm thinkin'.  Bu' tha's odd in its way, too.  Th' acids and countertoxins must'a bin here for  centuries  if they date bac' t' when this place was in use.  Bu' ... they look, feel, smell, sound ..." And she held one of the green bottles up to her ear, giving it a careful shake, "...like they w's brewed yesterday.  Dunno if they'd be worth more than th' sort o' thing ye could ge' from an alchemiser at Hardwalker Hall, bu' they'll work fine enough I think."

She glanced around the room again.  "An' ... shivers me skin t' talk about, bu ... I think those ... people ... shapes ... ghosts, what we saw ... I heard o' such.  They'd no' be Forsaken, more like ... like ... like th' echoes of old songs, drifting in th' arches of great halls.  Th' singers, an' th' songs, are long gone, bu' the power of th' song ... and the violence of th' singers ... a little o' its' force remains.  Mi' be in a place such a' this, where there was ... blood, suffering ... there mi' be many such echoes."  She shook her head.  "What ye wan' do now?"

 
 Spoiler: OOC 
What do you do now?

As a reminder again, you're on the second floor.  Here's what you've seen of it so far:

 

All the other doors on this level  are locked , didn't open to Ramiro's hand, as Ramiro already knows.

The first floor, below, is here:

 

There's still four doors visible down there so far that you haven't gone near yet.
 
Novabomb
 Ramiro Sanda 
Content there is nothing else of value in this room, he heads across the way.
He launches a barrage of fire at the door.
 Just in case.  he states before attempting to open it.
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Afternoon, 1537 
 Complication Pool: 3 of 6 

The light had shifted a little as the afternoon came on.  It was cold in the long hallway connecting the rooms to one another, and the smell of the charred, burnt  thing  in the door had mostly dissipated in a draft that had picked up from back down the hall, towards the stairway, bringing strange, wordless echoes from the rest of the building.

Ramiro unleashed his talent on the door opposite.  Once again a great wash of cleansing flame, light, and heat leapt from his hands and lit on the ancient frame.  The aged wood  whumped  as the blast bit greedily into the fuel, sending a wave of heat and smoke up as it instantly charred.

In this, there was both good news and better news.  The good news was that no creature screamed in outrage or pain or tried to spring at Ramiro from the door's structure, and even better was that while this door had not opened to his hand when he'd experimentally tried it earlier, some crucial damage was done to the frame such that the wood gave a  crack  like bones breaking and sagged, ajar in its frame.  It could be opened without having to resort to lockpicking at all.  Which, after waiting several moments for the smoke and heat to die away, Ramiro did.

The room beyond, visible once Ramiro had carefully pushed the door open, seemed of a similar nature to the one they'd just left.  It was certainly of the same dimensions.  However, it was a dark twin to the room opposite.  Greasy alchemical-looking stains covered the walls and peeling cabinets of the ruined chamber.  Ichorous trails oozed towards a floor layered with shattered glass and warped shapes of metal which Ramiro surmised were some sort of chiurgeon's tools.  At the room's centre crouched another, uncomfortable-looking iron table, threaded through with charred leather harnesses.  A thick, humanoid-shaped layer of ash and charred debris lay piled upon it.

 
 Spoiler: OOC 
What do you do?
 
DrK
      
     Njal "Stormcaller"    


As the second door opens revealing a darker and less happy room Njal reaches out and grabs Ramiro.  "Aye lad, lets no go in there. It do be looking dark and misery in there. Lets be checking the next room alonng"  If Ramiro pauses he moves to the next down the corridor (K9) and give sit a solid kick to open it as he approaches it warily

 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Afternoon, 1537 
 Complication Pool: 3 of 6 

Njal's boot turned out to have much the same efficacy as Ramiro's flames.  The frame gave way as Njal's bootheel  crunched  into the wood, splinters flying, and the door flew back on its hinges,  banging  hard against the wall behind it before rebounding a few inches.  Dust rained from the timber and the noise echoed up and down the hallway.

If Njal had regarded the room Ramiro had opened as holding dark and misery, this one perhaps added to it.

The twenty-foot-square, flame-eaten space contained what looked like five, low-to-the-ground, man-sized cribs.  Each, however, was only about two feet deep and covered by a barred, wooden lid, blackened with fire.  Visible from the doorway, Njal could see three of these tortuous-looking cradles contained crammed, charred skeletons.  Fire-scabbed bones dangled, still, awkwardly, through the cradle bars, as though trying to escape even long after what must have been a horrible way to die.

As the echoes of Njal's blow faded, the dwarf realised he could hear something else.  Indeed all of them could.  There was a faint weeping reverberating through the chamber, echoing as if coming from the very walls.

 
 Spoiler: OOC 
What do you do?
 
DrK
      
     Njal "Stormcaller"    

Njal jumps back, paling slightly in the horror of the room he had revealed. He reaches out and slams the door shut as hard as he can.  "Nae lads, nae lasses, nought good in there. These folks did do great evil in these rooms."  He spits on the floor,  "Great evil and it be leeching our frae the very walls."  Looking around he shrugs,  "Once we been done searching this place we should fire it to destroy the legacy here." 
 
 
  
 
 Spoiler: OOC 


Close the door and peek through the next door

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Afternoon, 1537 
 Complication Pool: 3 of 6 

Carefully pushing the door open wasn't particularly an option since - like all the others - it didn't open readily to his hand.  However, Njal put his shoulder to the ancient wood and it gave way with a husky grunt of timber being forced.

Luckily nothing jumped out at him, because beyond the door lay a small space where a narrow, winding stairwell led upward and out of the dwarf's sight.

 
 Spoiler: OOC 
What do you do?
 
DrK
      
     Njal "Stormcaller"    

Njal steps back as the door gives way and looks around the room in the shadowy shades of grey from his dwarven nightvision. Looking at the others he growls  "Aye, nothing in that one, but be stairs upstairs" . Looking at the next door he moves towards it and pushes open the next one


 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Afternoon, 1537 
 Complication Pool: 3 of 6 

The door Njal now came to was somewhat different to the other wooden doors they'd breached so far.  This one appeared thick and looked very much intact.  It was quickly clear that the door was locked, and that forcing it would take more time, effort and measures other than a simple kick.

 
 Spoiler: OOC 
If you want to get this door open it'll involve picking the lock or perhaps hacking it down or otherwise destroying it.  This is possible, but it will take time - advancing the Complication Pool clock by 1 and also the passing of time itself, with all that entails.  What do you do?
 
DrK
      
     Njal "Stormcaller"    

THe sturdy dwarf rebuffed the door looks at it angrily. Then turns to Ramiro and Tonlist.  "I dinnae want to be forward about a dubious youth... but either of ye able to deal with the wee lock or do we be smashing it down."   He'll eye up the door carefully as he see's if any of his companions can be subtle than hismelf with a barbed skull axe that will take some time to batter down the door.

 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Afternoon, 1537 
 Complication Pool: 4 of 6 

It took a few minutes of discussion, but in the end they decided brute force was probably the best door-opener.

Njal's tigerskull club proved to be equal to the challenge, at least with the ancient elven crystal that spewed licks of flame along with its blows.  It took a few minutes of loud, crashing  thunks  against the door ... noises that seemed to warp into screams in the echoes down the hallway ... but finally the old lock gave way under relentless assault, and the wooden door crashed open to Njal's boot.

Here, the stagnant breath of old water lingered, wafting from a pair of rusted iron tubs filled to the brim with tainted water.  The room's purpose was unclear, filled only with the tubs, an overturned writing desk, numerous items that looked like manacles ... and a hulking contraption of fused metal and rotting wood.  Comprising this device was a large oak disk, strangely untouched by fire and affixed with four leather restraints, standing upright upon a base of deteriorating metal.  From the device's frame, a long metal crank presented itself.

 
 Spoiler: OOC 
What do you do?
 
DrK
      
     Njal "Stormcaller"    

Njal looks at the room, a frown on his face.  "Ah, I dinnae like this. I don't know what that be but it don't look good."  Looking suspiciously at the water in the tanks and the weird contraption he advanced cautiously towards the desk and waved over Ramiro and Tonlist.  "Can you help me have a look. I dinnae spek or read that elven script. So help be good frae ye both." 
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Afternoon, 1537 
 Complication Pool: 5 of 6 

Tonlist cautiously crossed to the upended desk and set about searching through it.  The oaken wood was decades, perhaps centuries old, and had been marred by fire and then by expansion and cold, but she eventually pried open a swollen draw with the point of her longspear.  With a grainy groan, the draw popped open, allowing her to get her hand into it and free its contents.

Some sort of leatherbound, dusty book came out.
"'Tis no' a tome o' knowledge," she said, brushing away the dust and flipping a couple of pages.  "More a kin' o' diary 'r journ'l.  Like a ledger," she said.  The dwarven bard flipped a few pages.  Her face wrinkled.  "Some o' it's no' writt'n in Common tongue.  'tis ... well, th' flowin' script's like elven.  I dinnae know th' tongue - we mi' ha' t' find a schol'r who read th' slavemasters' tongue t' translate it."

She flipped a few more pages.  "Oh, wait - no' all o' it's in elven.  Th' script's ol', bu' 'tis Common here.  Wi' some elven ha'way through.  Strange.  And..."

She stopped talking, flipping through more pages.  Her face grew grim within the halo of her red hair.  "'Tis some record o' wha' things were done t' those kept here.  Some sort o' ... attempted ... remedies."  She indicated the page before her, reading out the entry to those with her, her performer's voice echoing in the gloom.  " 'Day Fourteen of Method Apresun.  Bath was heated with flame to point of near boil.  Subject did not appear to respond to same.  Withdrawal as normal, placement in chair, restraints applied and bleed applied to upper arms this time.  Subject appeared to respond somewhat, small indication of thaumaturgical auraic interactions.  Attempted infusion of Thalassamonis.  Ended auraic interaction, subject lost consciousness.  Returned subject to cell to recover for next iteration of Method Apresun. '"

She bit her lip and flipped onward, this time frowning at a new entry and taking several long moments, tracing a thick finger from line to line before looking at Njal and Ramiro again.  The look on her face was even more grim, and she nodded at the oak disk with its leather restraints, and the metal crank attached to it.  "Th' most recen' entries're in Common.  There were three ... inmates, patients ... were used t' test tha' spinning wheel there.  All three o' them died durin' th' tests."

She slapped the book shut with a dusty  thump. 
 
 Spoiler: OOC 
What do you do?
 
DrK
      
     Njal "Stormcaller"    

Njal looks at the others as Tonlist reads the words.  "It do be sounding nasty. Testing on use lowly cattle fer them elves. But not sure what those rights and rituals were eh? Would be good to know and find out so we could be giving the best advice."  he looks at Tonlist and Ramniro,  "Any idea what any of that means" 
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
[/QUOTE]
Novabomb
 Ramiro Sanda 
 I do not.  But if this was used to the detriment of the subjects, then perhaps we should destroy it so that others do not run afoul of it later. 
 
 Spoiler: OOC 

Some Knowledge Checks:
Martial Lore:  (1d20+10)[ 26 ] 
History:  (1d20+3)[ 17 ] 
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Afternoon, 1537 
 Complication Pool: 5 of 6 

Tonlist's face was grim.  "Based on th' stories I heard, this place, Kirillin Manor, was a kind of' refuge or hospital or summat for slaves who were - aberrant, mad.  Murderers, lunatics, accursed, ye ken.  Elven masters supposedly want'd t' try t' treat them.  This stuff soun's like w's some kind o' attempt a' medicine, but cruel.  Verra' cruel," she said again, looking at the book in her hand once more.  "Bu' somethin' still doesn' add up.  F'r a start, th' book here's half in elven, half in Common.  I dinnae ken why th' slavemasters would write in Common.  Mayhap th' Illumians they ha' here migh' have had reason to so write, but dinnae why a combination in th' same book.  And th' book mentioned 'Thalassamonis'.  I heard 'tis a herb ... doesn' grow on Horizon anymore, no' since th' Rebellion an th' elves turned th' world cold.  Stories said it only grows down where 'tis still a little warm, on the Archipelago.  Th' stories say it makes a wizard's spell stronger if he chews th' leaf before he speaks th' words.  Ne'er heard o' it used for medicine before.  Dunno why it'd be used t' treat madmen.  Or prisoners."

 
 Spoiler: OOC 
What do you do?
 
DrK
      
     Njal "Stormcaller"    

Njal shakes his head at Tonlist's words.  "I dinnae like this place. Every room be another horror to shake us."  Spitting on the ground he looks at the next set of doors down the corridor,  "Come on then. lassie, lets be sweeping the rest of this place and then we can be burning it down." 
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Novabomb
 Ramiro Sanda 
 Then lets start this way  (Indicates north)
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Afternoon, 1537 
 Complication Pool: 0 of 6 

The little group headed up to the northernmost door on the upper floor.  It took several moments of combined burning and bashing, with noises echoing down the corridor, but the old wood finally gave way, exposing this room as well.

This chamber was larger than the cells and theatres of horrors they'd encountered on this floor so far.  Elongated, the room they'd come into was fifty feet by twenty feet by the look of it, with no doors outward.  They'd come in at the middle of it.  It was windowless, but there were still curtains.  Once white but now yellowed and blackened by age and smoke, the mouldering cloth swayed spectrally through this long ... ward? .... separating numerous incinerated beds.  On one bed nearby, glimpsed through a swaying gap, a layer of ash and singed sheets obscured a peculiar bulge.  Ramiro was quick to notice ominous-looking red-brown stains beneath that bed.

To the west, a small wooden desk still seemed to be standing, and at the east end stood an ancient oaken cabinet and two barrels.

 
 Spoiler: OOC 
What do you do?

(I will get round to doing a more complete map so you've got a better picture of where you've been and the salient features in the rooms so far.)
 
Novabomb
 Ramiro Sanda 
Choosing to not gaze upon the dead, walks passed the beds, and started rifling through the desk carefully.
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Afternoon, 1537 
 
Complication Pool: 0 of 6 

The sounds of Ramiro looking through the ancient desk - the slide of draws, the click of wood, the hiss of dust - seemed preternatually loud in the stillness.

And the stillness revealed nothing.  There were two tiny scraps of paper in one draw which crumbled to dust at the young man's touch, and despite a careful look, there was nothing to be found in the desk except perhaps for firewood that might be made from its form.

 
 Spoiler: OOC 
What do you do?
 
Novabomb
 Ramiro Sanda 
 Nothing in the desk 
Then pops the lid on the barrel to see if its contents were something non-perishable.
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Afternoon, 1537 
 Complication Pool: 0 of 6 

Ramiro didn't make it to the barrel.

To get to the casks, he had to pass by the bed with the peculiar bulge, and which had stains beneath it.

The bulge moved.

Which was to say, the sheets on the bed suddenly tossed themselves off the thin mattress, as though a body beneath them had moved them.  But no body was visible.  And  something  shifted from the mattress, the ancient material softening as though something had stood from the bed and had now moved.

As Tonlist moaned in fear, Ramiro's senses came alive, all his training coming to the fore.   Something  was in the room.  Something he couldn't see.  He couldn't place it, but he was sure they weren't alone in here.

Tight quarters.  Beds and furniture in a room only fifty feet long and twenty feet wide, lit by the illumination from Njal's standing spell.  The dwarf was on edge by the door already, and his wolf growled in warning...

 
 Spoiler: OOC 
What do you do?
 
Novabomb
 Ramiro Sanda 
 Where is it? 
He speaks as he moves in front of the desk, having failed to spot it, he allows his shadow to elongate as he puts back to a corner.
The bright flames that follow dance in concert with the flame.

 
 Spoiler: OOC 

Swift action, enter Child of the shadow stance (Gain concealment if moved at least 10 ft in the round)
Move action, move in front of the desk, and then to a corner (I assume this is at least 10 feet)
Std action, initiate hatchling's flame.  If the entity is in the AOE, DC 15 for  (3d6+3)[ 11 ]  fire damage.
 
DrK
      
     Njal "Stormcaller"    

Freezing the dwarf looks into the chamber where Ramiro had vanished.  "What was it? What did ye see Ramiro?"  Njal with the dog at his heels plants himself firmly in the doorway.  "Get back here, we'll hold here and see what's occuring."   He makes sure his shield is tight and the club is held in his fist as watches the big room carefully

 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Afternoon, 1537 
 Complication Pool: 0 of 6 

Ramiro's instinctive leap to the corner and blasting the air before him with fire didn't seem to reveal anything.

Njal was tense, at the door, his wolf beside him, growling.  He was on alert, dwarven eyes gleaming in the darkness, the light of his spell illuminating the room in a cold blue radiance.  There seemed to be nothing.

Nothing hit him.

It had the force of a blow, cold, colder than any wind he'd trudged into in the mountains, cutting through his tough skin, to bone, to the  soul,  and he could feel his heart skip a beat, his blood chilling, even as a great, spreading bruise appeared on his midsection as though conjured there...

And still.  There was nothing to be seen.  The gleaming torchlight was still unbroken, no horror appeared...


 
 Spoiler: Tactical Map 

 
 

 
 Spoiler: Tactical Notes 

Njal takes a negative level and 11 hitpoints' damage.

Initiative Order:
Ramiro
(Something Awful)
Njal/Gromrir
Tonlist
 
Novabomb
 Ramiro Sanda  complies moving swiftly, shadows trailing.

 
 Spoiler: OOC 

Double move out of the room. (Probably provoking from the thing he cant see)
 
DrK
      
     Njal "Stormcaller"    

As the cold hits him he calls out in pain.  ”Ahh, it’s a cursed thing. Let’s be gone and seal this dark wee place.”   he bellows.  As Ramiro leaps out the room Njal, still holding his side now covered in a massive area of pain he holds until Tonlist and Verglas leave the room before he jumps out to slam the door shut

 
 
  
 
 Spoiler: OOC 

I’ll check what a negative level does, I’ve forgotten!

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  30/41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey



Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Afternoon, 1537 
 Complication Pool: 0 of 6 

Ramiro bolted from the room, though against his expectations his movement was not met by a sudden, chilling touch and the draining of his lifeforce (as seemed to be happening to Njal - the dwarf seemed to have  aged  even in the quick glance Ramiro had made.

Njal was still snarling for them to get out of the room before his voice cut off - for a moment - again.  Another great blood of blood and bruises appeared on his midsection, and again something awful drained from the dwarf's soul.

Tonlist broke and ran, though she still was calling Njal's name as she fled the room after Ramiro, and Gromrir howled his misery and fear before the wolf, too, ran into the corridor.

Njal straightened, backing toward the door --

-- and again the touch of whatever it was in here lashed across him, leaving no wound but tearing at his heart and soul.  He fought the feeling aside, and grabbed at the door to the chamber, which stood askew in the frame.  It wasn't anywhere near as sturdy as it had been; Njal's fingers brushed across chop marks and his nose filled with the smelled of charred wood from where they'd blasted it down.  It wasn't much of a barrier, but he could at least try to pull it shut in the ancient frame.  He wrestled the door into place,  clunking  it into place.  The door opened inward, so he'd have to pull on it to secure it--

There was a wordless snarl from beyond the door, and a mighty  tug  on the wood from inside.  Njal held it.  He had to hold it.
At least a little longer.

 
 Spoiler: OOC 

We're back around to Ramiro again.

Whatever it is got two attacks on Njal: one on its initiative count, and one on an attack of opportunity.  Both hit.

Njal takes two more negative levels and takes 16 hitpoints in damage.  No one else is hurt.  You're all out in the corridor again.

Njal's holding a half-broken door shut against something on the far side that seems to want to get out, and will likely try again on its turn this round.  It is not assured that the door will remain shut; you did it some significant damage getting in there, and a broken lock isn't much for locking anything beyond being a big old plank of wood.

What do you do?
 
DrK
      
     Njal "Stormcaller"    

Njal doesn't make it to the door, more bruises and damage appear on his torso and he starts to push the others towards the door even as he can feel the darkness encroaching on his vision from every angle. He stumbles backwards, his fingers brushing the door and the way out before another slash across his back lands home and the cold and darkness overcome him, the light around Ramiro in the doorway slowly vanishing to a pin prick before its fades to dark and there is a loud thump as his head hits the floor and the howl of anguish from Gromnir who freezes beside Njal's owned body.
 
 
  
 
 Spoiler: OOC 


With the 16 damage and the 15 from the 3 negative levels he hits -1 Hps
Stabilisation 10% change on (01-10)  (1d100)[ 70 ] 
   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  -1 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey
  3 Negative levels: lost 3 spells, -3 to attacks, checks, skills, saves  


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Novabomb
 Ramiro Sanda 

Seeing Njal slump, Ramiro charges back to the doorway lunging in the moment the door opens.  Blade wreathed in shadow and flame.

 
 Spoiler: OOC 

Move action, move to the door.
Switch Action: Initiate Burning Blade
Standard Action: Ready Clinging Shadow strike to attack when the door opens.

Att:  (1d20+10)[ 19 ] 
Dmg:  (2d6+4)[ 14 ]  +  (1d6+4)[ 8 ]  fire

(Has concealment from the stance)

If this hits, DC 14 fort save or get 20% mis chance (I suspect its immune to this)
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Afternoon, 1537 
 Complication Pool: 0 of 6 

Ignoring the howling of Gromrir and Tonlist shrieking Njal's name, Ramiro threw himself forward to the door, sinking into his instincts, sinking into the training he had been given.  His blade flickered with flame, sending shadows licking along the walls.

It was a terrible thing to see the door moved.  It seemed to dislodge itself from the frame, hurling itself into the darkness of the room beyond.  Something was there.  He knew it.  All his senses screamed it, even if he could not see it.  It gurgled something, and he sensed it was the fire that moved it so; flame, and light, against cold, and darkness.  With all the training the school of Shadow and Flame had taught him, he snapped the  shi'hun  out into its strike into the dark.

But the shadow here was deep, and he knew even as he reached the end of his strike that he had not connected with whatever it was.

And then came the shadow's counterstroke.

Pain smashed through him, the impact powerful enough that he had a dim instinct a rib had been broken.  His side ached dully with the agony.  And he felt some of the flame at his heart lessen, his lifeforce draining from him as cold, uttermost cold like the frostbite he'd nearly died from weeks ago struck him hard...

Something had galvanised Tonlist.  The bard gave a wheezing sob, and grabbed Njal's form, half-pulling the cold dwarf off the ground and getting his arm around hers.  She began to half-stagger, half-run, back towards the stairwell leading to the door.  Gromrir snarled and barked his sorrow and fear.  "Th' door, swordsage! Le's ge' from here 'fore it kills us all!"

 
 Spoiler: OOC 
Ramiro takes 11 hitpoints damage and 1 negative level.

Njal's out, really, so what does Ramiro do now?
 
Novabomb
 Ramiro Sanda  begins retreating with Tonlist, igniting a flame in his palm, and throwing it behind him blindly.

 
 Spoiler: OOC 

Move action, flee away from door.
Std Action, initiate Fan the Flames (Not expecting it to hit, but hoping it might make the thing think twice before chasing us further)
Ranged Touch:  (1d20+5)[ 12 ]  Dmg  (7d6+3)[ 23 ] 
 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Kirillin Manor Grounds, Valley of the Spear
Afternoon, 1537 
 Complication Pool: 0 of 6 

The white-hot ball of flame leapt into the darkness from Ramiro's form, lighting the room with awful shadows for a brief second before disappearing again.  And again nothing appeared to be struck by the fire that the young man brought from his soul.

There was another echoing snarl from the door, and Ramiro was sure he could hear something moving.  Whatever it was, it was no ghost, but it was, nonetheless, following.  It wasn't rushing.  There was no hurried noise of pursuit.  Ramiro could feel in his heart that it was there, but ... taking its time.

He knew there was no way they'd get out of the manor before it caught them again.

So did Tonlist.  As they reached the stairwells leading back down to the lobby, she turned.  Turned back to the darkness, away from the seemingly-distant light of the far door.  She had a strange look on her face, among the tears and sheer terror.  She shoved Njal's form at Ramiro.  " Go! " she all-but screamed at the young man.

And walked back into the darkness, in the direction they'd come.  Towards whatever was pursuing them.

" Go! " she screamed, one more time, as the shadows swallowed her.

And then the  real  screaming began.  Not of exhortation, but of pain.  Fear.  Death, being purchased so Ramiro could leave with Njal, if he didn't want to die here.

 
 Spoiler: OOC 
What do you do?
 
DrK
      
     Njal "Stormcaller"    

Njal jerks awake, his body filled with pain and a sense of emptyness and loss from his sapped strength. Stumbling to his feet he see's the others looking terrified and grabs the wand from his belt tapping legs and chest where the horrific scars are. Reeling he stumbles down thestars with Ramiro but as Tonlist stops and runs into the darkness he can only bellow a faint  "Nae Lass.... no.."  before she is gone, too fast for his current weakened state.

As the screams begin he grabs at Ramiro and pushes the young monk of the flame towards the stais,  "Away lad. Dinnae let her die fer nothing. We must be fleeing his horiffic place." 
 
 
  
 
 Spoiler: OOC 


Know (Nature)  (1d20+2)[ 9 ] 
Cure light wounds wand x 2  (2d8+2)[ 6 ] 
   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  1 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey
  3 Negative levels: lost 3 spells, -3 to attacks, checks, skills, saves  


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Novabomb
 Ramiro Sanda  is about to rush back when Njal tugs at him.
He considers Njal's condition, and supports his escape.

 Alright. 
Saintheart
 Day 6, Alkukevaasta (Early Spring)
Outside the grounds of Kirillin Manor, Valley of the Spear
Afternoon, 1537 
 Complication Pool: 1 of 6 

Tonlist's screams echoed after Ramiro and Njal as they staggered down the stairs to the reception area of the manor, and even out of the front door.  Mercifully, they faded and disappeared a few moments later.  And the two of them were not pursued further.

The human and the dwarf staggered back down the long, winding path of the manor's grounds.  A couple of times they glanced back, but the vargouilles that had harassed them earlier didn't seem to want a second go-round, and they were unmolested right down to, and over, the wall that ringed Kirillin Manor's grounds.  Stormrir was still there waiting for them, head bowed, as if sensing that they were coming back with fewer than they'd begun with.  It was only after they'd clambered over the wall once more and stopped that they finally took a moment to rest and consider their appalling situation.

 
 Spoiler: OOC 

Tonlist is dead.  And so is removed from the game.

The most immediate thing are the negative levels you've both taken.  Njal has 3 negative levels, Ramiro 1.  If they're still in place by this time tomorrow - Afternoon, Day 7 - then there's Fort rolls to see if they become permanent, i.e. if your level is reduced by one for each failed save.  This will not wind up killing either of you but will of course knock your levels back down.  If you are unlucky enough to draw a drained level this way, it'll take finding a cleric who can cast  Restoration  ... and note that there's actually a time limit on that, too: restoration can only remedy a drained level for X number of days after the event, X being the caster level of the person casting  Restoration.   Which means you have about 1 week to find a cleric who can cast fourth level spells, and the longer you go before getting  Restoration  cast on you, the higher level caster you'll have to find.

The most obvious place to find a cleric of one of the Five Gods would be back at Hardwalker Hall.  At slow pace, that's about four days away; at normal pace, about three days; at fast pace, two days.  These different paces have different implications for perception and your ability to forage on the way, as the front page in the OOC thread describes.

That said, you don't have to go back to the Hall if you don't want to, or not go back right now.  You could recover, take another crack at the Manor, or go wandering in the wilderness.  It's up to you.

What do you do?
 
DrK
      
     Njal "Stormcaller"    

Reaching the wall and slithering over Njal lands in a heap, only Ramiro's and Gromrir's support helping him stand upright. His beard streaked with grey and necrotic black patches scattered over his arms and hands. Breathing deeply he looks at Ramiro sadly,  "Too high a cost laddie. A place o' nighmare. Here let me tend you."  he adds as he pulls out the wand and taps himself and Ramiro a few times.

As he heals for a minute he looks at the horse,  "Ramiro, lets get back tae' the Hall. This place be too much fer the likes of us."  If Ramiro agress he'll mount up and make best speed back to the hall. The food not being a concern with their numbers depleted.
 
 
  
 
 Spoiler: OOC 


Njal Cure light wands  (3d8+3)[ 8 ] 
Ramiro cure light wands  (3d8+3)[ 12 ] 
   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  8 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey
  3 Negative levels: lost 3 spells, -3 to attacks, checks, skills, saves  


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Novabomb
 Ramiro Sanda 
 Agreed.  Perhaps one day we will have the might and equipment to cleanse this place, but not in the near future.
I will join you up there once I begin to flag.
 
 
 Spoiler: OOC 

Because Ramiro can ignore difficult terrain and has base move of 30, he probably is about on par with the mount until he gets tired.  He does not want to slow the mount with the extra weight.
He will also make use of the belt of healing, so as to minimize the use of the wand.
Healing Njal first since hes lower  (2d8)[ 6 ] 
Healing self  (2d8)[ 14 ] 
 
Saintheart
 Day 7, Alkukevaasta (Early Spring)
Valley of the Spear
Afternoon, 1537 
 Complication Pool: 1 of 6 

The two of them waded through snowdrifts, over minutes, then hours, and through to sunset.  They camped with a wind howling out of the Valley in the lee of another massive hill covered in snow and dirt.  For a mercy, nothing assailed them during the night, and by morning they were on their way once more.  Again the weather was cold; again Njal was able to tough it out and Ramiro likewise with good clothing.  They headed south to the foothills of the great mountains surrounding the Valley, and having reached the tall sentinels, turned west, the range pointing its way towards Hardwalker Hall, another day hence.

Again, nothing assailed them.  They saw a herd of caribou at one point plodding off eastward, but no creatures assaulted them.  The real test was still coming.

Njal knew it and had made such preparations as he could.  The foulness of ... whatever had killed Tonlist ... was leaching into his soul, and by the time the sun began its descent into the afternoon, it would crest, threatening he and the lad's lifeforce, threatening to permanently burn their spirits with the sort of scar that only a cleric of the Five Gods could heal.  He was steeling himself for the challenge the whole morning, and as they crested a  hillock looking west by northwest, felt his heart skip a beat ...

 
 Spoiler: OOC 

This is it.  The Fort rolls for loss of negative levels.  What we'll do is this: I'll give the foundation d20 rolls below, and in your response/s you can tell what if any measures the character took to add to those numbers.  It's a Fort DC 20 to beat.

Njal:
 (1d20)[ 8 ] 
 (1d20)[ 16 ] 
 (1d20)[ 20 ] 

Ramiro:
 (1d20)[ 13 ] 
 
DrK
 Njal 

Njal breathed heavily and was sore for the day. A blessing of  lesser vigour   further knitting wounds together. The day fairly quiet, Njal having little to say as the echoes of Tonlist’s screams still echoes in his ears

In the evening as he felt the cold cluthes of death around his heart he fortified his body to resist it before finally nodding to Ramiro.  “I dinnae feel great laddie. But I do be needing to connect with the Earth to weather this storm in me body.” 

That said his form slowly stiffened and changed, his beard darkening and growing a white stripe. His body lengthens as he drops to all fours and his face contorts into that of a badger. Then he buries into the Earth.


 
 Spoiler: OoC 


Snowcast bears endurance
Snowcast resistance
Wildshape into a direbadger with Con19

Gives me +7 —&gt; +11 then -3 for Neg levels
Final saves 16, 24 and 28
 
Saintheart
 Day 8, Alkukevaasta (Early Spring)
Valley of the Spear
Sunset, 1537 
 Complication Pool: 1 of 6 

They both had nightmares that night; and in the morning both came away with the sense that something vital had been lost from them both ... although nowhere near as much as might have otherwise been the case.  Njal's connection to the earth and the Spirits had mitigated the worst of the damage done.  The winds howled, but again they were unaccosted; and the next morning, packed and trudged on westward through the Valley of the Spear, finally spotting the distant flag of Hardwalker Hall's towers as the sun dropped ahead of them, sending pale yellow rays across the path.  They came wading through the snow, less than they were, some hard lessons learned, and as the sun touched the horizon over the Bay of Seals, they reached the easternmost Gate of Sighs at Hardwalker Hall.  The guard knew them, at least, and they finally left deep snow for the hard, cold cobbles and gravel of the streets within the fortress's walls.

 
 Spoiler: OOC 

What do you do now?

First, deduct 2 days' worth of trail rations each and 1 iteration of supplies for both Gromrir and Stormrir.

Njal's efforts cuts the monster's injuries down to one level lost - for both himself and Ramiro.  As such, until you can find some way of restoring that lost level, you're both at level 4 in your classes.

It's now sunset, meaning there might be a couple of stores open, or maybe a templar of the Five Gods somewhere to be found inside the city walls.  Another alternative might be to check in at Hardwalker Hall and see how Lyssa and her father Rowan are doing.  Alternatively you could just head to your house and take a long rest overnight.  Comes down to what you want to do.

Also - I will be setting up a recruitment thread in the next day or two.  Figured now might be a good time since we may well end up in a slight drop in posting until DrK's back.
 
Novabomb
 Ramiro Sanda 
To Njal:
 Lets see if the gods can help us. 
 
 Spoiler: OOC 

Ramiro is in favor of going to the temple of the 5 gods, to see what can be done.
 
DrK
      
     Njal "Stormcaller"    

Njal had been quiet on the walk back. His face pale and drawn and haggard under the heavy furs and beard from the ordeal. As he saw the gates of the Hold he clapped Ramiro on the shoulder  "Well at least we've made it back then lad. We lost much but we back now eh? 
As he slides off Stromrir's back and starts leading the massive horse thoughr the streets he nods at Ramiro's suggestion.  "Aye, the Temple. I still feel a lack in me soul. A piece missing from whatever that beast be."  Then in a harder tone,  "When we are stronger, when we have learned more we'll go back there and avenge poor Tonlist" 
 
 
  
 
 Spoiler: OOC 


Njal Cure light wands [roll0]
Ramiro cure light wands [roll1]

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  8 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey
  3 Negative levels: lost 3 spells, -3 to attacks, checks, skills, saves  


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 8, Alkukevaasta (Early Spring)
Valley of the Spear
Twilight, 1537 
 Complication Pool: 2 of 6 
 Here my song turns
To four part harmony!
For such is all life
It sings as one
And each part of the song
As bright as the other
Like gold, gems, blood, and ale
On the great drake's hoard! 
 Njal and Ramiro 

The journey west from the Gate of Sighs up the Hall's cobbled roads somehow did not seem as cold as the journey over the hills and out of the Valley.  Perhaps it was the fortress's protective walls, or perhaps just the sight of living people again.  The Hall was settling in for the night, certainly; lanterns trimmed with whale oil shone from doors and windows shuttered like narrowed eyelids; candles from guides on the roads; here and there, a glimpse of a fireplace, accompanied by the  chlong  of a hand across the strings of a lute.

The Temple of the Father stood at the bottom of the great mountain that housed Hardwalker Hall itself, a long hall facing north-outh, high-arched in the roofline with two little towers protruding from it.  Its great doors, thick and braced with iron, were still open, and choirs of candles still gleamed and flickered within, left by petitioners.  On entry the normal tradition was apparent; though called the Temple of the Father, so named for the god seen as the patron of the settlement and the dominant god worshipped, the Temple contained small altars to the other four gods as well, at different parts of the great central hall: to the Father's right, the Mother; to his left, the Firekeeper; and closest to the entrance, the Wild Man to the left and the Exile to the right.  The floor had been tiled in black and white, interlocking tiles creating a geometric pattern below.

There weren't many people here, perhaps a few farmers lighting devotional candles and leaving a steel piece as donation.  Insofar as the Father's Templars held services, they were usually during daylight, though it wouldn't be long before the doors to the temple were closed.

But getting there, they ran into a problem: no sign of an actual Templar.  No rough-spun white robe in sight.  Instead, the only person vaguely like a cleric they saw was a tall, pale, rake-thin human barely out of his teens with rough-cut blonde hair.  He was wearing a rough brown habit secured with a simple hemp belt.  He had no weapon other than the simple hay broom which was being used to assault the dust in one corner.  But he did have the pale grey scarf, which was the symbol of the Father's church - worn by novitiates, before they'd taken their final vows.  He had the sort of smile that seemed to have difficulty coming out of its grave.

It had particular difficulty rising when they asked (naturally) where a cleric could be found.  Indeed it looked like the young man was gritting his teeth.  "Not here," he said.  "Unless it's matter of life and limb, if you're looking for Fallschelder, come back tomorrow.   Late  tomorrow morning, if not close on afternoon.  What do you want?"

 
 Spoiler: OOC 
What do you do?
 

 Kaelen Frost-Eater 

Kaelen reached Hardwalker Hall by the North Gate at nightfall, and it was apparent enough to her that this was the rich quarter.  She had come in as a tagalong on a late-running merchant convoy from Kynsi, of course; the dwarven porters had pushed their great deerbeasts hard, their long white fur waving in self-generated wind as the convoy hurried to reach the gates.  But now they were inside, and she had a vantage point as the convoy trudged up the main street between stone buildings with slate rooftops, heedless of tired farmers, crafters and hunters as they moved back to their homes.  The convoy halted in something of a great town square, and the dwarves respectfully bid her farewell as they alighted and began the process of beginning to unload by twilight.  The city was awash with the smells of all cities: smoke, meat, dung, leather, steel, and a dozen besides, all pooling in their shelter behind the great walls.

Eventually, while looking around, it began to occur to Kaelen that she'd likely have to look for food and shelter in here somewhere.  Some wandering in the area might do just that with reasonable odds of success, given the size of Hardwalker Hall and its organisation had been proven true on what she'd learned so far.  There might be a Temple here that could take travellers ... or, perhaps, a Mother-house, as they called the orphanages in this part of the world, run by the Mother, one of which she had been raised in herself.  It would take queries, it was clear.

 
 Spoiler: OOC 
So ... what do you do? Food and shelter are a thing, as said.
 

 Etti Birchlegs 

Etti came through the Gate of Sighs actually about half an hour after Njal and Ramiro, though he could not have known it.  That was his way; from what he had heard, the seaway to Hardwalker Hall was blocked, so, after a long, long journey along the southern shore of the Bay of Seals, living on unlucky fish and unluckier rare ice crabs in the rocks, sleeping half in the open with Flitterpip chittering his annoyance at the less than salubrious surrounds, they had finally reached Hardwalker Hall.  Not often that sole halflings in the world came walking out of the wilds rather than being carried in, and rarer still that he came in looking more or less intact, but the guards didn't raise much more than an eyebrow at his look and demeanour, and Etti passed into the fortress with candlelight rising and the sun just a red glow over the Bay of Seals, westward.  The city's lights and buildings were silhouetted against the darkness, and he could feel the change in his bones as he stepped across the threshold from wild lands to those under the full sway of Father, Mother, and Firekeeper ... but he also knew that cities could be as much a wilderness as the deepest, savage taiga forest.

Eventually, it occurred to him he'd need to likely observe local customs and find food and shelter rather than hunt it down or lie down in a street somewhere.  Some looking around might help him on that score.

 
 Spoiler: OOC 
So, as said, food and shelter are the likeliest needs you've got, what do you do?
 

 Gerlin Kaisa 

For a moment we should pause to reflect that perhaps the only person crazier than a fisherman in a small boat willing to run a blockade of a port conducted by wild creatures occupying Ryhavalas Island which controls the approaches to Hardwalker Hall, would be someone crazy enough to travel with him.  Which is how we meet Gerlin Kaisa.

She bid farewell to Bruhl, the fiftysomething fisherman who had a superbly-maintained fishing boat that he'd sailed through shoals and shadows through from Majakka all the way to Hardwalker Hall by the southern channel by the Island, and started up to the citadel through the Fish Gate.  It certainly smelled like its name, even though the fish market was finished up for the day and the merchants and fishers alike were trudging back to their homes.  This part of the city felt like the dirtiest part of town, certainly; coming through the gates she could tell the guards here were as much on punishment as on duty, and there was the normal reek of tanners from further up the streets to her right.  But there were signs of money here, too: women in fine but functional robes which indicated they earned it rather than were Kindled to it; the glint of gold on some hands with the sunset and candles.  Her Illumian sigils got a frowning face from one of the guards, but the fortress was not at war and they allowed her through to get her first glimpse at what was the last finger of civilisation for several hundred leagues here.

And eventually it occurred to her she'd have to find something to eat and somewhere to sleep.  Looking around would likely allow her to do just that.

 
 Spoiler: OOC 
As said, food and shelter are key needs, what do you do?
 
Metastachydium
It could have been worse, of course. There could have been a gate toll. Or they could have stopped her. Gerlin doggedly refused to even notice the atrocious smell (although her stomach seemed to believe it was definitely there) and managed to do an  adequate  job of explaining the suspicious looks away: this was a difficult place of difficult people; the guards were, if anything, wise to finding the unusual… Well, unusual. Worthy a look. It was their job. And yet, this wasn't the most promising of all possible starts. But this was a safe place nonetheless; she could tell the guards were seeing to that and in safe places, she should expect the living to value the living. She'd be fine.

Ambling northwards, gently pulling Mule along she tried to take stock of her current predicament. Hardwalker Hall was safely reached, and now she knows the sea route's not the same as it used to be. There's always a road, of course; Hylkeiden wasn't the whole world, or, for that matter, all of Highmark. She'd have to be smart about it, but that was hardly knew. If she could get to Joen Suu… How far away was that, again? She should have brought a map.   I should have bought a map.   she told Mule for added emphasis. And a map of Hardwalker Hall, perhaps. Maybe an atlas. She really didn't expect to end up here, but that was ultimately a blessing. It's not like she could resupply properly in Järven Talo or some homestead by the road.

That thought gave her enough of a pause to make her stop for a second and instinctively reach onto the pouch on her belt. The coins inside didn't miraculously begin to multiply since she last checked. That's another thing to take care of sooner than later. And she would, she was sure. She wasn't her parents' deep pockets. That nor did she have those would only serve to prove that much. Assuming, of course, she figured out how to proceed here before the last of the doors would get shut and locked for the night. Tugging at her braid with her right, she looked around, for a landmark or friendly face.

 
 Spoiler: OOC 

Alright, let's see if Gerlin can recall anything useful about the place:
Knowledge (local):  (1d20+6)[ 17 ] ;
Knowledge (religion):  (1d20+10)[ 14 ] ;
Bardic Knowledge:  (1d20+10)[ 19 ] ; and
Clerical Lore:  (1d20+8)[ 18 ]  to recall places of worship, cheap abodes for pilgrims, people or organizations she could turn to and the like.
 
Cygnia
   "May the Mother protect your path and fill your purses..."    Kaelan had said in thanks to the dwarven merchants who had generously let her come with them to Hardwalker Hall.  She took a moment to acclimate herself to the area she found herself in, not wanting her senses overwhelmed by everything.  Kaelan hoped that this more well-off quarter might mean that any inns or taverns would be open later as well.

True, she could perhaps find refuge in a Mother-house.  But, given the later hour, she felt it would look bad to intrude at this time.  No, best to sup and sleep at an inn if at all possible and hear what tidings and news the winds of gossip would bring in in the meantime.

With a smile and making sure her holy symbol was in view, Kaelan approached a few on the street to ask where the nearest inn might be...

 
 Spoiler: Actions 

Taking 20 on Diplomacy for 27
 (1d20+9)[ 22 ]  Lore (if needed)
 (1d20+7)[ 11 ]  Know: Local (if needed)
 

 
 Spoiler: Statblock 

   Kaelan Frost-Eater   
F LG Human Cloistered Cleric,  Level  5,  Init  2,  HP  31/31,  Speed  30
 AC  16,  Touch  12,  Flat-footed  14,  Fort  8,  Ref  4,  Will  9,  Base Attack Bonus  2
   MW Sling (20)   +5 (1d4-2, x2)
   MW Sickle   +1 (1d6-2, x2)
 Least Crystal of Energy Assault: Acid MW Light Crossbow (40)   +5 (1d8(+1 acid), 19-20x2)
 Least Crystal of Adaptation MW Studded Leather ,    Darkwood Buckler  (+3 Armor, +1 Shield, +2 Dex)
 Abilities  Str 7, Dex 14, Con 16, Int 15, Wis 18, Cha 15
 Condition  Endure Elements (from Least Crystal of Adaptation)

Cold Endurance: You can exist comfortably in conditions between 0° F and 90° F without having to make Fortitude saves (as described in Cold Dangers, FB page 8). You also gain a +2 bonus on saving throws against cold effects. Cold Endurance doesn't provide any level of resistance to cold damage.
 
DrK
      
     Njal "Stormcaller"    

Njal lays a hand on gromnir's collar as the husky bristles sensing the man's rudeness. Njal himself is weary, bone weary and looks at the man with anger.  "Listen sonny. We have seen death itself, we come wrapped in the shroud of it and need the help from yer bloody priest. Where is the Mother's welcome here eh?"  Trying to control himself he will shake his head and look at Ramiro,  "If the priest no be here we can return in the 'morrow. We should still have our shack waiting fer us. But probably with that damned hole in the rood after the guild where so hostil to helping us."  
 
 
  
 
 Spoiler: OOC 


Njal Cure light wands [roll0]
Ramiro cure light wands [roll1]

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  8 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey
  3 Negative levels: lost 3 spells, -3 to attacks, checks, skills, saves  


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Novabomb
 Ramiro Sanda 
 Friend Njal, we should be more respectful to those we ask for aid, regardless of their rudeness. 

Turning to the acolyte:
 This IS a matter of limb.  The forgotten ones have stolen our essence, and I understand there is a small period of time where it may be restored to us.  We can return on the morrow, but I would appreciate if you alerted Fallschelder tonight, in case there are special preparations that are needed. 

Turning back to Njal
 Let us return home, so that we can rest and mourn. 
Saintheart
 Day 8, Alkukevaasta (Early Spring)
Hardwalker Hall
Twilight, 1537 
 Complication Pool: 2 of 6 
 Njal and Ramiro 
 Temple of the Father 

The novitiate gritted his teeth again.  "If you're headed anywhere in the general direction of the Drunken Snowflake, you'll likely alert Fallschelder faster than I could.  He's likely into his third tankard already.  Partaking of the 'Mother's Milk', or so he calls it.  If it's really that urgent, I'd look for him there."  The young man pushed a clod of dirt out of the way with perhaps more force than was strictly needed for a sweeping, sighed, but looked back at them again.  "The forgotten ones ... you mean Forsaken? Something drank of your life force? Both of you?"  He glanced around at the silent racks of lit candles, dancing their light in an unseen breeze.  "What, ah ... what is it you're needing, some form of restoration of life force?"

 
 Spoiler: OOC 
What do you do?

There's something odd about the young man asking what you need; normally novitiates don't seem to have a lot of power in offering clerical services and usually don't have a lot of strength with the five gods themselves.

As for the Drunken Snowflake, it's by reputation the most popular if not the biggest inn/tavern in Hardwalker Hall.  Not that far from here if you want to go looking for Fallschelder there.
 

 Kaelen Frost-Eater 
 A Market Square 

Although the dwarves' merchant caravan had arrived on twilight, it quickly became a hub of activity as smaller traders and shop owners appeared as though by magic to begin exchanging coin for the various commodities the dwarves had come in with.  Kaelen didn't have to go far to find someone to talk to.

The someone she ran into was a human woman named Rhodil Stormsdottir.  She was about half a foot shorter than even Kaelen's not-towering frame, stocky and powerful; Kaelen guessed her to be in her mid-twenties, and she had pale skin with almost-white, long hair kept in dozens of exquisite braids.  She was wearing well-worn mail armour with a heavy hammer looped over one shoulder.  A small, simple bronze ring hanging on a leather thong around her neck identified her as a member of the Blades Guild, a body that had small chapters across Hylkeiden, including here at Hardwalker Hall; it was some mix of mercenary band and family group, a sort of locationless clan with a little more status than the average  domobezh  adventurer had.  She had a rigid, soldier's posture and didn't seem to be relaxing.

Rhodil was initially startled when Kaelen approached her, but the bladeswoman sized her up as a cleric of the Mother and came off her guard - a little.  Rhodil kept looking up and down the unloading caravan as they talked - as if she was waiting for something or looking for someone in the flickering torchlight of the porters and dealers - but she answered Kaelen's inquiries politely enough:
"Well, it's like any town, isn't it? Four out of five inns are dives and the fifth's good but expensive enough to make you call 'shattered chains' when the bill comes.  Here, that'd be the Drunken Snowflake - biggest inn within the walls.  Good meals, not much lice in the beds.  My guild's paid to supply its security, it's not like anyone'll go kicking down the walls some dark hour and take your money off you.  Least not that way."

"Still, if it's something a bit cheaper you're after, you could try Adriga's -- it's a bed and breakfast down Gatekeeper's Alley, ask your way around the south wall, they'll direct you right to it.  I stay there myself.  Not the most comfortable of beds, but the food's good and the rabble don't waylay people there - not sure who she pays to keep trouble out, but nobody's tried to rip her off for a long time now."

"The Snowflake's just down the street there, and there's other flophouses, but none I'd recommend to a woman of the Mother."

It also occurred to Kaelen that there was another option, something she'd heard back on the road from Majakka: that clerics of the Mother were traditionally offered a place to sleep in the fortress itself if they could establish their need and no other place was feasibly available.  It was an old, old tradition at the Hall and required a direct discussion with a scion of the Hardwalker clan, but tradition was as old and telling as blood in this part of the world.

 
 Spoiler: OOC 
What do you do?
 

 Gerlin Kaisa 
 A fish-smelling part of town

 Gerlin took a moment to try to recall what she knew about this place.  It wasn't like people hadn't heard of Hardwalker Hall, after all; plenty of bards had found the idea of a great fortress standing both before the rebellion and after people returned from the Archipelago sweetly romantic.  And it was something of a military hub in the whole region.  To say nothing of the storied defence of the fortress ahead of the lifting of the siege by the Pilgrimage, about thirty years back.

There were, however, more prosaic and perhaps practical features to the place that she had heard of.

There was the Drunken Snowflake, most prosperous inn in the city walls, and if Gerlin remembered right, it also served as a hub of performance for those bards or entertainers who wanted to try their luck with the local population.

If she remembered right, there was also the Littlebird Room, a small theatre gods preserve them all, over close to the fortress itself.  She'd heard they sometimes allowed actors and players to bunk down there.

There'd doubtless be other inns and flophouses around if she asked around.

There was the Temple of the Father, which likely also served as the temple of the other four gods as well.  She had heard of Fallschelder, the local head of the faith and who was most likely the source of information for where to find leads on ... knowledge, of all kinds.  The Father's clerics were rather like that.  Likely there was at least a shrine to the Wild Man within those walls, too, though people of her faith didn't ordinarily run actual shelters or guesthouses inside city walls; the closest thing to that might have been a Mother-house, whose emphasis was more on orphans and the terminally ill.  One possibility there might have been to look into whether Dawngleam Forge, the well-renowned blacksmith of the city, was actually a cleric or priest of the Firekeeper - sometimes they had berths for visiting smiths.

It occurred to Gerlin that she  did  actually know someone in this town after all.  Or she was fairly sure of it.  Oiva "Stonefist" Shoreborn, the mountain who had taught her the art of the Red Hand, had a brother - Talvo, who (according to Oiva, anyway) was as thin and not-impressive-looking as Oiva had been wide and high.  Talvo, so her mentor had said, had been nicknamed 'Icedeep' when they were young ... mainly because he  was  thin like Alkukevaasta ice, you never knew what his depth actually was, and he was exceedingly dangerous, preferring thin, delicate weapons to Oiva's rather more ...  direct  style.

Talvo, so Oiva had said, had gotten so bored with the Chalician life that he'd forsworn the family and gone not  domobezh  but sworn to the Blades Guild, that loose affiliation of warriors and sellswords who could be found through many Hylkeiden lands (and beyond) and whose job was mainly to get paid for fighting and see to guildmembers' families in some small ways when they didn't come home.  Talvo had relocated to Hardwalker Hall, where the Guild was established long enough (and wealthy enough) to have its own guildhouse, standing quite apart from the great guild hall that covered most of the other cartels, er,  trade brotherhoods  that regulated industry inside the city walls.

 
 Spoiler: OOC 
Would you like to know more?
 
Metastachydium
Gerlin's right remained lingering half-raised as she went through her options, or, at any rate the options she was aware of. The Snowflake didn't sound like a place sized for her currently somewhat depleted funds and for all of old Greybeard's efforts, she always leaned more into the aspect of the lorekeeper than that of the performer so far as her bardic training was concerned. The temple she would have to visit, if only to honour the shrines; but this wasn't the right our for that.

Her face only lit up truly when Master Oiva's rumbling voice seeped from memory into her train of thought. Talvo. Of course. Talvo of the Blades, as much an outsider as herself, or almost as much, born of Chalice, vassal to no lord. Oiva spoke with a respect, of sorts, about him; his brother, she was confident, was going to lend a keen ear to news from back home. Abruptly, she turned around to begin tracking her footsteps back towards the gate, and fast enough to make Mule grumpy.   Oh, come on!   she grinned at the half-horse, patiently pulling them forward with both hands.   We are going to a warm place. You'll like it.   she added. Assuming, of course, that she could find the guildhouse. Although that shouldn't be an issue, she figured. She would take the road that runs along the southern wall, and jut north. And should the need arise, the Hall's defenses were well-manned. There must be guards to point her towards the right direction, even if the townsfolk was to hole up for some sleep within their homes.
DrK
      
     Njal "Stormcaller"    

Njal pauses and looks at the young initiate.  "Sorry wee fella'. Its has been a trying few days. We've lost our friends and part of 'me soul."  Taking a seat on a pew for a few intakes of breath.  "But aye, ye be right. Some beast, some creature o' power we couldnae' see sucked out our life force and clawed us badly."  He lifted his vest slightly to show the recently healed scars.  "Aye, we need something to restore our life's vitaility. Can ye' be doing something to help or shall we be heading down tae the pub?" 
 
 
  
 
 Spoiler: OOC 


Njal Cure light wands [roll0]
Ramiro cure light wands [roll1]

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  8 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey
  3 Negative levels: lost 3 spells, -3 to attacks, checks, skills, saves  


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Cygnia
The need  was  there -- but until Kaelan verified that that was no room at the Snowflake, it would not be feasible to ask for refuge at the fortress itself.  Indeed, she would try her luck at the Mother-house first if it came to that.

But she thanked the Blades guildswoman with a smile for her information, then confirmed the directions to the Drunken Snowflake before heading off.

 
 Spoiler: Statblock 

   Kaelan Frost-Eater   
F LG Human Cloistered Cleric,  Level  5,  Init  2,  HP  31/31,  Speed  30
 AC  16,  Touch  12,  Flat-footed  14,  Fort  8,  Ref  4,  Will  9,  Base Attack Bonus  2
   MW Sling (20)   +5 (1d4-2, x2)
   MW Sickle   +1 (1d6-2, x2)
 Least Crystal of Energy Assault: Acid MW Light Crossbow (40)   +5 (1d8(+1 acid), 19-20x2)
 Least Crystal of Adaptation MW Studded Leather ,    Darkwood Buckler  (+3 Armor, +1 Shield, +2 Dex)
 Abilities  Str 7, Dex 14, Con 16, Int 15, Wis 18, Cha 15
 Condition  Endure Elements (from Least Crystal of Adaptation)

Cold Endurance: You can exist comfortably in conditions between 0° F and 90° F without having to make Fortitude saves (as described in Cold Dangers, FB page 8). You also gain a +2 bonus on saving throws against cold effects. Cold Endurance doesn't provide any level of resistance to cold damage.
 
Saintheart
 Day 8, Alkukevaasta (Early Spring)
Hardwalker Hall
Twilight, 1537 
 Complication Pool: 2 of 6 
 Njal and Ramiro 
 The Temple of the Father 

The novitiate looked around one more time; the temple was quiet except for a couple of farmers over in the front rows, heads bowed quietly in prayer.  He looked back at the dwarf and the swordsage, seeming to weigh them up again.  Coming to some sort of decision, he set his broom to one side and leaned in close with them.  "I might be able to.  Fallschelder'll charge you hard for the sort of magic you're talking about.  He has to stay in his cups and he has to contribute to the taxes like everyone else.  But I can ... get access to ... a staff he's got here, in the back of the temple.  It's an old, battered thing, been here for years.  I don't know how to perform the ritual to use it, but I've read enough about how the things work - and if you can find another cleric of some kind, they can likely bring forth its power.  It doesn't have much left to it - I think it has three, maybe four drops of its former strength - but 750 gold, and it's yours.  And I know that's cheaper than you'd get for that many scrolls or what Fallschelder would charge you."

 
 Spoiler: OOC 
What do you do?
 

  Kaelen Frost-Easter  
 Heading to the Drunken Snowflake 

She was on her way down the Street of Stone, with the Drunken Snowflake off in the distance, when she saw them.

Their smocks were as grey as the stone and buildings around them.  It seemed somewhat strange that people were walking past them without looking at them, but that could have just as easily been the shadows of twilight and the fact the nearest lanterns weren't penetrating to that corner of the alley.  From this distance, they looked to be maybe ten years old - the boy - and eight years old - the girl.  They had grimy faces, dark hair, and blue eyes that looked out of the alleyway with that look of bravery mixed with fear that all children seemed to have.  There didn't seem to be any adults with them, or at least not tending right to them.

But at the same time, perhaps they had an adult around.  Perhaps there was someone from a Mother-house nearby.  Not every child in the middle of nowhere was Kaelen's concern, especially now that she had needs and concerns of her own...

 
 Spoiler: OOC 
What do you do?
 

 Gerlin Kaisa 
 Blades Guildhouse 

The experience of walking from the Fish Gate up to the east side of Hardwalker Hall was a distinct shift in smell, at least.  And a shift in money and business, too.  There were more crafters' shopfronts and minor smithies as she wandered up the streets, directed by a succession of pointed fingers (and hesitant responses, when some of them spotted the sigils circling her head.)

Ahead, though, lay what she had been told was the Blades' Guildhouse.  It was a large, two-storey structure, in red brick with no-nonsense white stone cornicework.  It had a fairly-solid-looking centre and two wings which had more the look of residential premises.  It didn't have much of the look of a fighting pit, at least from the outside, nor like an armoury.  And neither were there guards set outside ... but then if the Blade Guild's reputation was deserved, it usually wasn't getting  into  one of their guildhouses unannounced that was hard, it was getting out with all four limbs.  Or head.

There was something of an oddity, though, since a goodish proportion of the ground nearby the hall was occupied by nothing but a wide, rough-cut pyramid of some sort of obsidian.  It seemed to be part of the town; there didn't seem to be any concern about this odd monolith's presence right there, but it didn't fit with the surroundings either.

"Copper for your fortunes," came a voice from her right.  A hunchbacked old human woman with a beautiful blue scarf was sitting on a stool by a storefront; a leatherworker was closing up his doors, sending annoyed glances in the old woman's direction, but he didn't seem to be chasing her away.  The woman was addressing Gerlin, a hand out, the other gnarled hand clutching what seemed a palm-sized pouch made of sackcloth.  "Last copper of the day, kind one," she amplified.  "Twilight fortunes are best, most worthy.  'Tis the Exile's moment.  A copper for your future?"

 
 Spoiler: OOC 
What do you do?
 
Cygnia
Kaelan bit down on the instinct to immediately approach the children.  Before she left Majakka, her superior insisted on warning her about Things To Watch Out For when she came to the larger settlements.

One of those warnings was about thieves.  Not just the obvious thugs and cutthroats, but how some of the more canny ones liked to tug on the heartstrings of their prospective victims.  Like faking injuries...

...or exploiting children to do their dirty work.

Kaelan took a few heartbeats to observe the children then.  Either way, if they were being exploited or not, she was honor-bound to get them away safely  whether they liked it or not .  No child deserved to be out in the elements on a night like this.  But Kaelan had to make sure she wasn't walking into a trap...

 
 Spoiler: Action 

Taking 20 on Sense Motive (Hunch) and Spot to determine if there's anything off about this situation...
 

 
 Spoiler: Statblock 

   Kaelan Frost-Eater   
F LG Human Cloistered Cleric,  Level  5,  Init  2,  HP  31/31,  Speed  30
 AC  16,  Touch  12,  Flat-footed  14,  Fort  8,  Ref  4,  Will  9,  Base Attack Bonus  2
   MW Sling (20)   +5 (1d4-2, x2)
   MW Sickle   +1 (1d6-2, x2)
 Least Crystal of Energy Assault: Acid MW Light Crossbow (40)   +5 (1d8(+1 acid), 19-20x2)
 Least Crystal of Adaptation MW Studded Leather ,    Darkwood Buckler  (+3 Armor, +1 Shield, +2 Dex)
 Abilities  Str 7, Dex 14, Con 16, Int 15, Wis 18, Cha 15
 Condition  Endure Elements (from Least Crystal of Adaptation)

Cold Endurance: You can exist comfortably in conditions between 0° F and 90° F without having to make Fortitude saves (as described in Cold Dangers, FB page 8). You also gain a +2 bonus on saving throws against cold effects. Cold Endurance doesn't provide any level of resistance to cold damage.
 
Metastachydium
Gerlin took her time staring at the pyramid and the guildhouse alike. The latter, at least, seemed inviting enough – perhaps not so much for Mule, but she would take care of that when the need arises. She was in no hurry. A visit seemed already borderline inappropriate; it would be no less so a little while later, but nor would it be much more impolite. With a brief shake of her head, she spinned around to crouch down opposite the old woman, offering her a cordial smile.   There should be no bad blood between brothers.   she said simply, depositing a little Island-minted disk of metal in the fortune teller's waiting palm.   You carry the Exile's blessing?   she asked, leaning slightly forward, sneaking a side peek at the scarf (wherever could that be from, she wondered; the colour would go well with her own mail).

 
 Spoiler: OOC 

Deducting a copper piece from Gerlin's meager funds!
 
Saintheart
 Day 8, Alkukevaasta (Early Spring)
Hardwalker Hall
Twilight, 1537
 
 Complication Pool: 2 of 6 
 Kaelen Frost-Easter 
 Heading to the Drunken Snowflake 

Kaelen applied her senses and instincts to the situation, and found something reassuring and something even more puzzling.

The first was that it didn't  seem  the children were being looked after or used as bait or cats-paws.  Children of that age usually had to have their handlers close by, and after a slow, casual scan of the street and the buildings nearby, she couldn't detect anyone paying any more attention than usual to them.  Indeed - like many children, and especially many beggar children - they seemed practically invisible to most of the people walking by.  Although that, too, was understandable.  Some of them appeared to be simple crafters, trudging home or to an inn after a long day's work, and she spotted a little knot of about six worried-looking peasants  making quickly in the direction of the nearest gate, the one she'd come through.   Peasants who came in to work the city but didn't have homes within the walls often had shelters somewhere in walking distance of the city walls.  That six were leaving their departure very late to risk walking home in the dark, even close to the gates.

The other thing was that the children weren't beggars, exactly.  They didn't seem to be too keen to actually talk to any of the adults passing by, which was rather inconsistent with the normal behaviour of beggars.  And they didn't have the thin, drawn, near-starving look of beggars, either - no, these two seemed to be rather decently fed, or at least they didn't have the hollowed-out eyes or stick-thin limbs of beggar children either.

 
 Spoiler: OOC 
What do you do?
 

 Gerlin Kaisa 
 Blades Guildhouse 

"Who can say, lighted one?"   Lighted one  was a common enough nickname for illumians, and not too original given it derived straight from the sigils that drifted around their heads.  "Old Mersil only knows her words sometimes echo into the days to come and bring people back to her with eyes wide.  She's been this way since she was younger than thee, and she bathed in th' pool tha' th' druids held sacred.  But th' Exile she bows to, for 'e has a smile she knows."  Her grin had several teeth missing, and were clearly visible as she peered at the coin Gerlin had handed her.  "Long way ye've come, long as this copper! But still longer ye've got t' go.  Ah!"  The old woman shook her head in mock-frustration.  "Old Mersil's tongue escapes her teeth wi' age.  But given ye have, and so shall she."

The Island coin disappeared into a sleeve, and from the little sackcloth pouch tumbled a set of tiny, polished bird bones.  Mersil emptied the pouch onto the back of her hand, and then with surprisingly speed for her age, flipped the bones into the air and caught them again with the same hand, casting them onto the ground before her.  She peered at them for a long moment.  Her face shifted from genial to grave, but she then shook her head and sighed.  She turned to Gerlin again, peering with a keen eye at her.  "Old Mersil has words for ye, and take them as ye will.  Ye'll regret what ye do this night, and ye'll have a long time to do so.  Riches ye'll find, and pain, and one mixed with th' other.  Old Mersil only says this else: watch fer a woman of ice, a man of fire, and two who are no men at all."  The old woman seemed to sag as though she'd had some sort of physical exertion, though she quickly looked up and smiled again at Gerlin one last time.  "Telling's over, lighted one."

 
 Spoiler: OOC 
What do you do?
 
Metastachydium
Gerlin straightened somewhat and narrowed her eyes once Old Mersil delivered her prophecy. The process itself and the old lady's explanation of her powers were nothing short of intriguing (she would have to look into lore on that pool, time permitting), but the words themselves were…  Ominous . She made a curious face. She wasn't really after riches. Well, she  did  have need of some more coin, for the moment, but not  riches  per se. And then there was pain. She absolutely didn't need that in her life. Still, her gaze returned to the soothsayer, as did the warm smile onto her face. Whatever were to happen, Old Mersil wasn't to blame for it. Perhaps she spoke true words of wisdom god-granted; and then, Gerlin herself gained valuable insight. Perhaps she were an imposter after all; but caution would serve Gerlin well all the same and she was up for a pleasant surprise.   Thank you, Old Mersil.   she said with a nod, rising to her feet.   Have a good warm night, and a good day with the morning.   she added, taking a step backwards, before turning around to lead Mule on towards the guildhouse.  She may yet come to regret this.  But then, fate was a strange thing. And a hard thing to dodge too. She shrugged lightly, without even noticing she did so. And on she walked.

 
 Spoiler: OOC 

A few passive checks to see if she knows the polite way to address Blades Guild folks at an unreasonable late hour:
Knowledge (local):  (1d20+6)[ 13 ] 
Bardic Knowledge:  (1d20+10)[ 25 ] 
Clerical Lore:  (1d20+8)[ 19 ] 
 
Cygnia
Kaelan nodded to herself.  Her vows to the Mother would not let her leave for the Snowflake until she made sure the children were indeed safe and all right. Carefully, she strode over to the alleyway.

   "Hello, young ones,"    she began politely, again letting her holy symbol be seen.  She dropped to a knee so as not to tower over them.     "If I may ask, where are your parents or guardians this night?  Is everything well?"   
 
 Spoiler: Statblock 

   Kaelan Frost-Eater   
F LG Human Cloistered Cleric,  Level  5,  Init  2,  HP  31/31,  Speed  30
 AC  16,  Touch  12,  Flat-footed  14,  Fort  8,  Ref  4,  Will  9,  Base Attack Bonus  2
   MW Sling (20)   +5 (1d4-2, x2)
   MW Sickle   +1 (1d6-2, x2)
 Least Crystal of Energy Assault: Acid MW Light Crossbow (40)   +5 (1d8(+1 acid), 19-20x2)
 Least Crystal of Adaptation MW Studded Leather ,    Darkwood Buckler  (+3 Armor, +1 Shield, +2 Dex)
 Abilities  Str 7, Dex 14, Con 16, Int 15, Wis 18, Cha 15
 Condition  Endure Elements (from Least Crystal of Adaptation)

Cold Endurance: You can exist comfortably in conditions between 0° F and 90° F without having to make Fortitude saves (as described in Cold Dangers, FB page 8). You also gain a +2 bonus on saving throws against cold effects. Cold Endurance doesn't provide any level of resistance to cold damage.
 
Novabomb
 Ramiro Sanda  (hands over 750)
 We will take it, thanks. 

(Gives a minute of Prayer to the Firekeeper and the Exile)

(Leaves the temple)

To Njal:
 Lets see if we can find a priest with the needed knowledge, that is not DRUNK. 
Saintheart
 Day 8, Alkukevaasta (Early Spring)
Hardwalker Hall
Twilight, 1537 
 Complication Pool: 2 of 6 
 Njal and Ramiro 
 Temple of the Father 

The young novitiate produced the staff from a back room in the temple.  The staff itself was about five to six feet long, made of a pale white wood that Njal recognised as  attermandas,  a wood shaped and drawn from the slain forms of the predatorial plants known colloquially as 'assassin vines'.  Assassin Vines were near-extinct across the world now; few had survived the sudden change in temperature when the world was whitened, and on the Archipelago the press of human civilisation had all but eliminated them in the temperate climates as well.  Interestingly, though, Njal could tell from the particular shape of the wood's swirling grain that  this  staff hadn't been produced all that long ago ... which didn't fit with the near-extinction of the species.

As for the novitiate, he took the bag of gold Ramiro provided with trembling hands, tying it to his belt.  Then, with a grin that belied the angry eyes and brows of his face, he took the broom he'd been using, broke it over his knee with one great swing.  "Thank you," he said.  "Now I can go and get my sister and we can leave this cursed land."  And he began to stride out.

 
 Spoiler: OOC 
What do you do?
 

 Kaelen Frost-Eater 
 Heading to the Drunken Snowflake 

The children shrank back from her when she first approached them, but when they saw her holy symbol seemed to calm.  Which suggested that they at least had some education to know the Mother's sigil.
"No," said the older one.  The girl glanced around again.  "We got away from bad men.  We're really hungry.  The bad men might be looking for us.  Can you take us home? We live in Luhanja..."

Kaelen knew enough about Hardwalker Hall and its immediate surrounds to recognise the word.  'Luhanja' was the name of a small settlement - barely the rough size of a hamlet - one of many which the Hardwalkers protected.  It lay some miles south of the city.  Like most large towns, much of Hardwalker Hall's supplies and goods came from the small, isolated holdings and steadings that peppered the landscape in a twenty mile radius of here.  Luhanja was one of them, maybe held in fief by some minor vassal to Lord Rowan Hardwalker.  Either way, it was a bit of a hike, though Kaelen would have to ask around for more information abefore striking out for the place without directions - if she was minded to take that responsibility on.

 
 Spoiler: OOC 
What do you do?
 

 Gerlin Kaisa 
 Blades Guildhouse 

It seemed that Gerlin's luck was still with her.  The guildhouse - so the doormen told her - was on the verge of closing for the night, but since she was polite, not immediately apparent as a threat, and had curious sigils drifting around her head, the stocky journeyman guildsman who met her rubbed the bronze ring hanging on its leather thong around his throat and took her up to Talvo's chambers.  The guildhouse had more the look of a hotel, at least those parts of it she saw on that first entry - although she could hear the ring of steel and the sound of feet scraping on sand somewhere down another corridor.  But the journeyman guildsman didn't seem worried about the noise of combat, so neither did she.

Indeed the ease with which she'd gotten into the place was puzzling, at least until one entertained the thought that getting  into  a large building full of heavily armed mercenaries wasn't the hard part, it was getting out with all limbs intact that was.

She met Talvo in a sitting room.  Illuminated by an array of long candles, it had fur rugs from several large wolves from the look of it, a preponderance of steel weaponry on the walls, and a curiously large array of stone sculptures running the gamut from realistic to almost impressionistic.  One statue, a green-grey stone polished to look as if it were some sort of curling wave, Gerlin was fairly positive was actually elven in origin ... insofar as she could guess.  The slavemasters' art forms, of which there were few surviving pieces, were something almost alien to even the illumians, who arguably had been closest to their masters.

Talvo proved as thin and lean-looking as he was reputed to be, and while the white hair likely had a few strands that were clearly those of age, he had the same penetrating gaze that Oiva had, and his body had the dangerous combination of lean and wiry that indicated he could use the thin blade belted at his hip.  He wore a simple black tunic embroidered in curling gold rope at the edges, with the Guild's bronze ring on its thong around his neck.  He paced into the room with hands behind his back, standing evenly with his feet shoulders-width apart more than arms-length away from her.
"You would be Gerlin Kaisa, I take it," said Talvo.  A quiet, mild voice, again a contrast to Oiva's more direct form of address.  It seemed all the brothers had in common was their eyes.  "And what business do you have with the Guild of Blades, Gerlin Kaisa?"

 
 Spoiler: OOC 
What do you do?
 
Metastachydium
Gerlin did not expect to leave the guildhouse in more than one piece; the journeyman was decidedly less than threatening and it took her no effort to stay equally pleasant and thank him profusely for the assistance rendered. Still, as she was about to drift closer to that one statue so ominously  Elven  in style to be surprised by the just as ominously calm host as he entered the room, she had the shadow of a second thought surface in her mind for a moment.

But the moment passed, and the illumian straightened herself, her best smile spreading out on her thin face.   Greetings, sir; a pleasure to meet you.   she said, the brief bow of her head doubling as a nod confirming her identity, before she would take a better look at him.   You  really  don't look anything like him.   she spoke up again cheerily, almost as if she were suppressing a chuckle. Her body began to shift back somewhat, into a wider stance, and she stuck her chest out, raising her right up, bending the elbow, all the way to  nearly  behind her head, as if stretching.  Open up to the foe; invite them to strike. Raise and twist the arm; raise and twist the blade: lend it strength and weight.  Just as Stonefist taught her.   But those are Master Oiva's eyes. I came to see you.   she continued, relinquishing the stance and crossing her legs.   Nice collection, by the way.   she motioned towards the statues with a finger, to then clasp her hands behind her back, as if mimicking Talvo – and to resume smiling.
Cygnia
Kaelan's heart broke at the hunger in the children's faces.

   "'Twould be too dangerous to leave the walls and travel at night, little one.  But food and board, that I can provide.  Come with me to the inn.  I'll get us supper and a room for the night -- and you can tell me more about these men and what happened.   I am Kaelan. What are your names?"     Kaelan spoke gently. offering the children an encouraging smile.      By the Mother, whoever did this to them needs to pay...    
 
 Spoiler: Action 
Willing to take 10 on Diplomacy if that will help
 

 
 Spoiler: Statblock 

   Kaelan Frost-Eater   
F LG Human Cloistered Cleric,  Level  5,  Init  2,  HP  31/31,  Speed  30
 AC  16,  Touch  12,  Flat-footed  14,  Fort  8,  Ref  4,  Will  9,  Base Attack Bonus  2
   MW Sling (20)   +5 (1d4-2, x2)
   MW Sickle   +1 (1d6-2, x2)
 Least Crystal of Energy Assault: Acid MW Light Crossbow (40)   +5 (1d8(+1 acid), 19-20x2)
 Least Crystal of Adaptation MW Studded Leather ,    Darkwood Buckler  (+3 Armor, +1 Shield, +2 Dex)
 Abilities  Str 7, Dex 14, Con 16, Int 15, Wis 18, Cha 15
 Condition  Endure Elements (from Least Crystal of Adaptation)

Cold Endurance: You can exist comfortably in conditions between 0° F and 90° F without having to make Fortitude saves (as described in Cold Dangers, FB page 8). You also gain a +2 bonus on saving throws against cold effects. Cold Endurance doesn't provide any level of resistance to cold damage.
 
DrK
      
     Njal "Stormcaller"    

Njal looks at Ramiro, a nod of thanks and a promise of " we'll settle the cash later"  in his dark craggy gaze. As the novitiate smashes the broom Njal stops to grasp his hand.  "Blessing o' the gods lad. Ye are a good 'un" " before he and Ramiro head outside. Looking at the staff Njal runs his hand down the wood,  "Strange eh.."  he mutters  "An assassin vine, a nasty wee thing. Plant the be eating people if ye believe it. But all should be dust now but this one ain't. Where did the father find such a thing eh?" 

Clutching it he tries to understand its properties, a ferverent prayer to the mountains  "Aye, please gie' me a chance to restore what was lost eh." 
 
 
  
 
 Spoiler: OOC 


Detect Magic and
Spellcraft  (1d20+2)[ 11 ] . Although its a staff and the spell is on the druid spell list should be able to access it thankfully.


   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  8 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey
  3 Negative levels: lost 3 spells, -3 to attacks, checks, skills, saves  


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 
 Spoiler: Sorry about the delays 
...it's been a hell of a Christmas season so far.  I'll be around over the break and into New Year, but I've just been drained out at work and just got all this done.  Sorry it took so long to update!
 

 Day 8, Alkukevaasta (Early Spring)
Hardwalker Hall
Twilight, 1537 
 Complication Pool: 2 of 6 
 Njal and Ramiro 
 Outside the Temple of the Father 

Njal did give the staff his earnest consideration.  However, it wasn't uncommon for items of the Five Gods to react ... standoffishly ... to the insight of those who followed the Spirits of the world.  Though he could sense the surging of power through the staff that signified its healing power, the precise dweomer he couldn't place; there was too much of the Father's radiance in it to tell precisely what spell it was, although there surely seemed to be three iterations of the dweomer still remaining in the item.

No, it would take either more investigation or finding a cleric of the Five Gods to work out how and if this item could be activated.  Although at least they'd secured something that could - likely - restore their lost lifeforce.

Night was falling, and it was time for the two tired adventurers to make some choices about whether to retire for the evening to their house, or look around for more assistance.  Fallschelder, of course, would be at the Drunken Snowflake apparently, but perhaps he wouldn't be the only cleric in town or able to see what this item actually was.  Or they could go and look for a warm fireplace and a decent meal, which an inn would surely have.

 
 Spoiler: OOC 
What do you do?
 

 Gerlin Kaisa 
 Blades Guildhouse 

Her little set of movements drew one of the corners of Talvo's lips upward.  Or at least it  looked  like a half-smile for the few seconds it was on Talvo's face.  "Five Gods protect you if Oiva's been teaching you how to stumble around a battlefield," he said, after a moment.  "But then you don't really seem to be the type he'd normally take on.  My brother was rather better at teaching hacking and hammering to rather ... wide ... types, Gerlin Kaisa, and that certainly does not appear to be you.  So that still leaves me with the same question, Gerlin Kaisa.  You're not here to pass a message.  If Oiva wanted to talk to me he would come in person.  And that's leaving aside this," he said, with a quick, flickering finger making a circle in the air near his forehead, indicating the sigils floating around hers.  "Not many Illumians out this way.  You're not from Abthek Duskwatcher's cabal out in the Spear, of course, which means you're outlander,  domobezh  to this part of the world I take it.  Rather odd for an adventurer to come all the way up the Bay of Seals just to join the Guild of Blades.  You haven't come here just to admire my collection, have you?"

 
 Spoiler: OOC 
What do you do?
 

 Kaelen Frost-Eater 
 The Drunken Snowflake 

The girl's name was Jakki; the boy, Kal.  Their last name - they were siblings - was Luhanjaläinen, which of itself seemed common enough since it basically meant 'of Luhanja' in the local dialect.  She was ten and the boy was eight years old.  And they nodded quickly when she offered to take them in for the night.

The next stop was, of course, the Drunken Snowflake.  The shingle hanging outside the place was half-black with age but the gorgeously-painted image of a snowflake bent in half over a keg of beer was still clear and visible on it, and the wave of raucous noise from within was its own identifier.

Aside from the noise, a geyser of warmth, smells of smoked fish, roasting deer, and expensive tobacco washed over Kaelen and the children as she stepped into the inn.  High, thick candles stood all around the room, throwing orange and yellow light across brown-tinted shadows.  The common room of the inn was a good fifty feet across at least, and round tables were dotted across it like lichen on granite.  A bar stood on a massive stone plinth at one end of the rectangle of the room, with a couple of halfling bartenders running up and down its length attending to the patrons.  There was a great melting pot of people here: whalers, fur-clad merchants, carpenters, stonemasons, fishermen, huntsmen, a stinking tanner a few feet from Kaelen, what looked like a steward, guardsmen off duty, tinkers, and even a few peasants in plain old smocks sagging over tables and beers.  The bar had so many people on it that it seemed to be a fence made of people as pales.  Somewhere behind the bar stood a kitchen, glimpsed only as serving staff bashed in and out of the door, unloaded and loaded with food respectively.

A blonde, blue-tattooed waitress scurrying back from one of the tables with an empty platter in hand noticed Kaelen, taking in her holy symbol and the two children in tow at a glance.  "Rooms are full," she half-shouted above the noise of conversation when Kaelen asked the obvious question, "but there's a few meant to be leaving in the next hour or so, if y' want to wait a stretch down here.  I'll keep an eye out for them leaving and move ye up.  Do ye want something to eat?"

 
 Spoiler: OOC 
What do you do? You could wait down in the common room with the kids for a room to come up, maybe get something to eat at the same time, or skip it here and go look elsewhere in the settlement for board.
 
Metastachydium
Gerlin pressed a cold, thin palm against her own nape and pursed her lips. The half-smile, quick as it were to pass, was a good sign. And Talvo was right: she was here to talk.   Well, that is correct. I didn't even know you  had  a collection.   she admits.   But a  domobezh ? I'm not what  I 'd describe as one. In fact, it's worse than that.   the illumian said, her serious face lighting up again with an almost mischievous smile.   I'm an Islander.   She spread out her arms somewhat to give herself more space to gesticulate.   I'm also in something of a delicate situation.   she began to explain.   Difficult, even. Master Oiva…   she went on, drawing quick circles into the air with a finger,   He was a real godssend. You know him; he all but told me he'd train an  elf  if the elf paid. Well, not a literal elf, but…   she stopped to wave the thought away.   The thing is, I know this place as well as a map or, say, one of those insipid treatises in the Chalician libraries, but that's not like I've always lived here or my ancestors always lived here, see what I mean? I'm kind of lost most of the time.   she confessed.   And few tell me that, but I think people find the sigils offputting. I could turn them off, of course, as in, I could turn them off right now if you mind them, but that makes me feel like my head is full of thick, wet, sticky paste.   She lowered her hands again.   It's fine, though. Learning's what I do and I learn fast. But sometimes it's hard.   she went on with a few quick nods, mostly to herself.   Anyway. I didn't mean to end up  here ; I was headed westwards, to Gullcry, but that damn ship died on me at Majakka and now there's some blockade in the bay and I had to pay this fisherman  hard  to get somewhere civilized…   she paused for a second, and a little, almost amused smile appeared on her face as she looked up at the ceiling and then at Talvo again.   And I'm rambling. Long story short, my plans did not work out, I've just arrived here, it's getting dark and I'm a little short on funds. You are the closest thing to someone I  know  in all Hardwalker Hall.   Gerlin's smile broadened as she clasped her hands behind her back again.   I'm not asking for money or… Anything, really. But I could use some advice.  
Cygnia
   "That--"    Kaelan began, offering the server a grateful smile.     "--would be most appreciative, thank you, yes.  And yes, we will be dining too.  I'll have whatever your special is.  Children?"     She turned to ask them what they wanted to eat.  They were here now.  Mother willing, a room to sleep would become available.  Still, letting the children sup in a place of (hopefully) relative safety and warmth could only be a good thing first even if they did have to look elsewhere afterwards.
Saintheart
 Day 8, Alkukevaasta (Early Spring)
Hardwalker Hall
Twilight, 1537 
 Complication Pool: 2 of 6 
 Gerlin Kaisa 

Talvo's eyes didn't shift from Gerlin's face as she gave her rough story, only adding a nod when she paused.  "Well, the first piece of advice I'd have is to not bother with Gullcry.  The place is a ruin.  They'll be decades still rebuilding after the Pilgrimage, and the land has a shadow on it that's outlasted the fall of Savarlos.  As for more germane advice ...  if it's work you're looking for, there's plenty to be found hereabouts.  The city's under the sway of trade guilds for the most part, but they need the odd  domobezh  to make more dangerous errands, and even the Hardwalker Clan isn't averse to bringing in adventurers if the need is great.  This guild doesn't work like the others - we don't force membership to those who wield weapons inside the walls, we are simply ... more reliable.  And more of a home for men and women who want to make their way in the world by the path of blood and silver.  As for even more practical concerns, if you want a soft nest for a little spell while you dry your water wings and get your bearings, the Drunken Snowflake's not cheap, but it  is  secure.  You'll not likely have to worry about the innkeeper knifing you in your bed like one or two places we know down the south end.  If you like, we can head up there for dinner.  I can pay for both our meals, and you can tell me more, Gerlin Kaisa, about how someone with an education managed to swindle my brother into teaching her how to duel ..."

 
 Spoiler: OOC 
What do you do?
 

 Kaelen Frost-Eater 

The children asked for simple meals of fish and white potato, and the waitress moved off with a nod.

The three of them settled into a corner booth not far from the door.  The wait gave the cleric a little more time to scan the common room.  Although most of the room seemed the normal riotous collection of people blowing off steam or hungrily tucking into dinners either alone or in company, there were a few people who caught her eye.

Off to one side of the bar, a big, red-bearded man was drinking from a well-worn tankard in a fairly determined manner, not looking to either side of him.  There were sour looks directed at him from others in the place, but nobody appeared too keen to interrupt his consumption.  And perhaps the oddest thing about him was the dark grey scarf tied around his forehead, which was a symbol usually worn by a cleric of the Father.  And not usually seen in these sorts of premises in general.

At one of the tables on the far side of the room, a young, dark-haired woman in a long, severe but expensive black dress tied off with a red sash was sitting at another table with a venomous-looking smile on her face, talking to two mail-clad men who appeared to be dressed in the uniform of the local guard, given she'd seen that same set of accoutrements on arrival.  Kaelen would have to get closer to catch their conversation, but they seemed to be arguing with her about  something,  but the woman didn't seem in the least concerned about the gesticulating hands, annoyed expressions, or forward tilt to their bodies.  She was sitting with her hands folded in her lap, listening casually to them.

And it was as Kaelen's gaze drifted to the door of the inn that she realised she was being watched.

There was a big, heavyset man, maybe in his forties, with unshaven cheeks - maybe some sort of blacksmith, or tanner - standing at the door of the inn, where he'd apparently just entered.  He was looking straight in her direction.  And when she met his gaze, he immediately turned and pushed his way out the door of the inn, disappearing.

 
 Spoiler: OOC 
What do you do?
 
Metastachydium
Gerlin opened her mouth for a short moment to explain that what Talvo was trying to warn her about, Sealight, the shadow and ruin, constituted the exact reason why she headed out for Gullcry, but as tired as she suddenly felt, she realized that such an interruption would only serve to sidetrack the conversation. And so she listened on, with obvious interest, for those were indeed answers she could use.

The man's final suggestion, at last, drew a surprised, quick blink from her and made her smile, if possible, even more warmly grateful. Food in good company was another thing she could use.   Thank you, Master Talvo. I'm very not going to say no to dinner. This has been… A day.   she tugged at her braid and narrowed her eyes briefly.   I'll find a way to return that courtesy. Somehow. Once I'm back on track.   she added, her nods betraying firm conviction.
DrK
      
     Njal "Stormcaller"    


Njal looks at the stick, and smiles at Ramiro.  "Shall we had back to our house Ramiro, we can get a warm fire and a bed for the night and then we can find a cleric that don't be drunk in the morning?"  If Ramiro agrees he'll head back to their house and curl up in his blankets after setting a fire to warm their tired and drained bones.
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  8 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey
  3 Negative levels: lost 3 spells, -3 to attacks, checks, skills, saves  


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 

 @Saintheart: If its a staff or wand and the spell is on the druid list would I know how it works automatically? 
Novabomb
 Ramiro Sanda 
 Sounds like a plan 
Cygnia
Seeing one of the Father's workers -- and the expressions of those looking at him -- well, it wasn't Kaelan's place to judge.  Not knowing any of the inner goings-on of Hardwalker Hall and the people in it, there might be a story indeed.  But now wasn't the time nor place to be a hen looking for juicy gossip.  The same, too, could be said of the woman arguing with the guardsmen.

But the heavyset man who was  looking  at her -- and who immediately turned around and left when she caught him staring...    that's not normal.    

Kaelan wasn't vain enough to think the man had any sort of romantic interest in her.  Was it her holy symbol that he had issue with.      Or is it  me ?  I know no one here...      Kaelan's brow grew troubled, wondering if, by some odd circumstance, somehow he DID know her or her quest.      That's fool's thinking, girl.  That only happens in tales by the fireside...    

She shook her head as if to clear it.  Seeing to the safety of the children took precedence. And it would be fool's doing to follow after a stranger in a strange settlement at night.

Still, something to be wary of, just in case.

Kaelan turned back to her meal.
Saintheart
 Day 8, Alkukevaasta (Early Spring)
Hardwalker Hall
Night, 1537 
 Complication Pool: 2 of 6 
 Ramiro and Njal 
 The house 

Trudging back to their little hut on the north side of the citadel, man and dwarf at least were met with one pleasant surprise: the hut was still standing, and the journeyman builder, Aimo Virtanen, had stopped by to make at least interim repairs to that part of the roof which had been left open; there was a heavy, beige piece of canvas blocking the hole which had fastened securely with pegs and good-quality twine.  The journeyman wasn't there but had left a note scribed in careful strokes of some sort of pencil on a piece of parchment:  Come by the builders' guild when you're back and ask for me.  Materials are ready but needs preparation (slimming down as discussed).   The two of them remembered this as the experimental technique the builder had wanted to try with some help from Njal to thin a thick piece of wood to bladelike thinness.

Nothing else seemed to have been disturbed (not that there was much to be taken from their house anyway.)  So they could settle down for the evening and rest at least without the immediate threat of death or disembowelling from local pedestrians.  It was still early evening, though, and the sounds of night activities still swelled from south, toward the city centre.

 
 Spoiler: OOC 
What do you do?

(DrK: I forgot that the way staves work mechanically, whilst you can activate the staff and know how it works, you still have to ID the spell that's in it - which failed because he missed his Spellcraft check.  So you just need to find someone to ID the spell.)
 

 Gerlin Kaisa and Kaelen Frost-Eater 
 The Drunken Snowflake 

Kaelen, of course, had noticed the Illumian walk in; red sigils floating around someone's head was enough to draw glances from the whole room, but just as interestingly, those glances quickly found other places to be when the person accompanying the Illumian followed her in.  But the thin man in gold-trimmed tunic was met enthusiastically enough by the waiter who came to the door, and Kaelen put together both that reaction and the bronze ring on its thong around his throat - he must have been a guildsman, maybe a guildmaster, of the guild that provided security to the Drunken Snowflake.   Those  two certainly got a table fast enough, in what seemed to be a good spot, more than a chill's distance from the door.

Gerlin took in most of the details of the Snowflake in a gestalten flicker.  Smell of smoked fish, old beer, some tobacco in the air.  Flickering orange light and candleflames; drift of old smoke in the rafters like incense to the Firekeeper.  Near-roar of conversation and clatter of cups, though the conversation dimmed in a ten to fifteen foot radius around Talvo when he walked by.  She was fairly sure the effect wasn't magical in origin.  Planed and sanded feel of the wooden table and chairs that she and Talvo were sat at ahead of the waitress going to find out what the specials were.

Some sights and sense impressions stood out, though: a red-bearded drinking man with the Father's scarf at his neck, propping up the bar; a frighteningly-attractive women in a black dress sitting with two surly companions at another table ... and a cleric of the Mother in a corner booth with two little children next to her.

"That's Fallschelden, preceptor of the Temple to the Father," said Talvo into her thoughts, nodding at the red-bearded man.  "He's here a lot.  The woman in the black dress is Orissaina vel'Maris, one of the more ... influential guilds in the city, though you won't find a stall for them at Traders' Hall."  He exchanged a shallow nod with the woman from across the room, but Gerlin was close enough to him to detect something akin to a look of mild disgust cross his face, albeit it was gone in a second.  Talvo shifted his gaze to the cleric in the corner with the two children.  "Interesting.  Not sure why she'd be in here.  The Mother-house on the south side isn't exactly rolling in money, but it has enough space and food that they don't need to go palm-baring in places like this.  Don't recognise her anyway, she's not one of the local crowd."  A clay pot with fine stone cups arrived.  "Ah.  Tea?"

This was about the time that the man who had left earlier after meeting Kaelen's gaze returned.  He came in through the same door he'd departed from.  With two more companions, also male, also similar fortyish in age, also unshaven, and also with the same interested look in Kaelen's table...

 
 Spoiler: OOC 
What do you do?
 
Metastachydium
Gerlin took in the sights and smells, not to mention Talvo's words, full of helpful insight, with quite the enthusiasm, and indeed enough of it that she barely noticed the brief stares she drew upon entering the establishment. The Snowflake seemed quite the pleasant and friendly place, even after the respect Talvo quite evidently commanded and which (this much she realized) rippled out far and wide enough to encase her as well in a safe bubble of attention and hushed voices was discounted. Nodding along with unfeigned interest she couldn't help but muse upon what a pity it was that she couldn't afford to spend more than a night or two in the inn. Of course, it would spoil her rotten, all the comfort.

Still, just then, she was willing to indulge; it wouldn't last anyhow.   That sounds lovely.   she smiled at the man once again.   The tea, I mean. I wonder what's it made of.   the herbalist in her had to add, just as she glanced at the other patrons once again, contemplatively.   It would seem that I understand even less of this place than I used to figure.   she continued, sniffing the air softly, trying to catch the scent of the tea.   Here's  this place  and these people, for instance.   she flashed a quick glance at the two clerics.   I didn't know the Mother's clergy had a thing for travelling. Or, the Father's for…   she paused, trying to find a polite way to put it.   For that.   she motioned, at last, discreetly in Fallschelder's general direction.
DrK
      
     Njal "Stormcaller"    

Collapsing on the bedoll he tosses the stave down beside him and looks at Ramiro.   "The stick be resisting me. We will have tae find a lass or lad tae help me with it in the morning once we have slept and rested."  He pauses to think,  "I not be sure which priest or priestess we seek out, Verglas would have been able to help but with her gone now it will be harder. " 
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  8 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey
  3 Negative levels: lost 3 spells, -3 to attacks, checks, skills, saves  


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Cygnia
    ...this isn't good...    
    "Children, don't look directly at the front door...just tilt your heads slightly and look out of the corner of your eye."     Kaelan spoke in a low voice, keeping her tone steady.  The last thing she wanted to do was to spook the children.      "...but do you recognize any of those men who just entered?"    

This was a public place.  Rationally, no one should dare to attack her here.
Saintheart
 Day 8, Alkukevaasta (Early Spring)
Hardwalker Hall
Night, 1537 
 Complication Pool: 2 of 6 
 Gerlin Kaisa and Kaelen Frost-Eater 
 The Drunken Snowflake 

"Neither does he," said Talvo, quietly, setting his cup down.  (The tea had curious aromatics, part of Gerlin's brain calculated.  There was a hint of the usual greenhouse-variety Sothilis, but some other herb was mixed into it as well.  What exactly was probably a question for the cooks working away in the back room of the inn.)

Talvo had steepled his hands.  "Fallschelden's not exactly the most sociable of people, but neither was he a drinker until ... oh, maybe three weeks ago.  It's putting more pressure on the novice he's got back up at the temple.  As for the Mother-house ... ah.  What have we here?"  He was looking at the table with the cleric of the Mother.

The two children, on seeing the men at the door, shrank back into their chairs, eyes going wide.

Which roughly coincided with the three men walking over to Kaelen's table.  She couldn't see any weapons immediately visible, but their grim expressions were threatening enough.  The one she'd seen twice now leaned over, putting big, beefy palms flat on the table, looking at her.  "Y' need to turn those children over t' me,  domobezh. "

 
 Spoiler: OOC 
What do you do?
 
Metastachydium
Gerlin, still warming her right hand on the cup, reflexively grabbed the edge of the tabletop with her left and shifted backwards, the feet of her chair screeching on the floor. She frowned, in confusion and concentration. Her conscious mind rejected, immediately and hard, the first instinctive conclusion she reached. That couldn't be. No one would do that. Not even up here. And definitely not  in  here.   What have we?   she parroted Talvo. Her mouth stayed hanging slightly open as she tried to process the scene – and that thoroughly suppressed alarm kept drumming on, muffled, from the deep.

 
 Spoiler: OOC 

A vain attempt at Sense Motive:  (1d20+3)[ 15 ] 
 
Cygnia
Kaelan thought she would be more scared.  Men, large men, boxing her in.  Threatening her.  Thinking that they were entitled to everything that they demanded of.  That the very world revolved around them and their wants.

It was exhausting.  And Kaelan had had her fill of it for far too long in her life.

   "I will not, saer.  Certainly not to some grunt who caused their distress in the first place."    Kaelan's voice remained calm, eying the one who "addressed" her with coldness.  She took hold of each child's hand.    "They are under my protection -- and that means that they are under the Mother's protection.  Leave us be or know Her judgement."   
Saintheart
 Day 8, Alkukevaasta (Early Spring)
Hardwalker Hall
Night, 1537 
 Complication Pool: 2 of 6
 
 Gerlin Kaisa and Kaelen Frost-Eater 
 The Drunken Snowflake 

Gerlin Kaisa was fresh off the fish boat - quite literally - but it didn't take that much to divine at least some of the heavyset men's intentions.  The way the cleric at the far table took hold of the children's hands also gave a clue as to what was afoot there.  They obviously wanted  something  from the silver-haired cleric, and the fierce look on her face combined with the children's grasped hands suggested ...
"It seems someone's opening negotiations," murmured Talvo.  Which was interesting in itself, since a murmur shouldn't have carried above the noise of conversation.  It took only a flickering glance to Gerlin's dinner companion to note that the thin man was steepling his hands on the table and had tilted his body back, just so, the very picture of relaxation ... but a picture that concealed he could kick away from the table and be on his feet with a single push, especially given he'd shifted the long, thin blade at his hip so it wouldn't catch on the table's edge if he had to stand up.  "From perhaps a somewhat superior bargaining position," he added, quietly.

At Kaelen's table, the heavyset man didn't take his palms from the table.  He snorted, and smiled, leaning just a tad closer, making the children shrink back against Kaelen's sides.  " Domobezh , the only one who'll be facing judgment around here'll be you if you don't hand them over.  We're their carekeepers in this town.  We can either do this here and quietly, or you can try and ... resist.  And if you don't wind up with your head cracked open here, you won't get more than two streets away from here before we bring you down outside.  So.  You going to do the right thing or what?"

 
 Spoiler: Kaelen 
At least from her limited experience of the world, there didn't  seem  to be an obvious lie in the suggestion that the men were the children's carekeepers, though the situation still didn't immediately make sense to her.  And their intent - all three of them - still read as fairly hostile.
 

 
 Spoiler: OOC 
What do you do?
 
Metastachydium
Gerlin's mouth closed. Talvo and her own eyes couldn't be wrong at the same time, and, as a matter of fact, she was ready to trust Talvo's understanding of the unfolding events no matter how she would have  liked  to see them as. This was outrageous. She let go of the cup and keeping her gaze fixed at the priest's assailants, she began to rise, clumsily banging a shin against a table leg.
Cygnia
    "By all means, saer, if there's any validity to your claim, we'll send word to the authorities  right now  to hear it!"     Thugs took advantage in decent people's tendency to stay polite and quiet...

...so Kaelan kept her voice raised in order to make sure these brutes no longer had that advantage.  That the people in this inn  had  to hear what was going on and call on the authorities to intervene and protect Jakki and Kal.

    "Indeed, I'm sure that they would be  very interested  in hearing from these children how they came to be in this town in the first place -- and your role in it.  To say nothing of you threatening a church worker with violence because you refuse to accept the word 'NO'..."    

Her heartbeat thundered in her ears.  And, though Kaelan had no proof yet...      ...Mother, stand by Your servant against these enslavers of children...    
Saintheart
 Day 8, Alkukevaasta (Early Spring)
Hardwalker Hall
Night, 1537 
 Complication Pool: 2 of 6 
 Gerlin Kaisa and Kaelen Frost-Eater 

The one with his hands on the table maintained his ugly, twisted smile on his face.  "Nice try,  domobezh,  but I don't think you--"
"Toggs," said one of the other thugs, putting a hand on the man's shoulder, nodding across the room.

Kaelen took the half-second to glance around.  She had at least achieved part of her aim.  A decent fraction of people in the inn had turned from their drinks and were looking in their direction.  (Albeit not the red-bearded cleric of the Father, who was still staring straight ahead when he wasn't sinking another drink.)  The attractive-looking woman was looking at their group, frowning as if in intense thought.

But the three thugs were looking at the thin man in black with gold trim, with the bronze ring around his neck.  (Next to him was, of all things, an Illumian - as could be clearly seen by the red sigils floating around her head, albeit that one half-stumbled as she got up from her chair, banging her shin against the table.)  The thin man had stood almost silently from his chair and was walking towards her table, effortlessly, almost gliding.  The thin blade at his hip hardly moved.

Even then 'Toggs' and his two companions looked not completely dissuaded - but the thin man in turn glanced left and right, and seemingly out of nowhere two more men with bronze rings hanging around their necks appeared from out of the crowd.

Kaelen could hear Toggs' hiss of frustration.  The heavyset man turned to her one more time: "We'll be seeing you,  domobezh.   Count on it."

And the three men straightened, turned, and made for the nearest exit.  A chill breeze cut the room as they opened the heavy door and then closed it behind them again.

Another glance from the thin man, and the two men he'd summoned drifted back into the crowds.  He was now near Kaelen's table, hands folded behind his back, and the cleric had a chance to look him over properly.  Short-ish man; thin with a dancer's frame and musculature; long silver hair; thin blade belted at the hip.  He gave a nod of introduction to Kaelen, although his gaze was also flickering over the two children squeezed in at her sides.  "My apologies for interrupting your meal, ma'rm.  I am Talvo Shoreborn.  This," -- and he inclined his head to the Illumian's position without even looking to see whether she was there, "is Gerlin Kaisa."


(Gerlin had managed to move up in Talvo's wake.  Exactly what force had moved her so was unknown.  Sometimes it felt as though someone were watching events and moving her around without her direct, conscious instruction to do so.)

 
 Spoiler: OOC 
What do you do?
 
Metastachydium
Gerlin felt suddenly somewhat foolish about figuring there would be…  An altercation  mere moments ago. Granted, her notion of what just perspired remained somewhat vague: it seemed that whatever strange air lingered around Master Talvo had an even more palpable effect on her than the thugs he chased off with such effortless ease.

For lack of a better idea (and the time being), instead of speaking up herself, she merely raised a timid hand in greeting, flashing a sunny and only slightly confused smile at the cleric and her wards. Perhaps, she wondered, she should bring up her own affiliation with the clergy of the Five – but it could wait, she concluded just as quickly. Master Talvo viewed this as official business, or so it appeared to her, and she had no business of her own interfering with that.
Cygnia
The immediate threat was gone, but Kaelan still trembled, body tense for this Toggs and his crew to return at any moment. She rose from her seat and bowed her head deeply in thanks.     "You and your people--"    And the priestess nodded towards Gerlin and the other two bronze-ring bearing men (    Blades -- they're Blades    ) back wherever the crowd in acknowledgement.     "--have my gratitude, Master Shoreborn.  I am Kaelan Frost-Eater, from Majakka.  And this is Jakki and Kal..."    She gave the children's hands each a reassuring squeeze, biting back the sigh that wanted to escape.

   "...I met them outside -- they said they got away from 'bad men' and they're from Luhanja. I fear that 'Toggs' and his men were the ones who took them from their home."     She looked down with a sad smile over at Jakki, then Kal.     "I was hoping a place like this would offer more protection.  That I could I find out what happened after they were fed and rested and perhaps be able to return them safely home come the morn.  I doubt we'll be left alone now."   

Kaelan raised her head back up, jaw now set in determination.     "I know not what this Toggs' interest is in them -- though I fear the worst.  But, by the Mother's grace, I have to protect them now."   
Saintheart
 Day 8, Alkukevaasta (Early Spring)
Hardwalker Hall
Night, 1537 
 Complication Pool: 2 of 6 
 Kaelen Frost-Eater and Gerlin Kaisa 

"You and your wards are safe inside these walls, Kaelen Frost-Eater," said Talvo.  "My guild provides the security here and they cover the egress points well.  I'll see that the men keep a watchful eye out on your behalf.  That said, my companion, Gerlin Kaisa, is not one of them.  She is new to these parts, as I understand it."  His gaze was flicking between Kaelen and the two children as he spoke.  Talvo crouched slowly, bringing himself down to the children's level, and spoke to them gently.  "Jakki and Kal, is that right? And you're from Luhanja?"
The children nodded but said nothing.
"I think I might know your father.  Is his name Antero?"
Looks of recognition now, and interest.  And - most importantly - nods.  Talvo smiled.  "Yes.  He works at the lady's manor house, doesn't he? Big grey-stone building, snuggled into a hillside? Yes.  All right.  Well, please, have some more of your dinner.  You look hungry, and we don't want that food to get cold."

The guildsman straightened, looking at Kaelen and Gerlin as the children slowly turned their attention back to their meals.  "I didn't recognise them until I was this close.  They both have their father's eyes.  They're Antero Luhanjalainen's children - he's steward to the Lady Katja Wolfstone.  Luhanja is part of her demesne, well, the main part really.  I can't guess the precise reason, but I very much doubt they were here of their own free will or on any authorised outing, not with Luhanja more than a day's journey south and east of here.  But the Wolfstone family's always paid on time when they've needed us, so if you'd," and here he glanced at both Gerlin and Kaelen, "agree to carry a note from me to the Lady at Luhanja, I'll add some gold to your obligation to bring them home."

 
 Spoiler: OOC 
What do you do?
 
Cygnia
   "Of course, Master Shoreborn."    Again, another respectful bow of the head.  That Kaelan was already going to do her damnedest to return Jakki and Kal home was already a foregone conclusion -- but having a note and a much needed  warrior with her in the form of Gerlin was of some relief.

To say nothing of the extra coin.

(Of course, the fact that Gerlin might refuse hadn't entered the priestess' mind...)
Metastachydium
Gerlin tilted her head ever so slightly to the right as she focused hard on the conversation. Majakka (what were the chances?). Luhanja. Kaelan  Frost-Eater  (weirdest name she ever heard). Local nobility.  She was being volunteered for an easy job.  Her face lighted up and even her sigils flared more brilliantly for a moment.    Thank you.    she whispered softly towards Master Talvo and her right rose briefly as if she were about to touch his arm before retracting just as fast.  She then turned to face Kaelan, spinning so (if only half-conciously) that the little wooden trinket marking her as the Wild Man's own, fastened to her belt be clearly visible to the priest.   So, first thing tomorrow, I suppose?   she said almost cheerily, offering a quick, awkward nod of her own to the three.
Cygnia
   "Yes, please.  And again, thank you both."    The relief in Kaelan's voice was palatable.  Given how determined Toggs seemed, she doubted he would give up so easily.  But perhaps the presence of the Blades would give him and his thugs pause.  Enough to hopefully get the children returned to their home safely.

Still, Kaelan made a mental note to ask Jakki about what exactly Toggs wanted with them before they went to bed.      Ransom?  Leverage over their father?  Something else...? Oh Mother, please let our path be swift and clear!    
DrK
      
     Njal "Stormcaller"    

Rousing the morning Njal will spend some time communing for some spells before tucking the powerful staff under his cloak and gently waking Ramiro.  "Come laddie. Lets head to the hall after the we head to get some feed. I want tae find a priest in the town to help with the staff and our wee problems."  After a stiff drink he'll shrug on his thick furs and head out into the town heading to the nearest bar to get some food and some gossip before heading to the hall to see if he can catch wind of where any other priests are.

 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  8 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey
  3 Negative levels: lost 3 spells, -3 to attacks, checks, skills, saves  


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Novabomb
 Ramiro Sanda 
(Coming back in from exercise)
 On that subject, I heard a priestess of the mother caused some sort of disturbance at the Drunken Snowflake.  Lets see if shes still there! 
DrK
      
     Njal "Stormcaller"    

Njal shakes his head at the young monk,  "I dinnae get the need fer running about first thing. Wake, eat, rest... The day will punish us soon enough."  he grins at Ramiro as he throws a hunk of nameless meat to the large husky that he had been using as a pillow. At mention of the priestess he nods,  "Aye, good as any, and if she no be from this town she won't be charging two arms a leg for a hand." 
With Gromnir padding beside him and tigerskull club at his waist he trots after Ramiro to head down to the Drunken Snowflake.
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  8 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey
  3 Negative levels: lost 3 spells, -3 to attacks, checks, skills, saves  


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 9, Alkukevaasta (Early Spring)
Hardwalker Hall
Morning, 1537 
 Complication Pool: 1 of 6 
 The Drunken Snowflake 
 Gerlin Kaisa and Kaelen Frost-Eater (and Jakki and Kal) 

Eggs and warm gruel for breakfast, as it turned out, were just the spot.  The gruel had been lightly touched with just enough sweetening cinnroth to make it appealing as well as warm, and the eggs were good-sized ones with bright yellow centres - the Snowflake, it seemed, had good contacts for breakfast as well as its dinners.  And Talvo Shoreborn had sent down his last small gift before departure: a complimentary, earthenware pot steaming with the unmistakeable, rare scent of the brew made from coffee beans from Starlight's End on the Archipelago.

 
 Spoiler: Gerlin 
Just the smell alone was enough to throw Gerlin back to her upbringing on the Archipelago; there had been a few dinners, meant to impress high society, in her household where coffee had been served, and much 'oohing' and 'ahhing' from the smell and the taste.
 

 
 Spoiler: Kaelen 
One would truly have been ignorant not to have smelled the distinctive tinge of coffee around the docks in Majakka, unusual though the shipments were.
 


The little hastily-constructed travelling group was eating together over a slow breakfast; hanging around, it turned out, had been necessary to carry out more than basic inquiries about where they were going.  The Blades Guild's protection was good against not just Toggs and his fellow toughs, but also turned the Snowflake into something of an unofficial 'neutral ground' for traders and rivals.  A good proportion of merchants and the more well-heeled tinkers used the Snowflake's common room as a discussion centre, which meant that, working the room, alternately, on and off, over a couple of hours actually netted Gerlin and Kaelen some insights about where they were headed and what they might find on the way.

 
 Spoiler: Luhanja 
Luhanja, as it turned out, was more akin to due south than south by south east from Hardwalker Hall.  The small village was a day to a day and a half travel from the Gate of Sighs; its small keep, the seat of Katja Wolfstone, was nestled into one of the foothills of Sininen Seina Ridge, where it balanced its activities between mining and fur trapping.  It was the northernmost and arguably most hospitable of the small keeps, holds and steadings that clung onto productive points in the southern mountains.  Indeed it was a gateway to the Range.
 

 
 Spoiler: Getting to Luhanja 
The variance in travel time came from the two obvious routes to get there.  Both were through rough country, thus slowing up the journey.  The longer route, taking two full days, held to an old trail along the shore of the Bay of Seals, which was perhaps the safer ... at least in that any likely pedestrians would come on two legs.  And it was certainly the more logical route to reason that someone would take, if one's purpose were to intercept the person going down that road.  The shorter route, taking a day and a half, was a track favoured by men familiar with the wild, who preferred to cut straighter through rugged hills.  Although such men also knew wild beasts well enough to navigate the route safely.  There was more of a chance of something primitive and dangerous catching travellers there, although safety in numbers might serve to lower the threat.  Wolves haunted the area, and the odd yeti as well.
 

 
 Spoiler: Katja Wolfstone 
The Wolfstones were ancient allies of the Hardwalker clan ... although it was said they weren't overly happy with Rowan Hardwalker and Lyssa Hardwalker in charge, since they were seen as perhaps not quite usurpers, but certainly outlanders even if tied by blood to the Hardwalker name.  But the Wolfstones weren't a very well-armed group and usually not immediately hostile to outsiders.
 

 
 Spoiler: Kaelen's conversation with Jakki and Kal 
The two children, perhaps expectedly, hadn't said much of particular value.  They'd had bags thrown over their heads while they were out in the hills with a guard (Eldac, an old veteran of the Pilgrimage) and a housekeeper (Shianna, the reeve's daughter), and despite their shouting, days later they found themselves in a room where the air smelled of Hardwalker Hall rather than their home's clean, sharp mountain air.  'Toggs' had not given his name, and he had said they'd be returned to their father 'soon', but there hadn't been much food and not much water to come with that promise.  He'd had his conversations with the two other men - they couldn't remember seeing any others, but it was possible - in another room of the hovel they'd been hidden in, and couldn't hear anything through the door.  After about four days or so, one of the men watching over them had fallen asleep drunk, and they'd taken their chance to escape through the unlocked door.  They'd found themselves somewhere in a stinking part of town that couldn't afford locks on the door, and had wandered aimlessly for a few hours until - fortune favouring them - Kaelen had run into them.

The name 'Toggs' wasn't familiar to any of the barfolk or the travellers she spoke to.
 


Gerlin, over her last egg, was concealing her surprise (whether outrage or sheer unexpectedness).  The barman on duty had quoted her the outrageous sum of 4 gold pieces for two waterskins, explaining that it wasn't an item they kept many of and that she didn't want it, there'd be someone who would sooner or later.  (Some of her outrage might have been lack of sleep.  She'd spent some hours doing rough needlework to sew up one of her sets of cold weather gear for Jakki to wear.  The girl didn't look  completely  ridiculous in it.)


It was at this moment that the door opened and an (insanely in the cold!) barechested, wild-looking dwarf with a great grey wolf, and a thin, supple-looking man with red flowing hair and a short, black-lacquered sheath by his side, stepped into the inn.

 Njal and Ramiro 

Dwarf and adept were not opposed as they strode down to the Drunken Snowflake, particularly with a wolf in tow.  The armed guard at the door - with a bronze ring on a leather thong on his neck - looked them over for a second, then had a moment of recognition - "Ah.  Njal, newly of the Hardwalker clan, isn't it? ... and Ramiro Sanda - we've heard your name.  Yes, go right in.  Keep the wolf out of the kitchen, all right ..."

They did.  The swell of fresh cooking, a billow of warmth and eggs and, glories, even bacon, washed over them.  The normal orange and red glow of an inn was replaced by colder white light from the windows; there was no need to light candles yet, with the daylight well up and running.  And while the room had a fair enough number of patrons already, it was easy enough to spot something of interest: a frost-haired woman in the normal garb of a cleric of the Mother, sitting with two bairns, and - Spirits! - an  Illumian,  with red sigils floating around her head ...


 
 Spoiler: OOC 
What do you do?


Also, as promised, a closer regional map.  I know I cheated and just zoomed in on the map you've already got, but I also added a rough scale and stuck some points of interest, most of which you already know.

 

Left to right: Hain Hammas Keep, which Njal and Ramiro have heard about; Luhanja, based on your information thus far; Kirillin Manor, which Njal and Ramiro visited; the Elven Portal; and Northmill Dam, where Iohn Darkstone died.

Hope that helps a little!


Also: technically in my defence this campaign did not actually start in a tavern.
 
Metastachydium
  …and they said it's 4 gold for the two,   Gerlin explained to Kaelan, sipping her coffee drowsily (it  did  taste like the posher days back home, but she couldn't muster the strength to be bothered by that); with some luck, it would keep her from nodding off, a prospect she was mighty grateful for. Indeed, meeting Master Talvo was easily among the best things that ever happened to her up in Horizon.   and it's not like I  have …   she continued to drone on, but only so briefly. The inn had new customers arriving and these particular customers managed to arrest the illumian's attention with unnatural ease.   Hold on.   Gerlin said, startled. It all clicked together.  Frost -Eater. Not a man. Flowing  red  hair. She was all awake now.   I'll be back in a heartbeat.   she assured the priestess abruptly as she sprang to her feet to trot over to the newcomers. It was them. It had to be.

She stopped just short of bumbing into the two, with a brilliant smile all over her face.   You are a dwarf.   she told the dwarf, only slightly shorter than herself, most usefully before staring straight into Ramiro's face with bright expectation.   And you, sir. Would you describe yourself as "a man of fire"?   She would  have  to look into that matter with the pool now!
Saintheart
 Day 9, Alkukevaasta (Early Spring)
Hardwalker Hall
Morning, 1537 
 Complication Pool: 1 of 6 
 The Drunken Snowflake 

(Gromrir was panting happily, but at the Illumian's words made a sound somewhere near a whine and a snort, tilting his head at an angle.  Njal had been around the big fellow enough to know that meant something like:  Huh?  )
Cygnia
   "...huh?"     Kaelan was about to mention to Gerlin that she could front the gold for the waterskins, but before she had the chance, the Illumian was already gone from the table to meet with the dwarf and the human who had just entered the inn.

She tentatively took a sip of the coffee, trying to get used to the taste as she cast a wary eye on the newcomers.  For all she knew, maybe Toggs decided on subterfuge where direct violence failed last night...
Novabomb
 Ramiro Sanda  chuckles
 Is that a reference to my hair, my faith, or my skills? 
He casually gestures, his hand briefly glowing aflame

(Seeing the priestess of the Mother)
 Pardon me, a moment miss. 

(Promptly moves over to the priestess)
 Excuse me maam, are you be a Priestess? 
Cygnia
Kaelan's initial mood had been idle wariness with the arrival of the newcomers.  Now, with one of those arrivals practically brushing Gerlin off to approach  her  instead that mood now shifted to one of alarm.

    The Blades will not let anything happen here...     she reminded herself.

Still, Kaelan shifted her chair so that she could be in position to intercept the man should he try anything untowards against the children.

   "That depends entirely on what your interest in needing one is, saer..."    she said, keeping her tone neutral.
Metastachydium
Gerlin raised a quick finger and offered a nod of assurance to the dwarf, as if calling for a little patience, before spinning around in pursuit of the human.   You practice the White Hand!   she beamed at the man, leaning in above the table from behind his left.   Still, White Hand or not, I  think  these people are supposed to be under my protection, so you might  not  want to try anything funny.   she added very solemnly, before raising her voice somewhat so that the dwarf could certainly hear her just fine, even if still standing where she left him. (Probably him; one never knows with dwarves.)   Anyhow, would the two of you like some coffee in the meantime?  
Novabomb
 Ramiro Sanda 

(To the Priestess)
 Do you possess the skills and knowledge to restore vitality stolen by the forsaken? 

(To Gerlin )
 The Red actually. 

(Turns to face her after the comment about people under her protection) (Briefly displays a look of puzzlement)
 I think you mistake us.  I am Ramiro Sanda, and this is Njal Stormcaller Hardwalker 
Cygnia
At the mention of the name "Hardwalker", Kaelan immediately tensed up.  No proof yet, but she was certain that the children's initial abduction might have something to do with the tensions between the Wolfstones and the Hardwalkers.      ...leverage...    

Even still, the Hardwalkers might not be directly behind it -- might not even  know  about it.  An idiot taking their own initiative to prove their loyalty...

    ...or give the Wolfstones the perfect excuse?    

More and more, Kaelan didn't like it.

   "Saer, my companion speaks true.  These children have been abducted and I am pledged to return them home safely to Luhanja.  Their father works in service to Lord Wolfstone and I fear they were taken to hold leverage over him in some way.  The Hardwalkers are allies to the Wolfstones, are they not?  I will try to restore your vitality if you swear you can help us get them safely back home.  The man who took them seems driven and violent -- and I worry about just how far we can get once we leave the safety of this Inn."   
Metastachydium
  Lady.   Gerlin offered helpfully, still from close by Ramiro's side.   The current head of the Wolfstones is a Lady. And the Hardwalkers are a  human  clan.   she adds, with a hint of pride in her voice.
DrK
      
     Njal "Stormcaller"    

Njal looks at Ramiro and nods.  “Aye she do be looking of a priestly nature.”  As they speak to him and Ramiro he gauges them warily, especially the Illumian. At the request about what they wanted he nods to Ramiro.  “aye, as me burning matey said. We do be needing aid. Nowt bad or suspect.” 

At the priestesses words Njal looks up.  “what swine be taking children? We not long did retrieve a list child. If you needs help to help more wee ones you’ll have it Mistress. And that help be offered freely, healing or no.”  
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  8 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey
  3 Negative levels: lost 3 spells, -3 to attacks, checks, skills, saves  


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Cygnia
   "He was called 'Toggs' by one of his fellows.  Looked like a smith, but I've not been able to get any more information on the man here. But as I said, my mission is to return these children safely home as soon as possible.  I am trying to determine the best path to take..."    Kaelan sighed.  No doubt, not being a local was working against her in that part.  Still, the dwarf's words gave her some relief.

   "...I am capable of some restoration, yes.  Though, it would depend on how severe the attack was."     If these two truly could aid her, it would be best to have them at full capacity.  But Kaelan didn't want to overpromise something she couldn't do.
Novabomb
 Ramiro Sanda 
(To Gerlin)
 Not up to speed I see. 

(Turns back to the Priestess)
 For some kids, yeah, no problem.  And we can sort out this Toggs guy when we get back.  That said, I would ask that you postpone travel until we have our healing sorted whether than be you or someone else.
Perhaps you can use this magic stick?
 
Saintheart
 Day 9, Alkukevaasta (Early Spring)
Hardwalker Hall
Morning, 1537 
 Complication Pool: 1 of 6 
 The Drunken Snowflake 
 
 Spoiler: Kaelen 
The 'magic stick', as the young man called it, was a staff of  Restoration.   The features of it were so obvious that she was able to pick up - at a glance - its nature.  The staff might not have been fabricated by a cleric of the Mother -- the peculiar radiance of it indicated it had been made by one of the Father's faithful - but it was clear as daylight that was what it was.  Also at the same time she could tell that its energies were almost spent; there were only three iterations of the  Restoration  dweomer stored within it.  And even if the staff had been made to honour the Father, a cleric of the Mother certainly could use its power upon the willing.  As she could.
 

 
 Spoiler: Gerlin 
Well, the magic stick was likely magical, but whether due to current memory or past inattention, the Illumian couldn't tell the exact provenance of the item that the man of fire - Ramiro - was producing.
 

 
 Spoiler: OOC 
Spellcraft roll came back at 29 for Kaelen, 18 for Gerlin.  Good enough for Kaelen to ID the stick as a staff, as well as identify the spell within it.  Kaelen can activate it without needing a roll.
 
Cygnia
   "Your companion is a touch  pushy , saer..."    said Kaelan to Njal, her tone slightly exasperated by Ramiro's attitude.  Yes, she could understand concerns about health -- but she still didn't  know  these men.

She looked over the staff in her hands, feeling its weight.      Mother, guide my hands...     she silently prayed, activating its magicks first towards Njal, then towards Ramiro.
Metastachydium
Gerlin could barely spare the staff any attention, so her failure to tell what, exactly, its intended purpose might have been had little chance to truly dishearten her. Her mind was way too focused on figuring out something far more pressing and of far greater import.   I… Still don't quite follow.   she confessed slowly.   How, exactly, does a dwarf end up as a Hardwalker?  
Saintheart
 Day 9, Alkukevaasta (Early Spring)
Hardwalker Hall
Morning, 1537 
 Complication Pool: 1 of 6 
 The Drunken Snowflake 

(The stave's power flowed forth, signified by a tiny dance of light up and down its length and then leaping onto Njal and Ramiro in turn.  A surge of awareness, strength, and health flowed through them, as well as lifting the shadow of a dark cloud that had been on their thoughts since the creature's touch back at the Manor.)

 
 Spoiler: OOC 
Njal and Ramiro's lost levels are restored, including hitpoint losses.
 
DrK
      
     Njal "Stormcaller"    

Njal breathes a sigh of relief as the power flows into him and he feels his old strength returning. Flexing his arms and hands he grins, clapping Ramiro on the back before taking back the staff.  "My thanks. Aye lass, I feel good now."  At the question of how a dwarf ended up here he glances at Ramiro.  "The wee lad here and a gnome lass we used to know. The wee lady Hardwalker went missing you see and wee were asked tae see about getting the lass back. We...  he launches into the tale of the recent weeks and their journey North. Although he avoids mention of the elven ruins and the strange mahgic that killed the Lady Hardwalker would be lover.

 "Now lassie, ye wanted some help with the children. We can be off when ye want." 
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Saintheart
 Day 9, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Afternoon, 1537 
 Complication Pool: 3 of 6 

The newly-formed group of travelling companions set out essentially on time.  Despite Kaelen's concerns, driven in turn by Toggs' threat from the night before, nothing assailed them leaving Hardwalker Hall; and despite several glances to surrounding buildings and down thin alleyways, there didn't seem to have been anyone following them or marking their departure.  Gerlin spotted Old Mersil giving her a wave as they passed by Blades Guildhouse with its strange obelisk in the square, but that was about the only look of recognition any of them got within the city walls.

Jakki and Kal had cheered up with that quality that many young children reveal when presented with the combination of an adventure and a passingly furry animal.  Mule had absorbed the giggles and laughter with all the characteristic dignity of his species, and this had won the children over rapidly; Kaelen caught Jakki quietly feeding a little of her trail rations to the animal, and Kal administered endless rubs and gentle pats from his position on the mule's back.

They left the citadel through the Gate of Sighs and turned south by southeast, which was the path of the old trail they'd been told about.  It wasn't much more than a footpath, really, but the early spring had revealed its meandering line as it swayed its way up and into the rugged, high hills that were the foothills of the more impressive Sininen Seina Ridge.  The range wasn't quite as high or forbidding as the Spear, which Njal and Ramiro had experienced the joy of navigating.  For a start, the winds were caught and beaten up severely in the dips, dells, and vales that cut all through the foothills.  Here and there an odd icethorn plant rose with black nail-leaves grasping for the sky, but there were heavier stands of green pine and fir all through here, and a clean, acrid smell of newly-sprouting leaves from the trees drifted on the whistling winds.  The ground was a texture of snow, rock, scree, mud, and other attempts at soil as the spring weather - still not enough to rise above freezing - drew back a little on the cold.

The path led them on through the hills, slowly climbing higher into the afternoon.  Until it didn't.  They'd come about ten or fifteen miles or so along the track, but having rounded a turn in the hills to a tree-lined dell that led further into the rugged hills, found that the path disappeared.

The source of the disappearance was straightforward; there had been an avalanche, which had churned up the whole small dell, a large blockage of soil, rock, and torn-up trees having obliterated the track entirely for a considerable distance further south.  Which, of course, made things somewhat inconvenient since they'd been following that trail to get to Luhanja.

 
 Spoiler: Gerlin and Kaelen 
Gerlin and Kaelen hadn't exactly been mountaineers, but their own studies, and looking at the slopes surrounding the dell, indicated the avalanche didn't seem to have been caused by normal environmental forces.  The hills were rugged, but normally one didn't see this kind of rockfall in this position.  There was something odd about this development, to say the least.
 


While Jakki and Kal stood looking at the scene of devastation, the group had a chance to consider its alternatives.

One might have been to try and press on through the churned-up ground and hope to find the trail on the far side of the destruction, which was a few hundred feet onward.  That wouldn't be simple, though, since the trail had been fairly obscure even while they were following it, although it seemed possible.

Another possibility, and perhaps the most time-consuming one, was to turn back and find the other, more travelled path to Luhanja, the one that went along the coast, although that would certainly cost at least the half day or so they'd already been out here in the hills.

Another option was to flat-out break a trail to Luhanja through the hills without looking for the trail at all.  This wasn't necessarily an impossible task, since they'd been told Luhanja's keep was on a prominent hillside - and if they managed to get within about twelve miles of the place, assuming no  truly  horrendous failures of navigation, they ought to be able to see it and find their way through accordingly.

 
 Spoiler: OOC 
What do you do?
 
Cygnia
As they started out, Kaelan had confirmed with Gerlin that the Illumian would treat the children to  Endure Elements  on this trip.  Waterskins were purchased for the children as well by the group.      Mother be with us...      was a constant refrain in the cleric's thoughts as they traversed through the city to the gate.

****

Things were going well.

Until they weren't.

Kaelan frowned at the aftermath of the avalanche in front of them.  Something about it seemed  off .  Could Toggs and his men have gotten ahead of them after all and somehow caused this in order for them to turn back?  It seemed far too risky.  She looked over at Njal and Ramiro with concern.     "Is it safe to traverse through?"     She asked, taking a protective step closer to the children just in case.

 
 Spoiler: Rolls 

 (1d20+10)[ 28 ]  Know: Nature
 (1d20+7)[ 25 ]  Know: Arcana
 (1d20+9)[ 29 ]  Lore
(to see if there's anything relevant as to what may have caused this and when)
 

 
 Spoiler: Statblock 

   Kaelan Frost-Eater   
F LG Human Cloistered Cleric,  Level  5,  Init  2,  HP  31/31,  Speed  30
 AC  16,  Touch  12,  Flat-footed  14,  Fort  8,  Ref  4,  Will  9,  Base Attack Bonus  2
   MW Sling (20)   +5 (1d4-2, x2)
   MW Sickle   +1 (1d6-2, x2)
 Least Crystal of Energy Assault: Acid MW Light Crossbow (40)   +5 (1d8(+1 acid), 19-20x2)
 Least Crystal of Adaptation MW Studded Leather ,    Darkwood Buckler  (+3 Armor, +1 Shield, +2 Dex)
 Abilities  Str 7, Dex 14, Con 16, Int 15, Wis 18, Cha 15
 Condition  Endure Elements (from Least Crystal of Adaptation)

Cold Endurance: You can exist comfortably in conditions between 0° F and 90° F without having to make Fortitude saves (as described in Cold Dangers, FB page 8). You also gain a +2 bonus on saving throws against cold effects. Cold Endurance doesn't provide any level of resistance to cold damage.

 
 Spoiler: Spellage! 

LVL 0
Detect Magic 1
Read Magic 1
Resistance 2
Purify Food &amp; Drink 1

LVL 1
DOMAIN: Magic Stone (Earth) 1
Bless 1
Sanctuary 2 (to hopefully protect the kids if it comes to it)
Shield of Faith 1

LVL 2
DOMAIN: Cure Moderate Wounds (Healing) 2
Spiritual Weapon 1
Lesser Restoration 1

LVL 3
DOMAIN: Cure Serious Wounds (Healing) 1
Create Food &amp; Water 1
Tongues 1
 

 
Metastachydium
That the children took so well to Mule (and no less importantly: Mule to the children) made Gerlin happy (if still somewhat somnolent) in turn. It wasn't reclaiming lands lost to shadows, but between the slightly redesigned clothes on the small girl, her spell on her brother and Mule to keep them both good company, she was doing  something . That shiny piece of gold she had to part with was forgotten before the motley crew would pass the gate (unlike the copper well spent earlier: Old Mersil got a very enthusiastic wave and smile from her back in the square).

This same sunny disposition, further bolstered by the sight and smell of living plantlife by the road, kept her from noticing the roadblock until after she almost walked (and led the far more prudent Mule) into it. She tested the rubble with the toe of her boots as the priestess of the Mother began to inquire with their new companions. It was odd.   This shouldn't be here.   she remarked, more quizzical than concerned.

 
 Spoiler: OOC 

Oh, we're spamming Knowledge rolls?
Clerical lore:  (1d20+8)[ 24 ] 
Bardic knowledge:  (1d20+10)[ 13 ] 
Knowledge (geography):  (1d20+8)[ 19 ] 
Knowledge (architecture&amp;engineering):  (1d20+6)[ 7 ] 
Spellcraft:  (1d20+10)[ 17 ] 
 
DrK
      
     Njal "Stormcaller"    

Feeling restored the dwarf had been happy on the trip so far. his gruff voice telling the children tales of rock giants and the strange fey that lived in the gemstones deep underground in the dwarven caves. As they spied the strange artificial scar where the ground was disturbed he drew his tigerskulll and slipped of Stormir's back. Nodding to Ramiro in an "expect trouble way" he looked at the others.  "Watch the wee ones, We'll take a look eh..." 

Cautiously he'll then advance slowly onto the sip face with Gromirir at his side looking of signs of danger

 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
[/QUOTE]
Saintheart
 Day 9, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Afternoon, 1537 
 Complication Pool: 4 of 6 

Dwarf and wolf slowly picked their way onto the slip face.

The ground was torn up like some god had taken exception to it.  Bits of branches thrust out from the ground like broken bones, and rock, dirt and snow had been mixed in a chaos of broken earth.  Njal could almost feel the spirits screaming from the destruction.  It wasn't even ground, and there was still a good incline at maybe thirty degrees or so which had been the path of the avalanche.  The area was quiet; even birds weren't singing.  A few boulders sat further uphill like silent observers of the destruction.  They'd have to go further onto the slipface to see if any path or indicator remained of the trail they'd been following.  On that point, though there was still an incline, the ground still looked relatively safe - and although not easy to walk over without care, traversable even to Mule and Stormrir, so long as they moved carefully.  But finding any sign of the trail to Luhanja was definitely not a one-dwarf job.

 
 Spoiler: OOC 
What do you do?

Again, sorry for the delays - combination of new computer with which I hope to create lots of pretty new battlemaps since it can actually  run  Dungeondraft and Flowscape, and work issues.

Complication Pool advanced because it's time-consuming to move cautiously in this situation.  It'll also take more time and cooperation to go looking for the trail.  The ground itself is of course not even and subject to trip hazards, but it's not like there's any natural formation visible which looks like it's going to set off another avalanche due to something the party does.
 
Metastachydium
Still more befuddled than anything, Gerlin shifted back away from the rubble and drumming absently on the bit of her axe, smiled at the children reassuringly and placed a cool, gentle palm on Mule's neck.   This might take a while.   she affirmed, without a hint of alarm in her voice.   Anyone hungry? Sore? Or anything?  
 
 Spoiler: OOC 

Pretty battlemaps are always worth it! In an unrelated context: should I understand that our salvo of knowledge rolls didn't yield much useful info?
 
Saintheart
 
 Spoiler: OOC 
Afraid not, no.  About all that can be said is that the avalanche likely wasn't generated by natural force, but beyond that isn't something Gerlin or Kaelen (or Njal) can recall right now.
 
DrK
      
     Njal "Stormcaller"    

With the ground being relatively safe to traverse Njal beckons the others on.  "Aye, we'll be crossing the slip and then can look around fer that path eh?"  He helps the others across the treacherous ground as best he can before once they are across the slidy area will get to a higher point to look for the continuation of the path


 
 
  
 
 Spoiler: OOC 


Survival to find the trail  (1d20+12)[ 29 ] 
   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  41 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Cygnia
   "Stay close to me, children,"    said Kaelan, making sure to keep her voice calm.  Whatever had happened here wasn't a natural occurrence -- that much she was certain of.  Whether this was done by Toggs (or whoever had hired him) or by some malicious entity of the mountains, they had to stay alert.

 
 Spoiler: Actions 

 (1d20+4)[ 17 ]  Spot
 (1d20+4)[ 12 ]  Listen
 (1d20+6)[ 19 ]  Survival (Aid Another DC10)
 

 
 Spoiler: Statblock 

   Kaelan Frost-Eater   
F LG Human Cloistered Cleric,  Level  5,  Init  2,  HP  31/31,  Speed  30
 AC  16,  Touch  12,  Flat-footed  14,  Fort  8,  Ref  4,  Will  9,  Base Attack Bonus  2
   MW Sling (20)   +5 (1d4-2, x2)
   MW Sickle   +1 (1d6-2, x2)
 Least Crystal of Energy Assault: Acid MW Light Crossbow (40)   +5 (1d8(+1 acid), 19-20x2)
 Least Crystal of Adaptation MW Studded Leather ,    Darkwood Buckler  (+3 Armor, +1 Shield, +2 Dex)
 Abilities  Str 7, Dex 14, Con 16, Int 15, Wis 18, Cha 15
 Condition  Endure Elements (from Least Crystal of Adaptation)

Cold Endurance: You can exist comfortably in conditions between 0° F and 90° F without having to make Fortitude saves (as described in Cold Dangers, FB page 8). You also gain a +2 bonus on saving throws against cold effects. Cold Endurance doesn't provide any level of resistance to cold damage.


 
 Spoiler: Spellage! 

LVL 0
Detect Magic 1
Read Magic 1
Resistance 2
Purify Food &amp; Drink 1

LVL 1
DOMAIN: Magic Stone (Earth) 1
Bless 1
Sanctuary 2 (to hopefully protect the kids if it comes to it)
Shield of Faith 1

LVL 2
DOMAIN: Cure Moderate Wounds (Healing) 2
Spiritual Weapon 1
Lesser Restoration 1

LVL 3
DOMAIN: Cure Serious Wounds (Healing) 1
Create Food &amp; Water 1
Tongues 1
 

 
Saintheart
 Day 9, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Afternoon, 1537 
 Complication Pool: 4 of 6 

Gromrir snarled.

Njal turned and saw it, no more than ten feet from where he stood.  He’d worked his way up the slipface a ways, towards the big boulders sitting near the top.

One of the boulders had sprouted an eye.

Orange like fire, slitted, the eye extended on a long tendril, swivelling to con the scatter of adventurers below.  The boulder unfolded six spidery, rock-encrusted legs, rising on them with a rockcrushing sound of gravel scattering.  It was big – ten feet across, a boulder six feet tall, rising--

There was a basso, alien hum in the air, suddenly – a sort of thrumming that rattled Njal’s teeth and made Gromrir whine even in the middle of his snarling.

And beneath their feet, the rocky, churned-up ground suddenly turned to mud.  Njal was chest-deep in the grotesquely warm slurry in one second.  Ramiro and Kaelen were hip-deep in it where they stood.  Gromrir whined; the wolf was suddenly up to its neck in grey and brown mud.

And Jakki, the elder girl, screamed.

Kaelen looked to see the girl was up to her shoulders, desperately struggling to get Kal’s head above the mud, where he’d dropped in a second as the dreadful mire swallowed him.  His face was already covered in dirt and he was coughing, arms flailing to try and hold onto his sister…

Only Gerlin, left by Mule and Stormrir, seemed to have escaped the effect of the perversity of nature.  But even then, both Mule and Stormrir were screaming and hollering with the low hum that had brought on the sudden liquidation of the ground around them.

And still the creature’s legs unfurled as its eye swivelled to Njal…

 
 Spoiler: Spellcraft DC 25 
It was a spell – or an effect identical to – the high-end dweomer known as  Transmute Rock to Mud.   Which wasn’t to say the creature was a spellcaster, particularly given the spell normally required physical components and accoutrements to cast, and this creature hadn’t provided any.
 

 
 Spoiler: Knowledge (Arcana) DC 20 
(Prior rolls ahead of combat can be used to meet this number if relevant, now that the creature is visible … the creature was a fairly uncommon bane of mountaineers and mountain travellers – an Avalancher.  A crab-like magical beast most known for its inherent ability to set off avalanches, it was a scavenger that used its power to kill its prey and then pick over the dead.  It had disguised itself well enough that they hadn’t seen it until it was up close enough to hit them with the ability … though it thankfully couldn’t pull that trick very often.  That said, its presence here was distinctly odd – normally Avalanchers were encountered deeper in the mountains of the Ridge, or in the Selkaranda Mountains far to the north.  And because I’m not averse to metagaming, consult the MM3 for more details if you like.
 

 
 Spoiler: Tactical Map 
 
 

 
 Spoiler: Tactical Notes 

First ever battlemap with Flowscape!

Anyway, to try and take account of people’s intermittent availability, I’d like to deal with this by group initiative: I roll all initiative counts, and then throw people into groups that act before the monster, and act after the monster.  That order turned out as follows:

Gerlin
Avalancher
Njal, Ramiro, Kaelen, Gromrir, children, horses


For simplicity, we’ll assume the surprise round is over and done and we’re into normal initiative.  So now it’s for Meta to post up Gerlin’s actions, and then the Avalancher acts, and then everyone else gets to post their actions, and I just resolve the round in the order that people posted.

Normally I’d set a 48 hour deadline, but given this is the first time I’ve put group initiative into place, let’s just see how people’s posting goes and we can try to work out an agreeable time limit in due course.  That’s so combat doesn’t drag out any more than it should.

Last couple of notes:
- Although Gerlin wasn’t hit by the effect, Mule and Stormrir are deeply rattled by the Avalancher’s hum; it’s causing them to panic, and they might bolt or start rearing, potentially losing stuff if that happens.  Gerlin might want to consider whether to do something on that front.

- Jakki and Kal, to put a point on it, are at risk of drowning in the mud.  Kaelen might want to consider what, if anything, she can do about that.  The children will act after everyone in that initiative section has had a turn.

- Gromrir is close to drowning in the mud but without assistance can slowly drag himself out, but can’t do anything else.

- The areas in red are the mud.  In these areas, characters are down to 5 feet of movement, and they take a -2 to attack rolls and AC.   novabomb,  these areas are not ones that Step of the Wind can affect since it’s flat-out mud, not difficult terrain.

- However, pretty well everywhere else on the map  is  difficult terrain because it’s all broken ground, i.e. no charge or Run is possible, but Step of the Wind certainly would apply to that.

So with that, it’s over to Meta for Gerlin’s actions!
 
Metastachydium
Gerlin narrowed her eyes slightly, dumbfounded, and instinctively reached for Mule's harness. She wasn't quite sure what, exactly, she was watching unfold with the braying and movement and people… Sinking into the ground? The children seemed distraught, but so dod Mule and the dwarf…  Njal Hardwalker  was staring at a boulder that moved, probably in trouble. The illumian knew she would have to do something, but the wheels in her mind were turning slowly, and disappointingly so. Paralysed with indecision, she froze in place, for the time being.

 
 Spoiler: OOC 

Let us simplify things a bit. Gerlin  delays ; she's way too far from the avalancher to do anything about it and our quadrupeds are acting after that thing anyhow, so there's little benefit to acting first. She'll pull herself together somewhere in the block with the other PCs.
 
Saintheart
 Day 9, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Afternoon, 1537 
 Complication Pool: 4 of 6 

The Avalancher took advantage of its gap in response from the group and lashed out with two of its great, rocky, crab-like appendages at Njal.  It didn't seem to take much care in swinging.  Njal, chest-deep in mud, managed to dodge one of the strikes, but the other crashed into his upper chest, knocking the wind out of him ...


 
 Spoiler: Tactical Map 
 
 

 
 Spoiler: Tactical Notes 

Map doesn't change since Gerlin delayed and the Avalancher stays where it is.

Njal takes  21 damage. 

Initiative Count:

Avalancher
Gerlin, Njal, Ramiro, Kaelen, Gromrir, children, horses

As said, everyone can just post up and the actions will be resolved in order of posts.  If a post isn't in in a reasonable timeframe, you're on total defense for the round.
 
DrK
      
     Njal "Stormcaller"    

Njal grunts with pain from the savage clawed impact and winces at the broken ribs. Holding up his gloved hands he tries to release a storm of magical missiles. Unable to move he just glances at the others,  "I be needing help, it hits like a bl**dy avalanche" . To his right the wolf surges and drags itself through the mud to reach the safety of the rough ground to the west.

 
 
  
 
 Spoiler: OOC 


Cast defensively  (1d20+8)[ 18 ]  vs DC15
- Convert snowsight --&gt; gloves starry sky: Magic Missile  (3d4+3)[ 9 ] 
   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  20 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 3 companion
29 / 29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 18
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW std Leather barding
 
Novabomb
 Ramiro Sanda  is unusually ungraceful as he makes his way through the muck.  He trails mud upon the snow, sinking no longer.

 
 Spoiler: OOC 

Initiate Windstride (+10 movement)
Double move: N22, M23, G22
 
Metastachydium
Njal's voice finally snapped Gerlin out of her stupor. But his plight was perhaps not the most pressing issue. Hastily, she pressed her palm against Mule's neck once more.   You two stay calm, alright? We'll handle this.   she told the nervous equines with an encouraging smile. That was about all she could do for them, however. The look on her face shifted to sharp focus (within her limits, of course) and determination as she spinned around and began awkwardly stumbling through the disturbed ground towards the closest pool.   Keep them over the muck!   she called out to Kaelen.   I'll be there in a moment!  
 
 Spoiler: OOC 

Let's see. Move action untrained Handle Animal:  (1d20+1)[ 10 ]  to try and instruct Stormrir and Mule to Stay;
move action, well, move to P7 to be (ideally) within range for the Disk trick next round.
 
Cygnia
Instinctively, Kaelan's lips moved in a swift prayer, asking the Mother for more protection.    "Listen to me, children. I know you're scared. We need to get to the edge of the mud. Gerlin is coming for us -- trust in her and in the Mother!"    The priestess tried to keep her voice steady, silently cursing her own weak frame as she did her best to nudge the youngest towards the edge of the tantalizing more solid ground.

    Mother, if I have to offer my life for theirs, You know I will do it!    
 
 Spoiler: Actions 

Immediate action: Activate Protection Devotion (hey, maybe it'll help the mud to not crush the kids and Kaelan)

Dunno if I need to make a Survival or Diplomacy roll here...
 

 
 Spoiler: Statblock 

   Kaelan Frost-Eater   
F LG Human Cloistered Cleric,  Level  5,  Init  2,  HP  31/31,  Speed  30
 AC  16,  Touch  12,  Flat-footed  14,  Fort  8,  Ref  4,  Will  9,  Base Attack Bonus  2
   MW Sling (20)   +5 (1d4-2, x2)
   MW Sickle   +1 (1d6-2, x2)
 Least Crystal of Energy Assault: Acid MW Light Crossbow (40)   +5 (1d8(+1 acid), 19-20x2)
 Least Crystal of Adaptation MW Studded Leather ,    Darkwood Buckler  (+3 Armor, +1 Shield, +2 Dex)
 Abilities  Str 7, Dex 14, Con 16, Int 15, Wis 18, Cha 15
 Condition  Protection Devotion:  you gain a +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC, as does every ally within 30 feet of you. This bonus increases by 1 for every four character levels you possess (maximum +7 at 20th level). This effect lasts for 1 minute (total +3 Sacred bonus to AC to Kaelan &amp; every ally within 30ft)

Endure Elements (from Least Crystal of Adaptation)

Cold Endurance: You can exist comfortably in conditions between 0° F and 90° F without having to make Fortitude saves (as described in Cold Dangers, FB page 8). You also gain a +2 bonus on saving throws against cold effects. Cold Endurance doesn't provide any level of resistance to cold damage.

 
 Spoiler: Spellage! 

LVL 0
Detect Magic 1
Read Magic 1
Resistance 2
Purify Food &amp; Drink 1

LVL 1
DOMAIN: Magic Stone (Earth) 1
Bless 1
Sanctuary 2 (to hopefully protect the kids if it comes to it)
Shield of Faith 1

LVL 2
DOMAIN: Cure Moderate Wounds (Healing) 2
Spiritual Weapon 1
Lesser Restoration 1

LVL 3
DOMAIN: Cure Serious Wounds (Healing) 1
Create Food &amp; Water 1
Tongues 1
 

 
Saintheart
 Day 9, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Afternoon, 1537
 
 Complication Pool: 4 of 6 

The Avalancher gave a roar of pain as Njal hurled packets of arcane energy at it; at least it didn't seem to be immune to that sort of power.  It swung out, almost reflexively in response, and even mired in mud, the dwarf easily managed to avoid the strikes that went whistling past him.  It was also a reasonable sort of distraction, too; Gromrir struggled onto firmer ground, and Ramiro pulled himself out of the mud, finally back on solid ground at least.

Kaelen whispered a prayer to the Mother, feeling the goddess's strength enfold her.  She got her hands on the boy, Kal, who coughed and spluttered with the mud he'd swallowed, and started hauling him towards the most solid-looking ground.  Jakki, the girl, began to wade for the shore, though her eyes were wide with fright.

Gerlin did her best to try and calm the mounts - and Stormrir, trained to battle and having seen worse than this, whickered but calmed itself.  Not so much Mule, who brayed loudly and took off as fast as his hooves would carry him to the west, back the way they'd come.  Gerlin was too worried about getting closer to the action...

 
 Spoiler: Tactical Map 
 
 

 
 Spoiler: Tactical Notes 

- Gromrir gets to H12 and is out of the mud
- Stormrir stays where he is.
- Kal is at O14 but needs Kaelen's help to move
- Jakki is at P12
- Njal does 9 damage, and the Avalancher's attacks miss.
- Ramiro is at G22.
- Mule has taken off in panic and can be considered out of the fight.

Initiative Order:
- Avalancher
- Everyone Else

As said, post and we'll resolve the round in order of posting.  The Avalancher has taken its turn.
 
Metastachydium
Gerlin's gaze snapped backwards for just a brief moment to check on the source of that braying, only to see Mule rush off.    Mule?    she blurted out, weakly – but there was nothing she could do. Her face hardened again, and she struggled onwards, trying hard to stay focused. Mule was in no mortal danger  just yet ; the children and Njal  were , so onwards she struggled, drawing her axe hastily and, more importantly for now, touching the talisman affixed to her belt.

She was close enough, at long last, and the Disk appeared, hovering slightly above the muck between the children.   Grab hold of it!   she instructed Kal, first of all. He needed it the most.

 
 Spoiler: OOC 

Free action angst over Mule;
move action move to N9, drawing battleaxe;
standard action activate Talisman of the Disk.
The Floating Disk appears just above O13 (1799/1800 rounds of duration remain).
 
Novabomb
 Ramiro Sanda  practically glides across the ground as he draws his blade.  Coming just out of reach of the strange beast, he suddenly sinks into the snow, as he points his blade at it, brilliant fire coming forth.

 
 Spoiler: OOC 

Move to C2
Swift Action switch to Assassins Stance
Std Action Initiate Fan the Flames
Ranged Touch:  (1d20+11)[ 13 ] 
Dmg:  (7d6+3)[ 25 ]  Fire Damage
 
DrK
[QUOTE=DrK;25706066]      
     Njal "Stormcaller"    

Njal signs inwardly in relief as his allies begin the attack, Ramiro shooting fire in a reassuring way.  "Aye, get gone ye beast"  he snarls, again clenching his fist as more spheres of force rocket outwards towards the beast. Even as he tries to release more magical missiles Gromnir growls and barks before racing around the edge of the scree and leaps atop the avalancher
 
 
  
 
 Spoiler: OOC 


Cast defensively  (1d20+8)[ 18 ]  vs DC15
- Convert snowsight --&gt; gloves starry sky: Magic Missile  (3d4+3)[ 7 ] 

Gromnir - move to E16 and bite  (1d20+6)[ 22 ]  dam  (1d8+4)[ 5 ] 
   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  20 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 5 companion
29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 19
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW Std Leather barding
 
Cygnia
    Thank the Mother...     Kaelan was heartened to see Gerlin come to the children's aid with her wondrous item.

   "Listen to Gerlin, children -- grab hold of that edge!"    The priestess did her best to help whichever one needed it the most to get to safety.

And all the while, she fervently prayed that Njal and Ramiro could hold off the beast long enough for the children to be free of the accursed mire.

 
 Spoiler: Action 

Again, she's going to help the children to the edge safely before tending to herself.
 
Saintheart
 Day 9, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Afternoon, 1537 
 Complication Pool: 4 of 6 

Kaelen fought mud and cold and fear but managed to get both Jakki and Kal onto the glowing, translucent disk that came wheeling across to them.

And further up, the Avalancher roared again as a flurry of blows struck it: Njal's magic, a roar of flame from Ramiro, and Gromrir (dodging the Avalancher's swipe) darting in to nick at the thick, rocky substance.

Then there was another low hum, and an answering rumble of tearing rock.

The northwest of the Avalancher buckled, alarmingly, and rippled ... as the creature used the power it had presumably used to set off the avalanches here to begin with.  Rock roared and tremored the ground and poured down the slope right in the direction of Njal, Ramiro, and Gromrir.

Gromrir's instincts were quick, and even though he was nicked by a passing shard of rock, he wasn't caught in the roaring rock.  Ramiro might not have been schooled in dealing with avalanches, but the combination of his reflexes and the training of his family sent him vaulting above the rockfall, drawing only a scratch from the landslide.

Njal was half-mired in mud and right next to it.  He didn't stand a chance.  He went under in a slide of mud, rock, pebbles, and roaring earth.

Ramiro noticed, out of the corner of his eye, the Avalancher's alien skill at work as it somehow rode the rockfall further down the slope ... and closer to Kaelen, as the rockslide kept going ...

 
 Spoiler: Tactical Map 
 
 

 
 Spoiler: Tactical Notes 
The light area indicates the source of the avalanche, i.e. it's spreading in a cone shape outward and is still going at a rate of 30 feet per round.

Avalancher took hits on each of those rolls.

Njal takes 9 damage and is buried below the rockfall.  He's not unconscious, but the usual rules on suffocation apply.
Gromrir takes 1 damage.
Ramiro takes 3 damage.
Reflex saves all factored in.

Jakki and Kal are safely on the disk; Kaelen didn't have much chance to do anything else this round given she was hauling 2 kids onto a plane of force.

Initiative Order:
Avalancher (turn already taken)
Everyone

Over to you!
 
Metastachydium
Already winded from trying to close on the stonecrab…  Something , Gerlin pursed her lips in frustration. Njal wass  probably  alive, but done and gone for now; Kaelan, still stuck in the mud was not looking like she was about to turn the tide either and she was apparently never going to catch up and actually hit that thing. She had to get creative, then.

She soldiered on, keeping to the northeast. She only stopped for a moment to inhale deep and watch the Disk satisfyinglyslide towards her of its own accord, towing the children out of the mud. That was good, at least. But not the end of it by any means. Grabbing hold of the Wild Man's flower on her belt with her free hand, she stared at the stonecrab, her expression  meant  to convey menace.  That's… Quite… Enough…  she huffed, raising the sacred token.   Leave us  be !  
 
 Spoiler: OOC 

Turn Earth:  (1d20+3)[ 19 ]  (+2 from skill synergy) for  (2d6+2)[ 7 ] 
 
Metastachydium
 
 Spoiler: OOC 

Oh, and G. moves to L11.
 
Novabomb
 Ramiro Sanda 
 You will not escape that easily 
Once more he deftly moves from rock to rock, ending with a lunge of his blade.
 
 Spoiler: OOC 

Swift Action: Step of the Wind
Move Action: Move to J20
Std: Attack  (1d20+9)[ 21 ]  Dmg  (1d6+1)[ 5 ] 
 
Cygnia
    Mother, be with Your servant!      The children were away from the moving earth.  That was what Kaelan had hoped for.  Now it was time to get herself out of the mire in time from whatever that giant stone crab had done!

Kaelan pushed herself forward and attempted to drag herself out of the mud and away from the crawling flow of silt and earth.

 
 Spoiler: Actions 

5ft equiv: Move to N14
Standard: pull self out of mud!
 

 
 Spoiler: Statblock 

   Kaelan Frost-Eater   
F LG Human Cloistered Cleric,  Level  5,  Init  2,  HP  31/31,  Speed  30
 AC  19,  Touch  15,  Flat-footed  17,  Fort  8,  Ref  4,  Will  9,  Base Attack Bonus  2
   MW Sling (20)   +5 (1d4-2, x2)
   MW Sickle   +1 (1d6-2, x2)
 Least Crystal of Energy Assault: Acid MW Light Crossbow (40)   +5 (1d8(+1 acid), 19-20x2)
 Least Crystal of Adaptation MW Studded Leather ,    Darkwood Buckler  (+3 Armor, +1 Shield, +2 Dex, +3 Misc)
 Abilities  Str 7, Dex 14, Con 16, Int 15, Wis 18, Cha 15
 Condition  Protection Devotion:  you gain a +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC, as does every ally within 30 feet of you. This bonus increases by 1 for every four character levels you possess (maximum +7 at 20th level). This effect lasts for 1 minute (total +3 Sacred bonus to AC to Kaelan &amp; every ally within 30ft)

Endure Elements (from Least Crystal of Adaptation)

Cold Endurance: You can exist comfortably in conditions between 0° F and 90° F without having to make Fortitude saves (as described in Cold Dangers, FB page 8). You also gain a +2 bonus on saving throws against cold effects. Cold Endurance doesn't provide any level of resistance to cold damage.


 
 Spoiler: Spellage! 

LVL 0
Detect Magic 1
Read Magic 1
Resistance 2
Purify Food &amp; Drink 1

LVL 1
DOMAIN: Magic Stone (Earth) 1
Bless 1
Sanctuary 2 (to hopefully protect the kids if it comes to it)
Shield of Faith 1

LVL 2
DOMAIN: Cure Moderate Wounds (Healing) 2
Spiritual Weapon 1
Lesser Restoration 1

LVL 3
DOMAIN: Cure Serious Wounds (Healing) 1
Create Food &amp; Water 1
Tongues 1
 

 
Saintheart
 Day 9, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Afternoon, 1537 
 Complication Pool: 4 of 6 

Kaelen sloshed her way through mud and rock and finally grasped a bit of solid earth off to the side, as the roaring tide of silt and sludge crashed past her like a wave, petering out downhill from her.  She hauled herself out of the mess and turned to see where the creature was--

Ramiro went after the crablike creature, but both he and the monstrosity knew it was on its last legs, and, whipping its grotesque eyestalk back into its form, the avalancher burrowed into the ground in a sudden explosion of mud, silt, and rock, the earth grinding as it disappeared below the ground, clearly wanting no more of the fight.

Up the slope, Gromrir whined and barked and dug frantically, and a few moments later dived his white muzzle in and hauled a form from the earth - Njal, covered head to toe in dirt and spitting out mud-tainted water, gasping for air as he came to the surface.

The two children were clutching each other in fright, hovering a couple of feet off the ground, the little boy's head buried against his sister's chest.  The noise of the landslide faded away leaving the little dell silent except for their weeping.

Which left Gerlin to consider where exactly Mule might have gone.

 
 Spoiler: OOC 
That's  375 XP each  for everyone.

What's next is up to you, but I assume,  Meta,  that Gerlin's going to make the case for turning aside to try to find Mule.  If so, I'll need to know what she plans on doing to find the hare-eared equine; the ground's been churned up good and Mule's nowhere right in sight.  There are trees and rocks all over the place, it's rugged hills here for the most part - but not such that it'd be impossible to spot Mule from a distance come the right circumstances.  However, Mule isn't visible right now and Gerlin might want to consider how long she wants to search for the creature ... and I'll need to know what Gerlin is doing to try and find him.

So.  What do you do?
 
Metastachydium
Gerlin watched the crab sink into the ground and Njal emerge from it. What she did  not  see, on the other hand, alarmed her more. She looked around, worriedly, while mentally lowering the disk and dismissing it to safely deposit the children on the rock beside the mudpool.   Is it coming back? Is everyone alright?   she asked in rapid succession, scanning the torn up ground around frantically.  Nothing.  She twisted her torso slightly, feeling the grip of the axe tremble in her clutch.   MULE? CAN YOU HEAR ME?   she called out to the hills – hoping for an answer.
Cygnia
   "Breathe.  Allow yourself to cry.  You both were very brave."    Kaelan said in reassurance to the children.  She would not shame them for their tears.     "I need to tend to Njal...you can either wait here or follow me.  I won't force you either way."   

Carefully, the priestess picked her way through the churned up rocks and mud to reach the dwarf.     "By the Mother's Grace, let your wounds be healed..."    Kaelan murmured, touching Njal gently.      ...let's see how much that helps first...    
 
 Spoiler: Action 
Activating  Healing Devotion  on Njal.  That will grant him Fast Healing 1 for 1 minute. Basically, Kaelan wants steady healing on Njal first   before risking crappy rolls on healing spells  then topping him off to see what is needed.
 
Novabomb
 Ramiro Sanda 
 I do not think the monster will return.  I will seek out your animal, while Njal recuperates.  If I do not return in half an hour, light a fire, so that I can find my way back. 
He then moves out, mainly listening for the animal.  He walks quietly to avoid spooking it further.
 
 Spoiler: OOC 

Listen:  (1d20+11)[ 27 ] 
Move Silently  (1d20+12)[ 14 ] 
 
Saintheart
 Day 9, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Afternoon, 1537
 
 Complication Pool: 5 of 6 

It did take more than half an hour for Ramiro to find Mule.  He went maybe the better part of a mile or so into the hills.  And he didn't actually hear the equine from far off, but his glances at the ground revealed a handy way of tracking the beast without following its tracks: in the bits of Gerlin's gear that he found on the ground in the path of Mule's flight: pitons, a bag of feed (broken, wasted), a pick, and an iron pot, all coming loose in the animal's stampeding.  Ramiro followed the informal trail up and over slopes, and finally found the animal standing in a small clearing edged by fir trees, cropping at the withered green of dying grass.  Most of Gerlin's gear was askew or half-hanging off the animal, and would likely need to be looked over carefully for any damage caused during the mule's mad flight.  But the mule didn't seem to be panicked anymore, and at least didn't turn to run when Ramiro came to the clearing.

That said, being there, confronted by this hare-eared member of the equine family, it occurred to Ramiro that the handling of animals had not been any part of his past experience at all.

 
 Spoiler: OOC 
Complication Pool advances because of the time taken in the search.  What does Ramiro do? I presume he wants to approach Mule and get it to come with him, but what's he going to do now?
 



Back at the landslide, the children were crying even more intensely, and hadn't accepted Kaelen's offer to come up with her.  They simply were sitting on the disk and trembling.  For her part, Kaelen was busying herself with Njal: she sent the Mother's healing strength into the dwarf, and his terrible wounds began to close, though it would take more prayers to fully heal the damage - leaving aside the injuries the others had already suffered.

 
 Spoiler: OOC 
Njal took a total of 30 hitpoints' damage, and the Fast Healing brings back about 10 hitpoints' worth, leaving 20 still to be fixed.  What does Kaelen want to do on that score (and indeed is Njal doing anything?)

Meanwhile, is Gerlin doing anything?
 
Metastachydium
Speechless, Gerlin offered Ramiro a thankful smile, making a few tentative steps to try and follow him as well, although the rough terrain was quick to disabuse her of the notion that she could be much more than a liability to the swift swordsman. Instead, to put her mind at ease and to be of some help herself to whoever  she  can aid, she cautiously approached the children, murmuring some lengthy old word as she stretched her hand out towards them. This magic didn't fail her and piece by piece, she began to peel the cakes of mud off of the two littlings, starting with the girl whom no spell protected from the cold and making sure to imbue some warmth into the clothes of both, for comfort and lest they catch a cold. She wished she could give them words of wisdom and soothing as well, but much as she strained her mind, she couldn't seem to find the right ones. Clean warmth had to do.

Once the two seemed dry and warm enough, the illumian stepped back, still silent, and keeping an eye on the children, she began to gather up some firewood, just in case, drying it with her enspelled hand as she dried the children before. It turned out to be the right call: time sped on fast, and neither man nor mule showed yet and so, Gerlin crouched down once again, trying to light the pile.

 
 Spoiler: OOC 

Gerlin Prestidigitates the mud and moisture out of the children's clothes, warms said clothes, Prestidigitates the moisture out of some wood and tries to make a fire as instructed (she still has her flint&amp;steel)! Survival, if needed:  (1d20+3)[ 19 ] 
 
Cygnia
If it came to it, the dwarf was alive enough.  But Kaelan wasn't one to leave things as a half-effort.  She murmured softly, activating the blessed power of her belt to hopefully tend to the rest of Njal's injuries...

 
 Spoiler: Action 

Burning 2 charges on her  Healing Belt  to heal Njal for...

 (3d8)[ 16 ] 
 
DrK
[QUOTE=DrK;25711010][QUOTE=DrK;25706066]      
     Njal "Stormcaller"    

Njal sat around the campfire some time later. His form aching from head to toe from the avalanche, the crushing and the heavy blows of the avalancher. He leant against the wolf keeping an eye on the nearby horse and watching for the return of Ramiro. As the others healing he nods his thanks, parched lips sipping some water.  "Aye, my thanks my new friends. That did be a nasty wee beastie. A big one." 

He looks at the fire,  "In the dwarf hold we do eat the wee ones. Roasted on an open fire they do be good falling out the shell in a mushroom sauce."  Keeping and eye out for Ramiro,  "I hope he be all right, he be a forthright and  brave one but he is a good friend." 
 
 
  
 
 Spoiler: OOC 


Cast defensively [roll0] vs DC15
- Convert snowsight --&gt; gloves starry sky: Magic Missile [roll1]

Gromnir - move to E16 and bite [roll2] dam [roll3]

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  20 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 5 companion
29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 19
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW Std Leather barding
 
Novabomb
 Ramiro Sanda 
 Hey, four legged thing.  Do you want to go back with me? 

Upon seeing, that it very much was not inclined, he moves a few yards back, and starts a fire, hoping the others will spot the plume.
Cygnia
   "Is there a chance it will come back?"    Kaelan didn't know if emotionally the children were ready to continue moving away from this torn up place.

Gods, she didn't know if  she  was.

Then there was still the question if Ramiro was successful about finding the missing mule -- and could get back to them.

 (1d20)[ 14 ]  To see if she Spots that smoke plume.
DrK
      
     Njal "Stormcaller"    


Waiting for Ramiro Njal glances about and asks if the others are okay.  "Ye be okay?"  before he tends the animals of all them, a rough hand stroking the flanks and neck of Stormrir as he rubs down the heavy looking horse.
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  20 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 5 companion
29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 19
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW Std Leather barding
 
Saintheart
 Day 9, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Afternoon, 1537 
 Complication Pool: 5 of 6 

The time wore on, and eventually - and surprisingly - both Ramiro  and  the rest of the party lit a fire, the plumes of smoke going up into the afternoon air; both were visible to one another.

 
 Spoiler: OOC 
Sorry about the delays there.  I will presume that the party goes looking for Ramiro and finds him with Mule, safe and sound.  So the next question is what the party does next: camp and wait until tomorrow, head back to town, or keep looking for the route to Luhanja? Looking for the trail will take the Complication Pool up to 6 of 6, while travel or camping will give you a few hours before we see whether trouble strikes.  What do you do?
 
Metastachydium
As the party finally happened upon the waiting swordsage, Gerlin offered the man a bright, grateful smile and nod before trotting over to her own wayward companion to throw her arms around the neck of the not-quite-horse.   You big, dumb, cowardly thing!   she told Mule cheerfully.   You're not going to do that every half a mile along, are you?   the illumian admonished the animal, before turning towards the others quite apologetically.   Sorry for arresting our progress like that and thank you all for bearing with us two. I… Don't think I could do very well without this big scared rabbit doing the heavy lifting for me.   she explained. She would have to ask Njal to help her train some sense into Mule; but that was something for another day, perhaps.   Do you think we have enough light to carry on?  
Novabomb
 Ramiro Sanda 
 What do you think Njal?  Should we begin looking for a place to hole up, or will a few more miles be doable? 
Cygnia
The children's mood seemed to have lightened up a little when they saw that Mule was all right -- something Kaelan was relieved to see.  While she wouldn't object to resting, if, by some hope, Njal was able to find the trail again, Kaelan also would feel a lot safer if they knew they were on the right track before making camp.

Not to mention, getting away from this torn-asundered spot.  If those thugs  were  foolish enough to be following them, Kaelan prayed that seeing this mess of earth and rock would hopefully turn them away.

It was times like this that Kaelan wished she was stronger in her faith to be granted some of the more powerful divinations (a blessing known simply as  Find the Path  was rumoured to be quite helpful for caravans).  Still, she would yield to the majority.
DrK
      
     Njal "Stormcaller"    

As they rejoin Ramiro then Njal will embrace the wiry man,  "Be good to see you. Ye be a welcome site after driving that nasty beasty away."  At the question he nods and mounts up Stormrir and trots up towards the nearest rise to have a look over the area.  "Give me a wee look, I'l see what the clouds and terrain say, but if it don't look good we have fire and tents here and can rest and recuperate af'er that boulder beast." 
 
 
  
 
 Spoiler: OOC 


Survival for weather / looking around the area  (1d20+12)[ 15 ] 
And Survival  (1d20+12)[ 19 ]  to build a shelter


   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  20 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 5 companion
29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 19
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW Std Leather barding
 
Saintheart
 Day 9, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Afternoon, 1537 
 Complication Pool: 5 of 6 

Njal's inspection of the surrounds was straightforward.  Although the avalanche had done major damage to the road, they had at least a few hours of clear-ish weather to return to the site of the avalanche and continue searching for where they might pick up the road to Luhanja again.  He was also fairly confident that the avalancher wouldn't return.  Whether something else might happen by was open to question; things tended to be drawn by conflict and noise, and there were more worrisome things than avalanchers the deeper they got into the Sininen Seina Ridge.  Although it was only the afternoon, he could see a reasonably sheltered spot amid a small copse of weatherbeaten pines off to the left.  That would do well as a windbreak and a sort of incidental camouflage if anything from the air was passing at speed.  The question came down to whether they wanted to spend more time out on the trail than was really necessary.

The children, meanwhile, had indeed calmed down considerably now that Mule was back among their number, and they watched quietly as the dwarf set about his tasks.
"Is he a man of the mountains?" asked Jakki, pointing at the dwarf.  "There was once a dwarf who came to the Lady's castle.  They admitted him like he was some sort of king.  They didn't tell us much about him other than that he was a man of the mountains, or at least that's what I think they called him."

 
 Spoiler: OOC 
Apologies for the delays, guys, RL got on top for a while.

Put it this way, more searching for the road to Luhanja is possible while there's still light, but it'll advance and trip the Complication Pool.  On the other hand, hanging around in these mountains isn't exactly hospitable either, and as Kaelen noted, there's always the possibility that you're being followed, maybe.  What do you do?
 
Saintheart
 Day 9, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Afternoon, 1537 
 Complication Pool: 5 of 6 
 
 Spoiler: Kaelen and Gerlin 

 Man of the Mountains  was a phrase that both of them had heard in their studies (and, in some cases, their travels.)  Njal would likely also be aware of its significance had he heard it.

'Man of the Mountains' was the Common rendering of the phrase,  Dighasz Hurduniir,  from dwarven.  It referred to a dwarven wanderer, one of a select few, maybe of whom there were only ten throughout the known world.  Such dwarves were ... champions? Paragons? Leaders? ... of their people, dwarves who had no clan or family but who sought to perfect their knowledge of their chosen arts in solitude in the deepest mountains and mines of the world.  Some were miners; others craftsmen; others builders; a rare few, caretakers of the natural world.  The  Dighasz Hurduniir  were thought ancient; some supposedly dated their birth year to the decade before the Rebellion, fifteen hundred years ago.  And such dwarves did not travel through places idly; rarer still did they come to civilisation themselves, dealing mostly through dwarven factors or agents who were themselves as aloof and mysterious as the  Dighasz Hurduniir  themselves.

It was intriguing, then, that a Man of the Mountains should even be rumoured to pass through a settlement, much less a minor one like Luhanja.
 

 
 Spoiler: OOC 
What do you do?
 
Metastachydium
A Man of the Mountains? Passing through Luhanja, of all places? Well, that was one more reason to look forward to the end of this road, and an intriguing one at that. Still, presently Gerlin merely tilted her head somewhat and offered the little ones a tinkling, amused laughter.   Master Njal is not  that  old, nor is he proudly clanless.   she assured the children.   Indeed, he's a real Hardwalker!   she nodded emphatically.   Which is something in itself. I don't know that many up here get closer to kingship than that.   the illumian explained, still smiling.   And just as well: he's a good man.  
Saintheart
 Day 10, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Dawn, 1537 
 Complication Pool: 6 of 6 

They managed to get the shelter and the sheets up into a reasonable sort of shelter for Mule, and Njal's skill with woodcraft and his feel for the snow, the rock, and the passage of light and darkness operated suitably to conceal their presence.  The wild moaned softly against the canvas in the darkness, interspersed by an occasional patter of snow against the tent.  They kept watches, but nothing assailed them, and indeed they didn't spot anybody in the immediate vicinity.

Morning came with no change in the weather; from the feel of the cold on his skin, it looked as though they'd be back to the same discipline as they had the previous day - cold weather gear or a natural hardiness against the temperature would be enough to keep them going.

But then there was the problem of the children.

There was nothing the party could have done.  The effect was clear enough and came without warning.  The party was woken by the boy, Kal's screams.  Jakki was reaching out aimlessly with her hands, eyes wide but seemingly looking at nothing, tears streaming down her face, and the boy was curled up, rubbing at his eyes.  " I can't see! " Kal was crying, over and over.

 
 Spoiler: Kaelen 
Even woken from rest, and with only moments to try to understand the situation, with piteous cries in her ears, Kaelen knew what was happening.  The children were both blind.  No magic here; and nothing that her memory revealed could have been done to this point.  The Blinding Sickness, as it was called, took days to incubate, and came from drinking tainted water.  Which presumably must have happened before the children had come into her care.  The sickness was terrifying, but having struck, at least now could be treated ... although not completely.  Both children would be blind until they could be treated and their little bodies given enough assistance to throw off the miserable condition.  The condition was familiar, and Kaelen knew disease's course and conventional treatment well enough; with the basic equipment she had, and without looking for anything in the surrounding environment, she was all but certain she could cure the sickness with a good two days' worth of care, so long as the children got that amount of bed rest.  If they chose to press on without dealing with that, both children's conditions would surely worsen - both in the weakening of their little bodies and - if the disease sapped enough of their strength in one surge - the children becoming permanently blind.  Of course, the Mother had blessings to deal with that, but Kaelen would have to take time to seek the goddess's aid to deal with it.
 

 
 Spoiler: Gerlin and Ramiro 
The two of them had enough familiarity with horrible bugs to realise this was  likely  a stroke of bad luck named Blinding Sickness ... but at the same time, neither of them had a great deal of skill to treat it, either.
 

 
 Spoiler: Njal 
Njal had no idea what was happening with the children, although if it was some sort of disease, the Spirits  did  sometimes grant a boon to allow him to remove such things.
 

 
 Spoiler: OOC 
What do you do?

Kaelen knows pretty much straight away what's going on with the children, and how to treat the condition they've got.  As a recap, they've got Blinding Sickness, which hits once per day for 1d4 Str damage on a failed Fort save and afflicts a character until he makes 2 successful Fort saves or  Remove Disease  is cast on him.  Use of the Heal skill by Kaelen guarantees they'll make 2 saves in a row over 2 days since her Heal check is +14 and it's something to which a take 10 roll can be applied.  But curing their conditions that way of course locks you more or less in place here since allowing a Heal check like this requires 8 hours of care, and the disease isn't gone until 2 consecutive saves are made.  The children are currently blind and have taken 1 Str damage at least from their first failed save.

There might be something in the surrounding environment which could help that process - Kaelen knows enough about the disease to know it's possible there may be herbs around that can accelerate the healing process for the condition - but that would require Kaelen and/or the party to go searching for such herbs in the vicinity, which has its own potential hazards.

And of course Blinding Sickness has a nasty twist to it: if a character takes 2 Str damage on a failed save (2 Str on one failed save, not cumulative damage) then the blindness becomes permanent.

There are, of course, magic solutions to this.   Remove Disease  would cure the condition, and Njal and Kaelen can both cast it.  Problem being you don't have a lot of level 3 spell slots and I am assuming you didn't change your loadouts since yesterday, so you won't be able to cast the spells until tomorrow (morning 11 Alkukevaasta) if you want to do that.  If by some chance the kids go permanently blind,  Remove Blindness  is also a level 3 spell.  Casting  Remove Blindness  alone will restore their sight, but unless you've removed the disease it'll just come back the next day.  Pretty much guaranteed these two will fail any Fort save coming their way, they're small children who don't have the literal constitutions to fight off a condition like this unassisted.

The consideration being, of course, that you might or might not want to spend more time hanging around out here in the wilderness.  Though trying to search for the road to Luhanja as well as try to guide two blind and frightened children isn't going to be easy either.

Over to you.
 
Cygnia
    O Mother, guide Your servant in this time of need...     Kaelan hoped (as much as anyone could hope in such a situation) that this infection had been an unfortunate coincidence and not a deliberate infection by the children's kidnappers -- but if it was the latter, she would try to make sure Toggs got his due punishment after she had gotten the children back home safely.

    "Blinding Sickness, by the Mother..."      The priestess spoke in hushed tones to her fellow adults so as not to panic the children even further.      "I can't risk them moving right now.  While there  might  be herbs or plants to help treat them in this area, it's probably less dangerous to spend one more day at camp and I can pray for  Remove Disease  to aid them..."    
Metastachydium
   I was kind of worried you'll say that.    Gerlin nodded, twice and almost comically solemn.    If you can find the right herbs, I should be able to prepare them in whatever way; I kind of studied that. For reasons.    she tugged at her green braid, for the most part instinctively, before shifting away from the huddle and over to the children, to crouch down by them  and lay a small, cold but firm hand each on their arms, apparently oblivious to how her encouraging smile was bound to get lost on the little humans.   It's alright.   she stated with bright confidence, realizing a bit late what she just said.   Well, I mean it's not alright. Right now. But it can be undone. We'll sort this out, you know that, right?  
DrK
      
     Njal "Stormcaller"    

Njal had taken his time on watch and stared into the night mulling over another dwarf in the settlement. He wondered if that one was also clanless such as him. The thoughts had pursued him into his sleeping mat for a fitful nights sleep

In the morning the commotion with the children had disturbed him but he nodded as the others described the problem.  “Ye poor wee things. Calm now, here hold tae tye wolf till I get back.”  He looked at the others sadly as he shuffled a bit further away.  "I cannae help them today, in the morrow I can. Shall we sling 'em up on Stormirr's back fer the day and try and make some progress. Be slow aye, but anything be better than nothing."  
 
 
  
 
 Spoiler: OOC 


At morning rejig if spells use both level 3 slots for Remove disease and then cast on the  children

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  20 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 5 companion
29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 19
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW Std Leather barding
 
Novabomb
 Ramiro Sanda 
 I suppose we will not be covering any ground today then.  I will fetch some firewood. 
Metastachydium
Still holding onto the children, as comfortingly as she could, Gerlin half-turned her head towards the man of fire.   Do you need help with that or something?    she asked, very seriously, but trying to keep her voice almost as cheery as it normally was for the kids' benefit. Losing the light, even if only for some time must have been awful; signalling to them that all else was in good order was the least she could do.
Cygnia
Kaelan went over to the children and carefully, ever so gently held their hands.     "This will not be permanent, I swear to you,  By the Mother's grace, your eyes can be treated safely come tomorrow."     Between her Goddess and Njal's Wild Man, surely, this disease could be cured.     "But I need to ask you both -- do you wish to stay here at this camp for one more day?  Or, if you so choose, we can strap you to Njal's horse while he tries to find the trail again and make some progress back to your home.  We would be moving slowly -- and myself or Gerlin would be by your sides at all times."   

The priestess would feel more comfortable staying here at camp for one more day -- but she wanted the children's wishes to be heard.
Metastachydium
   Otherwise I could as well just stay around the little ones.    Gerlin continued to drone on innocently in the background.    There's this trick that can help the body stay, I don't know,  resilient , I learned it in Chalice…   
 
 Spoiler: OOC 

I just realized Gerlin has Ironheart Aura, so should the children have further saves to make, the +2 morale to those from her being adjacent vould be of help.  If I'm correct in assuming that no matter how convincingly she pretends to bite them, they won't be considered food enough for Purify Food and Drink to help,  I'm afraid she can't do much else.  Maybe if we could get the dog involved… 
 
Saintheart
 Day 10, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Dawn, 1537 
 Complication Pool: 6 of 6 

Kaelen and Gerlin's ministrations at least calmed the two children somewhat.  The little boy was still sniffling, and said "I want to go home," when asked, but Jakki looked a little calmer and thoughtful even with streaks of dirt from tears down her face.
"We can stay," she said.  "I'm scared, but we can stay.  If you want.  I really want to go home tomorrow though."

 
 Spoiler: OOC 
What do you do?

Sorry, that was a small, cheap post, but shortly after this is sorted we'll get to the day's activities and see what happens ... if anything ...
 
DrK
      
     Njal "Stormcaller"    

Listening to the children Njal pauses and nods to the others.  "Aye, ye may be right   as e looks instead of the small copse of trees were they had camped.  "I'll see to the camp. Make it wee bit nicer eh.."  He says. He'll then busy around whilst the others look after the children making the camp a little more secure with snow shaped walls and other things to help them settle in for the day whilst they rest up
 
 
  
 
 Spoiler: OOC 


Survival  (1d20+15)[ 28 ] 
   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  20 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 5 companion
29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 19
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW Std Leather barding
 
Saintheart
 Day 10, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Around midday, 1537 
 Complication Pool: 3 of 6 

Settling in for the day, the companions set about their various tasks.  The children were calmed and rested in the tent with Kaelen and Gerlin around to see to their needs, and it only took an hour or so for Ramiro to have assembled enough firewood to easily see them through the rest of the day.  Njal also headed out to search for the trail to Luhanja, and in a stroke of luck he actually came across it but a few minutes after starting to look.  The avalancher hadn't returned, but the course of the rockfalls and mudslides had unexpectedly made the ground clear and simple to scan; the earth's spirits sang and led him to a place where, over the trunk of a fallen tree, a scree-scattered trail led deeper into the hills and in the direction where they'd been told Luhanja lay.

So he returned to the camp by midmorning and settled in along with the rest of them.  The day's chill sang through the trees, a bitter wind that brought discomfort even if had no snow.  There was a distinct smell of pine in the air and Gerlin was fairly sure she could scent a few ronnasblossoms, the grey-white brush that only gave off its perfume from around this time of year, when the few bees in the air would most likely be first out.  The sun rose in a clear sky but didn't give much warmth.

It was around midday, while Gerlin and Kaelen were out stretching their legs, with Ramiro, Njal and the two children in the tent, that they both spotted something in that clear sky.  It was about 250 feet out, an enormous eagle with what seemed to be thick, glossy feathers accentuating its bulk and physical power.  Its wingspan would have to be a good twenty feet or so, and it was up above the treetops, maybe  hundred feet off the ground, gliding on the wind out of the northwest, gliding in their direction.

 
 Spoiler: Gerlin 
Gerlin knew from her studies that no normal eagle could get to that size and wingspan.  This one was surely what they sometimes called a dire eagle, a larger, more powerful cousin of the lowlands eagles that sometimes cruised the wilds this time of year.  Dire eagles were big enough to - and frequently did  - fight giant ravens over their territory, and they were certainly big enough to snatch off animals, perhaps even small mounts ... and children.

Maybe it wouldn't spot them, this far out; even though they'd done what they could to camouflage the site, dire eagles had exceptionally good eyesight ...
 

 
 Spoiler: OOC 
What do you do? Knowledge rolls are taken into account already.
 
Cygnia
    "We need to warn the others..."     whispered Kaelan with urgency.  Though the eagle was magnificent, it was also dangerous to their camp if it out was hunting.      Mother, let that beast pass us by!    
Metastachydium
   That's a  really  big chicken.    Gerlin nodded in assent, bemusedly.    A dire eagle, I'd say.    she added, staring at the bird without moving, even as she made a curious face.    Its eyesight should be a  lot  better than its hearing, actually.    she went on.    Maybe we should just…    it took visible effort for the illumian to keep her hands from making some broad, vague gestures.    Call over to the others? To stay inside, and  absolutely  keep Mule from seeing this?    she glanced at Kaelan without turning her head.    Oh. And I should put this out.    a corner of her mouth twitched as her floating crown of sigils faded out – and the headache faded in.
Saintheart
 Day 10, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Around midday, 1537 
 Complication Pool: 3 of 6 

The dire eagle kept cruising in their direction.  It looked as though its flight path wouldn't take it directly overhead the copse of trees and therefore their campsite, but neither would it completely miss the vicinity either.  However, it looked as though the camouflage work they'd done on the camp was working, at least at this distance; the eagle wasn't diving and hadn't screeched in alarm or in commencement of the hunt, so it looked as though it hadn't yet spotted the camp (or Mule, or the two adventurers caught in the campsite) ...

 
 Spoiler: OOC 
Hide check was boosted significantly by the camouflage work you guys did yesterday, and also a +2 from Gerlin and Kaelen being discreet (and putting out Kaelen's sigils.)  Whether that remains the case as the eagle gets closer...

What do you do?
 
Metastachydium
Gerlin, largely satisfied with their luck and the apparent success of their efforts so far struggled on through her thrumming head to keep doing her best towards ensuring that this would be the pleasant memory of watching a pretty bird glide through the sky and away from view.   Njal? Can you hear me? Um, don't answer that!   she called back, keeping her voice  relatively  low.   Could you all just… Stay in the tent for now and keep an eye on Mule? Please?  
Cygnia
Kaelan fought down every urge to rush back to the tent.  If she ran, she would look like prey and endanger the others if the eagle saw her try to hide behind the canvas flap.  Instead, the priestess kept herself still.      "And keep the children inside -- there's a giant eagle soaring close."    
Metastachydium
    Dire  eagle.    Gerlin remarked.    A perfectly different kind of thing. Which is… Not  really  important right now.    she conceded, mostly to herself, still unmoving. A giant eagle would have been better, nevertheless. Those were much easier to reason with, reportedly. She had never  actually  seen one, let alone tried to reason with it.
Saintheart
 Day 10, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Around midday, 1537 
 Complication Pool: 3 of 6 

Njal didn't respond to Kaelen and Gerlin's suggestions, at least not before the dire eagle glided close to the campsite ...








... and glided on, flapping its wings to pick up another updraft and continued on its way.  Whether because it hadn't seen any of the party below it, or because the space above the trees in which the tent was pitched was too close to land, the dire eagle presented no further threat to them.

 
 Spoiler: OOC 
And that's  188 XP each  for that encounter.

I'll be moving the story on shortly.  As in, next time I can sit down.

I'm conscious we've been a bit bogged and I'm going to try to speed up the updates so we actually get somewhere you're all going.  In fairness, that might mean an update comes through before everyone has a chance to chip in, but I'd like to get on and offer you more stuff to interact with and actually play with out here in the cold wilds :)
 
DrK
      
     Njal "Stormcaller"    

Njal pops out of the tent susprised to see Kaelin and Gerlin looking so tense. He stomps through the snow and ice towards them.  "Ye be reet?"  he asks gruffly.  "The wee kids are settled down and resting. We want to be hunting or hunker down with some trail rations?" . He pauses again,  "What be wrong eh?" 
 
 
  
 
 Spoiler: OOC 


Apologies all I had unsubscribed so had missed the posts. Apologies for the vanishing


   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  20 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 5 companion
29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 19
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW Std Leather barding
 
Saintheart
 Day 11, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Midmorning, 1537 
 Complication Pool: 5 of 6 

The rest of the day had passed without incident, and so too had the night.  The next morning, having solicited the goddess and the Spirits for help, Njal and Kaelen lay their hands on the children's eyes, and a moment later were rewarded with smiles and blinking as the Blinding Sickness lifted and the little pale faces got back some of their strength.  Better too was that, having found the trail beyond to Luhanja, they were able to pack and set out on time, getting back on course.  The trail grew a little less rugged as the morning wore on, even though the path switchbacked further and higher into the hills, the air growing cooler as they did.  But even then the weather was kind to them: a little early spring sunlight was on them and they didn't have to concern themselves with additional protection for the children beyond what they already had.

Around midmorning, they'd just reached a dip in the trail, where the path descended into a broad, flat expanse with sickly-green grass.  Boulders lay scattered around like the Wild Man's own rock garden, little blue excuses for flowers ( Stathigottarn,  Gerlin's memory reminded her that their name was) cringing at the base of the stone for shelter against the chold.  A wagon loaded heavy with furs and drawn by two very large dray horses was rumbling toward them.  There were four humanoids with it.  Three of the four were businesslike, in a combination of fur and leather armour, with axes and shields slung.  Two were walking alongside the thing.  The third rode in the wagon's buck and had the reins.  The last of the four was a brown-skinned, thin halfling just under three feet tall, wearing a motley collection of fur and tattered canvas, white, frizzy ponytail kept up in a ponytail inside a small fur cap.  Judging by the bloodshot nature of her eyes and the massive bags underneath, she might not have slept for days.

She was talking in a thick accent from the back country of Gullcry, addressing the side of beef driving the wagon.  "... how about this, zhtop me if you've heard zhis one.  I got a letter from my zhister.  Zhe zed her huzband vent out zhootink.  I don't unnderstent, zhe seemz so cazhual ant colt, but I thot zhere waz a terrible agzhidunt.  I know her quillvurk izh poor, but her letter zed her huzband zhot himself."  She grinned.

 
 Spoiler: OOC 
What do you do?

(Housekeeping: Kaelen and Njal's third level slots are burned for the day on curing the kids.

As for rations: Ramiro loses 1 ration, Kaelen donates 2 for Jakki and Kal - everyone else manages to forage successfully for food.
 
DrK
      
     Njal "Stormcaller"    

Njal was happy and had patted the children on the head and left them to the others when the sickness and the blindness was purged. Back on a trail he had been happy atop Stormrir, the husky, Grumrir, foraging and racing back and forth as he threw a chunk of bone for him to fetch and return.

He had just done so when the merchants hove into view and he whistled the hound to stand close. Raining and hand in greeting he nodded to the others in a “be wary” way and spurred forward to block the approach to the mule and the children

 “greetings ta ye’. Where do ye be bound? The paths be rough behind us.”  he adds pointing down the trail they had come from
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  20 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 5 companion
29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 19
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW Std Leather barding
 
Metastachydium
 Back When 
  Just a dire eagle. You should have seen it!   Gerlin enthused as her sigils flickered back into view.   But it's gone now. That way, or so.   she pointed in the approximate direction.

 Back on Track 

With the children's most immediate plight resolved and some distance gained from the place where it struck, the illumian's mood lightened even further. She bathed her narrow face in the warmth of the sun and smiled brightly at the little blue flowers – the gift of her god for this barren place, no doubt. The newcomers, in turn, drew a more powerful response from her still, if a mixed one.  Gullcry.  She remembered Gullcry. And it was… A corner of her mouth twitched reflexively. But she overcame the feeling just as fast, and the smile, wider yet than before, was back on her face by the time she all but glided forward, drawing poor Mule (there was no way she would let go of the reins now after what happened last time) along to peek out from behind Njal's back and start chittering, almost as if she didn't notice the dwarf himself spoke as well.   Aider'n velmed! Do'zd ov'Gullgri? A'drabbel'd groze'Gullgri avorn!   1 
 
 Spoiler: OOC 

 1 Sorry about that. I saw the increased frequency of voiced consonants and ran with it. This is supposed to be an archaic and  even more  divergent and rural Gullcry dialect Gerlin learned in some Chalician library from a travelogue of a (mostly armchair-based) savant who decided his local guide's parlance was the "authentic" form of local speech, the way a naive modern day would-be volunteer would seek to study classical Sanskrit before heading out to work in India.
 
Cygnia
Kaelan made sure she was by the children's side, not comfortable with Gerlin leading Mule (and therefore the children riding Mule) closer to the unknown caravan despite Njal's silent admonishings.  If it wasn't so concerning, it would have been interesting to see if  Tongues  (a usual prepared spell for Kaelan, though, due to the Blinding Sickness, one not prayed for today) could make sense of the halfling's accent...
Saintheart
 Day 11, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Midmorning, 1537 
 Complication Pool: 5 of 6 

" Mother's Cowl! " screamed the halfling, half-climbing the driver of the wagon (who had, startled, pulled up on the reins, drawing matching shrieks from the horses and prompting axes to appear in the hands of the men escorting the wagon.  But with Njal's greeting, both the warriors and the halfling hesitated, and a few seconds later they were looking with curiosity rather than hostility at the somewhat eclectic group before them.

That was when Gerlin started talking.

And the halfling's face shifted from startled to outright mirth.  She fell back against the driver of the wagon, who was looking from the party to the halfling and back again with a confused look on his face.  Tears of laughter appeared at her eyes, and her brown face half-turned red from the sheer effort of trying to breathe while cackling uproariously.  The laughter was high-pitched and echoed off against the mountains.  Even so, the other warriors -- guards, perhaps -- didn't join in; no, they weren't on the verge of charging in, but neither had they stowed their weapons.

At length, the halfling wiped the heels of her palms at her eyes, clearing the tears away with them, still chuckling as she straightened to look at them again.  "Oh, Fife Godz," she managed, coughing, and then clearing her throat loudly.  "Fife Godz, I'm sorrih, trav'ler.  You zhound like zomezing outoff thee Parchment O' Fenrid  *  .  Eiff not herd zhuch wortss sinz my grenfadder dight vhen I voz a littel stripling.  Vell met, all ye.  Ye not be banditz, I zuppoz, unless the littel vuns have zhom great magick to zhem, hey?"  She pointed at the two children on the back of Mule.  "The trayle be difficult ahet, ye say? Vot happent? Vhen last ve came up it, voz hart but not mooch harter than this lot," she said, gesturing at the scrabble of the trail below them.

 
 Spoiler: OOC 
What do you do?
 

 
 Spoiler: * 
Gerlin and Kaelen would be familiar with this document.  Or, more specifically, the play called  The Parchment of Fenrid , which is recorded on it.  It's actually one of the oldest surviving plays from around the time of the Rebellion, likely performed in secret in the decades before the elven retreat and finally transcribed a few years afterward.  That said, it's difficult to tell whether it was intended as a comedy or a tragedy, referring as it does to glowing swords and the protagonist being of dark parentage and having a sister in secret, and referring to entirely inconceivable concepts such as ships sailing through the voids between worlds (as distinct from the portals) and stuff and nonsense like desert planets and machines the size of small moons.

Making things somewhat more difficult for the modern reader is that whoever transcribed it likely took themselves somewhat too seriously and rendered the drama in high classical style, all full of 'thees' and 'thous' and 'herewiths' and 'wherefore' and 'aroint thee young knave' and the like.

On the other hand, the drama actually plays rather well rendered in the rural dialect that Hansetha the Lightfoot recorded in his travelogue, which is currently regathering its dusty cloak in a Chalician library after being thumbed through some years ago for the first time in sixty years by a certain Illumian.
 
Cygnia
   "A few days ago, we butted heads with a giant crab made of stone that was lying under the ground, waiting in ambush for prey, ma'am.  It churned up the ground something fierce.  Managed to drive it off thankfully -- but I don't know if it came back to that area.  And it made for finding the trail afterwards a dodgy time..."     Kaelan spoke.
Metastachydium
Gerlin pulled her head back a little and her smile shrunk back to a size better-suited for a coy, apologetic affair.   Sorry. I meant absolutely no offense of any sort.   she said quickly.   I… Might have, um…   could the Gullcry dialects evolve this fast? Or had she better start looking for… More  up-to-date  resources? Probably the latter.   There's also a dire eagle we saw. A big one.   she changed the subject awkwardly, in the end, trying to add something useful to Kaelan's report.
Saintheart
 Day 11, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Midmorning, 1537 
 Complication Pool: 5 of 6 

"Hrmph."  The halfling glanced past the party to the trail behind them.  "You think a vagon koot still get throo dere?"

 
 Spoiler: OOC 
What do you do?
 
Metastachydium
  Well, it gave us some pain  on foot . And there's no telling where the stonecrab thing went.   Gerlin cautioned the halfling, just as apologetically as before, glancing at Njal (or rather the bck of his head, as if he could see her) in hope of the dwarf giving the other group something more of an expert opinion.
DrK
      
     Njal "Stormcaller"    

Njal grinned at the halfling, but remained atop the massive stallion as he trotted a little close to the merchant.  "Ye be in trouble. It be rough, nay place left fae a cart at all. Best ye be finding a new route."  he adds point up the slope. Gesturing the way the halfling has come from he asks  "What be the trail ye came frae?"  hoping its going to be easier going coming up for them.

At mention of the kids he shakes his bearded head  "Great power. If ye be meaning demanding aye. If ye be meaning magics then nay. Jus wee ones looker fer a safe home. Ye know of one?" 
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  20 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 5 companion
29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 19
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW Std Leather barding
 
Saintheart
 Day 11, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Midmorning, 1537 
 Complication Pool: 5 of 6 

"Mother's Cowl!"  The halfling hawked a gobbet over the side of the wagon.  "A fine veddervain on a pile ov zhit thet iz.  Haf a day vaystid."  She jerked a thumb back in the direction the wagon wasn't facing.  "Ve jus kem from Luhanja - ze trail leets beck zhat vay.  Had hopped to sev a day or zho throo zese hillz.  Only odder vay iz beck down ze koost roat from Luhanja, viz zhittink bendits, zhe bastedds.  Veal hef to becktreck to ze villedge en meck for ze koost frem zere.  Woot heppily share ze trail - more zere are, ze less trouble, hey?"  She turned to the escort and the driver.  "Vell, you hurt.  Turn zhis zhitting buckveggen avounr for ze Mother's sake."  She clambered down off the wagon, scurrying to assist the wagon and the men as they awkwards began to move the wagon in a circle among the high rocks.

Among the swearing and cajoling, the halfling managed to stop and look up at the group, hands on her hips.  "Just my zhitting luck to hef to go beck to zet fear-struck town.  Anyvay, I em Alyona.  You vood be  domobezh , hey?"

 
 Spoiler: OOC 
What do you do?
 
Cygnia
Kaelan weighed the halfling's offer carefully.  Those guards certainly looked like they could take care of themselves in a fight (though a caravan would potentially attract brigands -- and could be slower when it came to travel).  And Kaelan would feel uncomfortable about turning them away.

But she did have responsibilities too and she glanced over to the children.

   "Any recent news from Luhanja?  You said 'fear-struck'?"   
Metastachydium
Gerlin looked at Kaelan, somewhat baffled, and then Alyona. For some reason, everyone was always fear-struck about everything up here. Highmark wasn't Chalice, let alone the Islands, but it struck her as reasonably pleasant so far. Friendly, even. And the kids mentioned nothing about Luhanja being a bad place, nor was the halfling far more averse, by the look of her, to return there than anyone who lost days of journey.

It was going to be fine, she told herself, and not without conviction. At any rate, not  not  fine enough for them to forget all their manners.   Oh, and I'm Gerlin, Alyona.   she offered with an unchanging smile.   And we are not  really  domobezh. Master Njal is a real Hardwalker  somehow    and Master Ramiro is… Roughly an honorary version of the same? Sister Kaelan's, meanwhile, clergy. The Mother's own, actually.   she nodded, emphatically, before pausing.   I'm…   she touched her nape and slid a foot behind the other.   I'm an Islander myself. Here of my own will. Entirely.  
DrK
      
     Njal "Stormcaller"    

Njal nods a grin on his face a the accent of the halfling even as he squints to understand her words.  "Aye lassie. We be sharing the trail. We'll ye down the trail."  he taps the tigerskull club.  "ye speak of bandits. Do ye? What do ye know of 'em?"   he look to the others.  "Best we travel with these. Safety in numbers aye?" 
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  20 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 5 companion
29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 19
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW Std Leather barding
 
Saintheart
 Day 11, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Midmorning, 1537 
 Complication Pool: 5 of 6 

Alyona nodded to each of the group as Gerlin introduced them, coughing a little as Kaelen was introduced as a member of the Mother's faith, and narrowing her gaze as the Illumian introduced herself as from the Isles.  "Islander, izh it? Long vay frum thee vight beachez here, hey? Zhitting plesses, zum of zee Isles.  Too zhitting soft.  Novair lef to meck any money.  Rather hef zhis enny day, bendits enn oll." she said, her gesture seeming to take in the freezing mountains if not the entire continent of Horizon.  "Zhere's somm bendits meant toobee on zhe kost rowed.  Ve got larky komming up to Luhanja, zhey must hef been off pizhing gainst an icethorn or zumsing.  Spose not go-ink to be quite so larky thiz time, though.  Ah well.  Daylaht's vaysting!"

Alyona scrambled nimbly back up onto the buck of the wagon, avoiding the great mass of furs piled and tied onto the tray, taking the reins from the dour driver and clicking the reins now the wagon was turned around.  "Zair's trubble in Luhanja.  Oh, I no, I no, effryvair zere's alvays trubble, country roobs all zhit their draws ven you even tell a story abowt Forsaken, or a bluddy  menninkainen  burps on a mountenside, but Letty Voolfstonn's no' stoopid, but zhe's vurried.  Zhat mince all her people iz vurried too.  Iz farmers, cottagers, out in ze hills.  Zum been, how you say, dizzappeerink.  An' not all dizzappeer either, zum they fined ... zum over here, zum over zair, all guts an brens spret laik zhitting butter on bret.  Voolfstonn's gards not finetink who dun, but zey saying not matter who dun - more like vot dun."

 
 Spoiler: OOC 
What do you do?
 
Metastachydium
  Right?   Gerlin beamed at Alyona as the halfling berated her general region of origin, and at length, only deflating somewhat, for the first time since the two parties met, when the other elaborated on Luhanja's current troubles.   But that doesn't sound very good.   she conceded, rolling a shoulder clumsily.    The Lady and the people are merely  worried , though, and not  buried .    she added, for the benefit of her own companions.    And nobody's been minced as such either.  Still,    she turned towards Kaelan in particular, abruptly.   Do you think we should…   she gestured discreetly in the direction of the little ones, suddenly very grateful for Alyona's thick accent; maybe the children didn't  need  to hear all the details.
Cygnia
In response to Gerlin's (thankfully) discreet question, Kaelan shook her head to silently say 'no'.

It was worrying though.  Was there a connection between Luhanja's current troubles and the children's kidnapping?  Were they returning them to an even worse situation?      Mother, guide me and protect them!    
Saintheart
 Day 11, Alkukevaasta (Early Spring)
The hills south of Hardwalker Hall
Midmorning, 1537 
 Complication Pool: 5 of 6 

Alyona glanced at the two children on horseback and then back to the Illumian.  "Vai iggzackly  are  you brinnkink young vuns throo ze vilds? Zey doan luke like chelldrenn off yoz, Eye-lander.  An seems ott a cleric of zhe Muzzer vood bih brinkink orfens all zis far frahm Hardvokker Holl.  Zhe cleric of zhe Fadder at Luhanja tis gonn, yes, but I not thinkink she voz sent to riplace him zo fast.  An vai vood a Hardvokker clansman be komink to Luhanja?"

 
 Spoiler: OOC 
What do you do?
 
Metastachydium
  Ah, the children?   Gerlin looked back at those two over her shoulder, an encouraging smile on her face.   They are from Luhanja, actually. We're just taking them home. And Master Njal has the favour of the spirits. He most gracefully agreed to be our guide.   Picking her way forward carefully, she stepped closer to the halfling.    They were abducted by some creepy beefheads. Um… The children, not Master Njal. Sister Kaelan rescued them. Please don't talk about this aloud, they're scared enough as it is.   
DrK
      
     Njal "Stormcaller"    

The dwarf winces at the halfling thick accent then shakes his head.  "Aye lassie. We be bringing 'em home. If there be trouble we could be fixed tae' help."  He looks at Gerlin and Kaelen steadily,  "Aye. We did promise to help. And help we do."  Keeping the tiger sull club loose in its belt sheathe he is happy to trot on the horse following the caravan.
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  20 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 5 companion
29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 19
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW Std Leather barding
 
Saintheart
 Day 11, Alkukevaasta (Early Spring)
Luhanja, south of Hardwalker Hall
Midafternoon, 1537 
 Complication Pool: 5 of 6 

Alyona had looked at the two children for a longer second, and then shrugged and nodded.  "Azh you zhay.  Vell, if the zhitting vedder keeps cler, it voan't be long biffore vere zhere."

And it wasn't.  The journey into the hills was navigable for a heavy-loaded wagon, and so presented little problems for the party and its charges.  The hills grew more rugged, but as they wound deeper into the hills there seemed more signs of life and habitation as they moved in: here and there a flat-looking patch of land revealed itself with a house or two built into the ground, using the earth for some measure of warmth, and here and there a steep slope was crowned by a wooden longhouse from which small plumes of smoke wisped into the day's air.  They finally reached Luhanja itself midafternoon.

The village was small, certainly not on the scale of Hardwalker Hall by any stretch of the imagination.  It didn't have much beyond a wooden palisade, and amounted to a few dozen structures of wood and stone and earth, built almost defiantly on a flat patch of ground next to a thin stream of water cascading over a precipice above the village, and which trailed away down into the mountains far below.
"Hasn't iced over because there's a hot spring source somewhere in the mountain," the driver of Alyona's wagon said.  His voice was a basso grunt, and he hadn't had much to say over the hours beyond his name: Makhrond, a grey-eyed, red-bearded Hylkeiden warrior with a large axe over one shoulder, furs made likely from a direwolf's coat, and a helmet with a visor through which he peered without noticeably blinking.  "Runs clean though.  Probably why they built the place here.  Also supplies the Wolfstone seat," he added, and nodded to the structure sitting atop the precipice:

 
 Spoiler: Image 
 
 


It wasn't a grand keep, but it was old - at least on the vintage of Hardwalker Hall from Njal's first glance, if not older still.  Katja Wolfstone's seat had a commanding if not dominating vista over Luhanja and the trails leading to and from it, and the elevation up here was significant.  They were approaching Luhanja from the northwest, and the Wolfstone keep faced the west, with more rugged hills and higher peaks behind it, covered in snow.

 
 Spoiler: OOC 

What do you do?

There's any number of options here.  It would be customary for a cleric of the Mother to check in at any temple or chapterhouse within the village itself on arrival.  Looking for accommodation's also not a bad idea either, and might allow you to get the lay of the land or see how things are here before doing anything else.  Another alternative is to present yourselves to the lady Katja Wolfstone, which (even Njal knows) is not quite compulsory, but not an unexpected thing for the scion of a noble house to do (even if, and possibly especially if, the local lord doesn't care for the Hardwalker family.)

And apologies again for the lateness of update: it has been hellishly busy out here.
 
Cygnia
Kaelan felt some relief when they finally entered the gates.  Though, not knowing exactly who ordered the kidnapping of the children, there was still that uncertainty of whether they'd actually be safe.

Not to mention the disturbances Alyona had told them about.

    "My suggestions would be for us to visit the Mother's temple if we can first."     Kaelan suggested quietly to the others in her group.      "They may have some insight to the children's family -- and the current politics of the town.  Also, under their sanctuary, it may prove easier to gain entry to Wolfstone Hall in order to then present ourselves."    
Metastachydium
Gerlin forgot even hanging onto Mule for long enough to clasp her hands together in delight, beaming at the creek, Makhrond and the keep in turn. Horizon architecture was certainly a quaint thing in its practical simplicity and the prospect of, perhaps, exploring the banks of the watercourse to see its impact on the flora of the hills around warmed something in her as much as she assumed the creek would warm the ground it traversed, especially closer to where it burst forth from the ground. It was Kaelan's words, whispered as they were, that shook her out of it.   We have a Hardwalker, a half, and kind of the same in terms of clergy, between the two of us.   she tilted her head slightly, even as she grabbed hold of Mule once again and, reminded of her standing, began to radiate gratitude towards her own god for the safe and uneventful passage.   I'm not sure I'm expecting trouble or anything from the Wolfstones?  
Novabomb
 Ramiro Sanda 
 I suggest the temple first.  The children were taken once before, it is unclear who can be trusted in the Wolfstone complex. 
Saintheart
 Day 11, Alkukevaasta (Early Spring)
Luhanja, south of Hardwalker Hall
Midafternoon, 1537 
 Complication Pool: 5 of 6 

As they talked, the party was continuing alongside Alyona's wagon, and the group drew up to a gate on the wooden palisade that encircled about three-quarters of Luhanja's buildings.  Closer as they'd come, the faint fingers of smoke rising from chimneys and fires were visible now, and there was a ringing noise somewhere in the distance that suggested there was a smith somewhere within.  There were plenty of workmen and farmers moving back and forth, and despite the discussion, Ramiro was delighted to see, and Gerlin a little surprised to see, that one of Luhanja's businesses appeared to be beekeeping -- apiarists in heavy padded clothes were hauling smoky, wooden hives out from winter shelters into (relatively protected) air.  It had been a common practice among the monks of Ramiro's order (or so the stories went) and beekeeping was a lot more common on the Archipelago, even though some species of bees had, amazingly, miraculously, managed to survive in Horizon on the meagre nectar they could pick up from iceflowers.  Possibly the heat of the stream running through the village helped with that.  Alyona's wagon had to slow up as a herd of goats came barrelling across the road with a couple of swearing female shepherds in pursuit, and a gormlessly-happy dog in train, with its tongue lolling.

There weren't guards on the palisade, of course - the village would be too busy trying to get out ahead of the spring weather - but nonetheless a man in leathers, thick boots and white cloth held up his hand as Alyona came by.  He had some long, powerful bow over his shoulder, and he lowered a thick hood to reveal a rangy face with keen eyes on it.  Each of the party guessed he'd be some sort of huntsman.  "Back already, Alyona?"
The halfling woman jerked a thumb in the rough direction of the trail they'd come down (and the party.)  "Zhitting trail gott blok'tt.  Haf to tern down foah da kost rowed.  Dese vuns told me."
The huntsman glanced over the group.  " Domobezh? "  His face hardened.  "Not much room for wanderers in this town."

 
 Spoiler: OOC 
What do you do?
 
DrK
      
     Njal "Stormcaller"    

Njal slipped down from the horses back as they entered the town, a hand to Gromnir to keep the wolf his side.  "Stay by me eh' pup"  he mutters. Nodding to guard he eyes the wagon and the horses,  "Mebbe we find an inn or stables. Does no good tae ride the horses into the Temple."  he suggests gruffly. Looking around he'll look for a small child and flick them a copper piece,  "Wee one, where be the nearest inn with stables fer the beasts"  he asks.
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  20 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 5 companion
29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 19
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW Std Leather barding
 
Cygnia
   "We're not staying long, saer..."    Keeping her tone respectful, Kaelan let her holy symbol been seen.  She briefly considered telling the guard about their mission with the children, but until she could be certain who to trust she felt it was more prudent to keep quiet for now.     "...if you could point the way to the Mother's temple or chapterhouse please?"   
Metastachydium
Figuring Kaelan probably has a reason for not lending her trust to the hunter as readily as Gerlin herself would, the illumian swallowed the full explanation of who they were and what they wanted this once and contented herself with backing up Kaelan's remarks and requests with a pleasantly subdued smile, turning her hips slightly so that her god's symbol affixed to her belt was also plainly visible, if the man bothered to look. This was ultimately Kaelan's mission, after all, and both the human woman and Njal, perhaps Ramiro even, had more invisible ties to consider than she did.
Saintheart
 Day 11, Alkukevaasta (Early Spring)
Luhanja, south of Hardwalker Hall
Midafternoon, 1537 
 Complication Pool: 5 of 6 

The huntsman's expression didn't markedly change when Kaelen announced her status, but his bushy eyebrows rose in recognition as he noticed the carved wooden rosebud, the Wild Man's sigil, on Gerlin's hip.  He seemed to take another look over the group, and then addressed Kaelen again, although his eyes flicked to Gerlin intermittently.  "We've a small hut, sister - up there on the right, with the carvings of the Mother above the lintel.  Not much more than a traveller's lodge really, I'm not sure if it'll even hold all of you.  Sister Ilda keeps it stocked and the hearth loaded, though."

Njal, meanwhile, had located a suitable stripling who had managed to keep from running at the sight of a massive wolf and a powerful dwarf who seemed unsuitably garbed for the weather.  The little boy was in thick pants and a woollen vest, not the clothing of a poor man's house, but he was blonde and blue-eyed and wouldn't be more than 10 or so.  And he was quick; he snapped the thrown coin out of the air with a split-second's warning.  He looked Njal up and down again and then turned to point up the cliff to the keep.  "That's the only place you'll find stables and an inn," the kid said.  "The Lady Wolfstone hosts paying travellers up there, has done for decades."

The kid looked past Njal to Stormrir and its passengers.  "Hey - that's Jakki and Kal, isn't it?"
The huntsman overheard this, and his gaze switched immediately to the two children on the back of the horse.  His bushy eyebrows lowered with his frown, and he stepped back, turning in their direction.  "Kal? Jakki Luhanjalainen? What are you doing with these people?"

 
 Spoiler: OOC 
What do you do? You could probably intervene before the kids reply if you wished, or you can let them say ... well, whatever they're going to say.  Act quick, first response to this post counts as the party's response.
 
Metastachydium
Oblivious, for the most part, of the huntsman's sudden interest in her religious affiliation, Gerlin followed his gaze instead.   They are the reason why we're here, really.   she said, her smile increasing in warmth and intensity, to encourage and reassure the little ones.
Cygnia
A silent prayer to the Mother flitted through Kaelan's thoughts that this would keep them all safe.     "Indeed, we are returning them home, saer.  Jakki and Kal bravely escaped the thugs who stole them from their family and took them far.  I came across them in the streets of Hardwalker Hall and promised to get them back to their father.  It's been a rough trek and I was hoping that the Mother's temple here could help in that matter."   
DrK
      
     Njal "Stormcaller"    

Njal looks up at the children as the wee lad shouts out their names. He nods to the kid, thanks for the directions,  "Away now lad."  he'll bark to the kid after seeing the direction of the hall. As the guard asks about the children he nods chiming in with the others,  "Aye wee be looking fer their parents. Ye be knowing them?" 
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  20 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 5 companion
29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 19
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW Std Leather barding
 
Saintheart
 Day 11, Alkukevaasta (Early Spring)
Luhanja, south of Hardwalker Hall
Midafternoon, 1537 
 Complication Pool: 5 of 6 

" Hardwalker Hall? " echoed the huntsman, blinking, his hairy eyebrows furrowing.  "You're saying they've been in Hardwalker--"  And the man got a look at the small, bisected circle symbol hanging from Njal's beard, which was the Hardwalker sigil.  And his look was somewhere between confusion and wariness.

He looked back at them again.  His hand had slipped to a long blade at his belt.  "Yes, I do know their father.  His name's Antero Luhanjalainen, steward to the Lady Wolfstone.  And I'd suggest you get those children off your horse, now, and turn them over to us.  And that we all go, very nicely, up to the Lady's keep, where we'll sort all of this out.  Because Antero's not been saying anything about his children missing for the past few days.  And certainly not them being at Hardwalker Hall.  Forget the temple.  You're coming up to the Keep.  Now."

 
 Spoiler: OOC 
What do you do?
 
Metastachydium
Gerlin's mind had been a curious place for years at that point; but if there was one thing her time up in Horizon made it good at, that was handily filtering out whatever she'd rather not perceived or realized.   To their father? Oh. That's wonderful thinking!   if possible, her smile even grow brighter somewhat, despite what any sane person would have recognized as an implicit threat.   If he's all well and ready to have us, that really is the best place we could head. Um, if you would lead on?  
 
 Spoiler: OOC 

Diplomacy, I guess:  (1d20+1)[ 6 ] 
 
DrK
      
     Njal "Stormcaller"    

Njal eyes the guard's hand moving to his weapons and scowls. He glances at the children.  "He be right I ask you?"  he'll ask the children.  "Do ye be fare here and our father be Master  Luhanjalainen?"  He'll wait for the kids to respond before he says anything to the guard but he does make sure to place himself between the guard and the children.

 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  20 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 5 companion
29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 19
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW Std Leather barding
 
Metastachydium
Gerlin gave a patient smile, all of his own now, to Njal.   We've figured that out back at the Hall.   she told him.   Well, Master Talvo did the figuring out,   she tilted her head somewhat to the side   but still. The night before you stumbled across us. Name's the same, as is the position, at least. And I'm going to kind of doubt these two   she circled a friendly finger towards the children   would just go on to deceive  him , of all people, because… Why would they even  do  that?  
Saintheart
 Day 11, Alkukevaasta (Early Spring)
Luhanja, south of Hardwalker Hall
Midafternoon, 1537 
 Complication Pool: 5 of 6 

"I know him," said Jakki, finally, after a long moment.  She nodded at the huntsman.  "That's Beartrapper.  Matias Beartrapper, he's one of father's friends."
"Good enough?" asked Matias, hand still on the hilt of his knife.
"I'd say so on the part of these four people," came a familiar voice: Makhrond, the big, red-bearded warrior, had come across from where Alyona's wagon had stopped for a second.  He turned to Gerlin.  "You know Talvo, do you?"  And with an efficient movement he drew out the bronze ring hanging at his neck.  "Matias, we just rode with these people back here.  Even if they're  domobezh,  I didn't see anything odd about them with the children."
"You going to vouch for them, Makhrond?" asked Matias.
"No.  Only point out that their approach on Luhanja seems a bit out of keeping with a pack of bandits determined to quietly bring two children back into this village.  Especially one of them wearing the Hardwalker sigil openly," he added, nodding at the bisected circle visible on Njal's gear.
Matias looked from the warrior to the group, and slowly took his hand from the hilt of the knife.  "Fine, but the children need to come down off the horse and come with me."
"Hey!"  Alyona came stomping across from the wagon, small hands forming fists and planted firmly on her belt.  She was peering up at Makhrond.  "You membeer you commink beck to Hardvokker Holl vith uz?"
Makhrond looked at Alyona, then back at the party.  "I admit I am curious about this development, trademaster.  I didn't realise Master Talvo had some involvement in all this..."

 
 Spoiler: OOC 
What do you do?
 
Metastachydium
Gerlin clapped her hands together in evidently proud delight.   I trained under his brother back in Chalice.   she pointed both her index fingers in the direction she estimated Chalice should lie.   He was my first stop once I reached the Hall.   she went on, shifting back towards the horse to help the children get off.   Master Talvo kindly… For lack of a better word, hired me to help Sister Kaelan get the children back here in one piece. Erm… One piece  each .  
Cygnia
The breath Kaelan didn't know she had been holding finally was released.  A break in the tension, at least for now. She bowed her head slightly, giving each child a soft smile.     "Indeed, there is much about this situation that is troubling and I am willing to tell what little I know.  But Jakki and Kal have missed their father for too long and I would be remiss into not seeing them safely home myself.  I gave them my word.  Please...may I at least finish that and come with you before attending to Lady Wolfstone?"   
 
 Spoiler: Action 
Taking 10 on Diplomacy for a 17 (if needed)
 
DrK
      
     Njal "Stormcaller"    

Seeing the children happy and his colleagues relaxing the dwarf nods.  "Aye, well then, git yourselves down and sorted ye be" 
 
 
  
 
 Spoiler: OOC 

   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  20 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 5 companion
29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 19
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW Std Leather barding
 
Saintheart
 Day 11, Alkukevaasta (Early Spring)
Luhanja, south of Hardwalker Hall
Midafternoon, 1537 
 Complication Pool: 5 of 6 

Matias's eyes shifted from the priestess to the children, and then back to Gerlin.  He took his hand from his knife.
"All right.  Fine.  Let's all get up to Luhanja Keep, now."
They all set off, a curious grouping of beings and animals, with Makhrond (and Alyosha) following on their own hastily-unhitched mounts.  ("Alvays zumzing zhitting up ze day," the halfling could be heard grumbling at one point.)

The journey up from the village to the keep wasn't particularly arduous - the road had long been trod and cut into the mountainside to make a reasonable set of switchbacks which could be climbed by wagon or walking - but by the same token, it would've been a much harder task to actually ascend the road uncontested, with little outcrops of rock and stone guaranteeing that each switchback could be bombarded with rocks or peppered with arrows from above.  There was some traffic up and down, albeit not much, and most of the outcrops were not manned.  However, a great ram's horn wailed as they passed the halfway point, and their remaining passage up was watched by a small coterie of armed men in heavy furs with spears and long shields from each shift in direction.

They finally reached the keep itself, which was even more ancient and weathered than how it had looked from the village.  With commanding views of the heights and hills around it, Luhanja Keep was a small fortress set into the hillside, all grey stone walls and blueclayed towers.  The Wolfstone sigil hung from gonfalons at either side of the heavy, reinforced wooden doors: an equilateral triangle inside which another equilateral triangle was set.

(This, Gerlin and Kaelen remembered, seemed to be a feature of some of the heraldry of some of the oldest Horizon houses: more elaborate heraldry was the development of fifteen hundred years on the Archipelago, while most of the sigils of the mainland remained untouched, distinguishing the house's age.  In that way, the symbol was similar to the Hardwalker one: a simple circle bisected by a straight line.  Some speculation had been made that simple patterns or symbols of this kind had much in common with some of the old elven symbols and artisanship, but it was not a view one typically espoused in company of a noble from Horizon.)

Their errand was explained by Matias to the heavily armed guardsmen on the door, and - with some reluctance - they were admitted in.  The interior of Luhanja Keep was spartan in a way similar to Hardwalker Hall -- all simple stonework devoted to clutching and retaining warmth -- and the aromas were of woodsmoke, meat, and the unique smell of iced-over sweat.  They were brought through the few small rooms to the main chamber.  It wasn't the scale of anything in Hardwalker Hall, but it still had the odd feel of a place that might not have been constructed by men, originally: the windows were a little too high, and the stonework didn't quite seem to come together at right angles.  It was, however, appointed a little differently to the Hall's black stone walls: there were heavy, thick curtains obscuring the windows, and white candles gleamed everywhere, picking out rings in the chainmail of the guards and the silver in the earrings, headbands, and rings of the traders and minor nobility who were all standing in the hall.

As was expected, the hall's occupants were a scattering of moons and worlds that orbited the pale sun at its centre: Lady Katja Wolfstone.

 
 Spoiler: A Portrait 

 
 


The room quieted as she looked at them, and her pale eyes locked on the bisected circle at Njal's beard before flicking up to their faces.  There wasn't a particularly warm welcome in her expression.  "A priestess of the Mother, and an ... Islander," she began, looking at Kaelen and Gerlin for a second before returning her gave to Njal.  "You bear Hardwalker sigils.  And I've heard of the rescue of Lord Rowan Hardwalker's daughter, so I imagine you must be the dwarf who's been adopted into the house.  And you," she said, glancing over at Ramiro, "must be the wandering sage whose family name is being scribed over the gates of the Hall.  How long did it take you to become Lord Hardwalker's messengers, then, and what are you doing here on my lands without my leave?"

 
 Spoiler: OOC 
What do you do?
 
Novabomb
 Ramiro Sanda 
 We are freshly arrived and come straight from the gate. We could not have presented ourselves any swifter.  (His tone is not apologetic, there is a note of complaint, but not mockery)
Cygnia
Kaelan shot a quick look towards Ramiro before clearing her throat softly, hoping to draw the Lady's attention away from the swordsman's rashness.

   "My Lady, I am Kaelan Frost-Eater, of Majakka.  I had newly arrived to Hardwalker Hall, looking for a place to stay for the night when I came across Jakki and Kal.  They told me they had escaped from 'bad men' -- and three such 'bad men' (led by a brute named Toggs)  who stole them in the first place tried to accost me in the Inn to take them back.  Thankfully, Mistress Gerlin--"    At the mention of her name, Kaelan nodded gratefully to Gerlin.     "--and Master Talvo Shoreborn of the Blades stepped in to chase the brutes off. Master Talvo recognized the children and knew their father's name.  He then asked myself and Gerlin to return Jakki and Kal safely back to Luhanja.  Njal and Ramiro arrived the next day after, asking for my aid to remove a malady from them.  Which I did so in exchange for their help in getting us safely to Luhanja."   

Kaelan bowed her head slightly, hoping and waiting.

 (1d20+7)[ 17 ]  Diplomacy
 (1d20+4)[ 13 ]  Sense Motive
Metastachydium
Way too pleased with someone finally pinpointing her exact origin without much aid from herself, Gerlin was not quick enough to either stop Ramiro from snapping back or trying to smooth things over afterwards. Instead, she clasped her hands behind her back and did her best to back Kaelan up with eager nods and her best smile, internally going over her knowledge of the general area to try and figure out what my bother Lady Wolfstone about their manners.

 
 Spoiler: OOC 

Aid Another on Kaelan's Diplomacy:  (1d20+1)[ 18 ] 

Knowledge (local):  (1d20+6)[ 23 ] 
Knowledge (nobility&amp;royalty):  (1d20+8)[ 27 ] 
Bardic Knowledge:  (1d20+10)[ 17 ] 
and Clerical Lore:  (1d20+8)[ 17 ]  on breaches of etiquette that might have contributed to the current climate of hostility.
 
DrK
      
     Njal "Stormcaller"    

The dwarf had eyed the men with ill disguised suspicion, a hand resting on the wolf's neck as he sought calm from the closeness of the beast. Entering the hall he straightened his beard before looking at the Lady Katja.  "Aye lass. I be that dwarf. Honoured by Hardwalker fae' the acts we did fer' them. but I be o' the mountains nae of a human hold. "  He gestures at the children,  "We be helping return children. More children aye."  he offers as a weak joke having just done the same in the Hardwalker Halls as he picks up on the others' attempts to be dipomatic
 
 
  
 
 Spoiler: OOC 


Diplomacy attempt  (1d20-2)[ 18 ] ! 😦
   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  20 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 5 companion
29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 19
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW Std Leather barding
 
Saintheart
 Day 11, Alkukevaasta (Early Spring)
Luhanja, south of Hardwalker Hall
Midafternoon, 1537 
 
Complication Pool: 5 of 6 
 
 Spoiler: Gerlin 
Sometimes it took a moment of observation for Gerlin's memory to kick in, but kick in it did: the combination of the Wolfstone sigil and the pale look of the woman on the lord's seat set it off.

There had been a couple of months of gossip, back just before she took her vows to the Wild Man, when she was still in her parents' house.  Lord Rowan Hardwalker was only a relatively recent holder of the title and lands to Hardwalker Hall.  He'd been installed after something of a succession dispute, or a scandal.  If Gerlin remembered it right, that local Hardwalker had been a fairly impetuous but supposedly handsome-looking man named Thulin, who had declined appearing at a Kindling for a scandalous five years after his age of majority.  And - yes, the time period likely matched up on her rough memories - it had been a (then) young, pale, blue-eyed woman of the Wolfstone clan who had come out before this very keep's gates, three times in three years, on the expectation (if not promise) that Thulin Hardwalker would be standing there with other candidates to be chosen at the Kindling.  Eventually, she chose another ... who died in an avalanche two years later having given her no children.

Either way, Rowan Hardwalker's family line had been that branch of the Hardwalker clan that had fled south during the Retreat.  Thulin Hardwalker had been in some sort of ... uprising? rebellion? that wasn't as clear ... involving the Coracle Throne, or perhaps some ally to the Throne.  But the ultimate result was that the local Hardwalker branch was displaced by the word of the king on the Coracle Throne, the ruler of the Highmark, of which Hylkeiden was one long expanse of territory.  And again by the same Coracle Throne's decree, Rowan Hardwalker had been named heir to Hardwalker Hall - and then his daughter after him.

Gerlin knew well enough that the Wolfstones historically had been traditionalists and hadn't really taken to the idea of a near-Islander succeeding to one of the oldest clanholds in Hylkeiden, but the woman's chilly reception for a Hardwalker sigil seemed to have a reasonable basis beyond a dislike of outsiders.  Leaving aside that not only had Katja Wolfstone, it seemed, lost a good deal of potential advancement, but she was still sworn by oath to the Hardwalkers as their bondsmen.
 


Still, the combination of Kaelen's simple declaration, Gerlin's decorum, and then Njal's straightforwardness seemed to take a little of the edge out of Katja's frown (and displace any concern Ramiro had caused).  That, and her look switching to the two children who had finally gotten down off Mule and now came slowly forward, going closer to Kaelen.  Her look rippled between confusion and glad recognition.  "Jakki? Kal? You've been in the city?"
She got up from the lord's seat and came forward, opening her arms, and the children's reticence melted away, both of them bolting forward to run over and grab the Lady in a massive hug.  She gave a surprised cry and then a chuckle as they grabbed her.  "Oh, Hearthkeeper's Fire, don't strangle me, both of you!"  She held them close for a moment, then looked up, smiling, beckoning one of the ladies-in-waiting over, a young, red-cheeked woman.  "Here's Rozhina.  You remember Rozhina? Yes, of course you do.  I think Rozhina might have some food for you, and some water, in the kitchens.  Would you like that? Yes.  You go with her now - you are safe."
The children almost seemed to have forgotten the party, and were nodding enthusiastically as Rozhina gave a short bow to Katja Wolfstone and ushered the children away.

Katja's smile lasted until they were out of the room, and she resumed her seat.  She looked over the group once more, and seemed to notice Makhrond, the big, red-bearded warrior, and Alyosha, the halfling trader, towards the back of the room.
"Makhrond, your guildmaster was mentioned.  Did you have anything to do with this? I know your charge would not," she added, nodding at Alyosha.
"Ant goot zhitting mornik too yew az vell, Lady Voolfstonn," said Alyosha, but surprisingly the remark didn't draw any sudden violence from the Lady, whose grin had taken on a certain vulpine look.
"No, Lady," said Makhrond, as though Alyosha hadn't spoken.  "We happened on the children's group on our way through the hills.  The Guild of Blades has no business here that I'm aware of, but I've not seen anything here to doubt what you're told."
"I'm very glad to hear so," said Katja.  "Because that tells me what I have to do now.  Sergeant," she said, nodding to one of her chainmailed guardsmen, "Find Antero Luhanjalainen.  Now.  And have him brought here.  Now.  Take weapons."
"Zis goink too bee anudder fine feckink day for shore," muttered Alyosha.
"Forgive me, Lady, but it does strike me as an odd course to go and arrest the children's father," said Makhrond as four or five guardsmen strode out of the hall along with the sergeant.
"I'll decide what is odd or not in my own hall, journeyman," said Katja, and there was ice under the words.  "Because you see, the oddest part  I  find about this is that when I spoke with Antero yesterday and asked about his children, he assured me quite plainly that they were well and had been busy playing with a newborn kitten at his own home.  That same day."

 
 Spoiler: OOC 
What do you do?
 
DrK
      
     Njal "Stormcaller"    

Njal patted the children on the head happily as they headed off Rozhina.  "Ware the snows children, stay safe and stay yer keep"  he advises them as they hussle off. Then he watches with the organisation of the arrest squad with some suprise then nods to himself as the Lady explains the father's lies. Clearing his throat he looks about his companions and Ramiro,  "My thank Lady. Now we be off now if please ye? Though can a tired old dwarf rest legs, bathe weary feet and fill a hungry belly in the inns before we away?"  he'll ask.

He glances around the others to see if they have any further business here, but with the children home safe he is happy to held up his end of the bargain for being healed from the unquiet spirit's disease.
 
 
  
 
 Spoiler: OOC 


Diplomacy attempt [roll0]! 😦
   Njal "Stormcaller"   
M NG Dwarf (Glacier Dwarf) Druid,  Level  5,  Init  -5,  HP  20 / 41,  Speed 
 AC  18,  Touch  11,  Flat-footed  17,  Fort  7,  Ref  2,  Will  7,  Base Attack Bonus  3
 +2 trip MW Tigerskull Club (Lesser Crystal of Fiery Assault)   +7 (1d8+3 [+1d6 FIRE], x4)
   Quaterstaff    +6 (1d6+3, x2)
   Darts            /  Sling (10    /     20 )   +4 (1d4+3  / 1d4+3 , x2)
   Dragonhide (White) Breastplate ,    Heavy Wooden Shield  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
 Condition  +1 hit Greenskins, +4 Dodge vs Giants, +2 vs Spells/Poison, +2 vs Cold, +4 vs Fey


Stormrir
30 / 30 hp (4HD)  Init +1    Speed 50 ft    Fort +7, Ref +5, Will +2
AC	17 (-1 size, +1 Dex, +4 natural +3 AC), touch 10, flat-footed 16
BAB/Grapple	+3/+11
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills/feats: Listen +5, Spot +4 / Endurance, Run
Equipment: Military saddle, Saddle bags, Std'Leather Barding

Gromnir (Wintery Huskie) - Level 5 companion
29 hp (4HD)  Init +3  Speed 40 ft  Fort +7, Ref +7, Will +2
AC   22 (+3 Dex, +6 natural +3 armour), touch 12, flat-footed 19
BAB/Grapple     +3/+6
Full Attack:	Bite +6 melee (1d8+4 + Trip (+3))
Special Qualities:	Low-light vision, scent
Abilities:	Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills:	Jump +9, Listen +6, Spot +6, Swim +4, Survival +2/6*
Feats:	Alertness, Track, Improved Natural attack (bite)  / Link, Share spells, Evasion
Equipment: MW Std Leather barding
 
[/QUOTE]
Metastachydium
  Just a moment more, Master Njal!   Gerlin then spoke up, making a curious face as she watched the guards pour out.   Let's talk.  After  this, I mean.   she half-whispered, half-mouthed at the dwarf and Ramiro, taking advantage of the heartbeat her face was turned away from the lady.   My lady, if I may?   she snapped her head back to politely have her gaze settle on the area around Lady Katja's nose, raising a hand awkwardly.   I think this is a bit  odd . Master Talvo named their father, back in the Hall and this Matias Beartrapper again, at the gate here, and the children were… Not alarmed, or anything. Quite the opposite, even. Whatever happened here, I'm not sure Master Antero was…   she drew a few quick circles in the air with a finger.    Party  to it.  
Cygnia
   "Jakki told me that they were with a guard and a housekeeper out in the hills when they were kidnapped.  Eldac and Shianna were their names, I believe.  Perhaps they have something to say about the crime.  That is, if they are willing to give any testimony."     An uneasy feeling took hold in Kaelan's thoughts -- the feeling that the children were indeed stolen to provide leverage over their father in some way.  And maybe in doing so to drive a further wedge between the cold war of the Wolfstones and Hardwalkers...

    ...oh Mother, would a father willingly use his own children as pawns if he wasn't threatened?    

She paused, remembering the note Master Talvo gave her.     "Master Shoreborn gave me this note to give to you, Lady."   
Novabomb
 Ramiro Sanda 
  Ooo a secret, I wonder who is leveraging the father and for what.  
 I will catch up soon  (He turns to address Katja)
 If the lady would permit me to hear end of this tale.  (He is suitably deferential this time)