Sandra's quiet words with Sergei seem to disturb Kadebor and he starts shifting on the bench. To her parting words, he nods abruptly. Then the huge man grunts and rolls back his huge shoulders, an act as subtle as boulders rolling down the hill. For a moment, the half-orc's features twist into a grimace of pain and his fists clench, but a mighty sigh disperses any remnants of the discomfort he had displayed. Old injuries, you'd wager. His big hand reach out towards the small leather pouch lying on to the table, which you know to contain various bones, but stops halfway. I need guidance. But not now. The spirits will not talk, not when others are here. Shash comes to him and gives his hand a casual lick - another piece of the ritualistic stretch.
The elf's query seems to confuse Kadebor. A hawk walks not with bears. A bear flies not with hawks. How can one have a taste for the other's flesh, then? Finally, he settles on an answer: "It is not the way of the bear to disturb those on the winds. It is the way of the hawk to hunt all those who walk under the sun. Such is the law of nature as I have seen with my own eyes."
As the conversation lulls, the half-orc gives each man and elf a long, weighing look. The silence stretches for another five dozen heartbeats and then breaks as Kadebor rises from the table. And starts speaking. His voice sounds rough at first, but quickly becomes clear and rhytmic, resembling a chant sung at the orcish fires more than common speech. "It has come to pass that all those of the pack have put their voice on the wind. I have done the same, as has Shash done the same. And all agree that together, our hunt would be good. Let then my pack be joined with yours! May our howls echo off the hills! We are kin." He concludes by hitting the table with flat of his hand, causing a minor shock-wave that sends Sergei's pitcher almost off the table, and then sits down again, accompanied by many creaks as the planks bend to accommodate the man.
"Now, I must rest. And eat. Some meat would be good."
Everyone settles in for the night with a hot meal in their belly and a nice dry bed. In the morning, Raun receives a message from a courier; his church needs him for urgent business. The paladin vouches for Kadebor to take his place, and wishes the party luck with their mission as he leaves, heading back to Brevoy.
Kadebor and Shash join the expedition as you set off across the fields to explore the area west of Oleg's. At first the horses seem disturbed by the presence of the black bear, but before long they are used to the animal's presence and scent. Five uneventful days pass by; Kadebor seems just as skilled as Sergei in getting along in the wild, helping the group find food and water as you go. At the end of the stint, you believe the area sufficiently mapped and explored, so you decide to continue westward into the northern Narlmarches.
That morning, shortly after breaking camp, it begins to rain. The thick canopy of leaves above you blocks the worst of the rain, but the weight of the water causes the rain to fall in fat, irregular drops on the hoods of your cloaks. Visibility is poor, as the rainclouds cloak the already ample shade of the forest in a bluish morning gloom.
The patter of rain drops, padding of hooves on wet dirt, and the creak of the wagon are interrupted by the sound of a distant mechanical snap! followed by a bizarre shrieking. The horses whicker nervously. As the shrieking continues, you decide to head towards it cautiously.
You come across a struggling beast, a bizarre amalgam of bear and owl. A body thick with muscle is covered in shaggy brown fur and white-tipped feathers. It has the claws and paws of a mighty grizzly bear, but its head and face is that of a great horned owl. The monster's foot is caught in a steel bear trap: dark blood can be seen crusted in the feathers where the steel teeth of the trap have bit into the creature's leg. Secured to the ground by a steel spike, the owlbear struggles against the trap, biting at it with its beak and fumbling with its claws to no avail. As you approach, the owlbear glares at you with enormous, fierce golden-orange eyes. It lets out another terrific shriek, like the scream of a hunting owl magnified a hundredfold.
Six days pass; everyone is back to full health, and the effects of the spider poison are but a distant, unpleasant memory.
It's currently raining, so Perception and ranged attacks are suffering a -4 penalty. Lighting is currently shadowy illumination.
The owlbear is immobilized by the bear trap and cannot harm you as long as you stay out of its reach. I'll leave what you decide to do with it up to you. Kadebor and Sergei recognize it as an owlbear; not truly an animal, but a magical beast of animal-intelligence. Knowledge (arcana) can reveal more information, but it is common knowledge that these monsters are notoriously fierce, vicious, and as deadly as any grizzly bear.
Wild empathy checks made against it suffer a -4 penalty; the owlbear is wounded and currently hostile.
Tallamor looks upon the trapped owlbear, then casts his mind into the distant memories of the Academy. Perhaps, nestled in one of those distant, murky thoughts, he might find information that would help them either free or kill the creature.
Looking to his companions, he considers the inherent benefit in both courses of action. Finally, he speaks. "I see no particular reason to save the creature other than brash and misplaced affection, but I could be... wrong." He says the last word with derision. He turns to Sandra, much preferring her conversation over the quiet ranger and the incoherently-poetic half-breed. "Do you see any reason to keep the brute alive? It seems a waste of effort to rescue it, but we could always put it out of its misery..."
Tallamor
Male LN Elf Wizard (Conjurer), Level 1, Init +3, HP 9/9, Speed 30 ft. AC 13, Touch 13, Flat-footed 10, Fort +0, Ref +3, Will +2, Base Attack Bonus 0, Action Points 2 Longbow (20 arrows) +3 (1d8-2, x3)
(+3 Dex) Spells Prepared
0-Level: detect magic, prestidigitation, read magic
1st-Level: color spray, grease (school), silent image Abilities Str 7, Dex 16, Con 10, Int 18, Wis 10, Cha 12 Condition Fine
Elf Favored Class Bonus: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Summoner's Charm: Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Replacement Power: The following school power replaces the acid dart power of the conjuration school.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Sandra has been grumbling lightly at the weather to herself at a low but pervasive level more or less all day, but she stops complaining when the group comes upon the owlbear. Fishing out her crossbow, but still holding it under her cloak for now, she replies to Tallamor, "I think putting it out of its misery.. and ours, for that matter.. might not be a bad idea. Even if it would let us help it, I don't know that we should. It looks hungry and angry."
She appears to be readying her crossbow to start putting rounds downrange at the owlbear, but will wait for dissenting opinions before actually opening fire. She looks about to guide her horse closer to the owlbear, but only gets about five feet before she stops, and looks over at Sergei and Kadebor. "Hey, I don't really do the outdoors, but you guys might know hunting. How likely is it, do you think, that there are more of those leg traps that caught that thing around here?"
Aleksandra Valyreth
Female Chaotic Good Human Magus, Level 1, Init +3, HP 8/9, Speed 30 feet AC 15, Touch 15, Flat-footed 10, Fort +2, Ref +3, Will +0, Base Attack Bonus +0, Hero Points 2 - Dueling Sword +6 (1d8+2, 19-20 / x2) - Light Crossbow (30 bolts) +3 (1d8, 19-20 / x2) - Silvered Dagger (1) +3 (1d4, 19-20 / x2) Abilities Str 12, Dex 17, Con 10, Int 14, Wis 7, Cha 14 Condition Fine
On the night of the joining at the trading post, Kadebor ended up getting happily drunk and telling funny stories of the children of the Three Pines village to all those who bothered to listen. As often is the case with the drunken condition, that night greatly facilitated the development of friendships, or at least mutual acceptance. By now, the half-orc has become used to his new companions and even Sandra's voice does not scare him so.
Shash has taken quite a liking to the horses. He especially likes running beside the wagon, then disappearing into the brush and suddenly reappearing some ways ahead, much to the dismay of the horses. Now this causes quite a head-ache to the driver, but the frantic neighing never fails to garner a chuckle or two among the travelling party.
As they come across the monster in the trap, Kadebor turns serious. Approaching the creature to some 30 feet, he furrows his brow and says: "All is not right with this bear, for an owl too has wanted to share its body. The bear must desire to tread on ground, but the owl wants to soar in the skies. It must choose the path in the middle, but there is no such path. No wonder both spirits have turned mad."
He studies the creature some more, and Shash too wants to join him, but Kadebor resolutely pushes his companion behind him and sharply orders it to stay. "I can not untwine these spirits, but I may bring some peace to the beast. Do no thing to alarm it. Soothe it, if you find room in your heart." He then begins to say calming words, and edging closer in a spiral pattern. The closer he gets, the more primal his voice becomes, until it resembles those whimpering, empathizing sounds of wild animals.
The enraged owlbear pays no attention to Kadebor's attempts to calm it. The beast continues to hoot, shriek, and howl.
Yeah... barring Hero Point expenditure, there's no way in the Nine Hells you're going to be able to calm this owlbear down. Putting it down might be the best course of action.
If you decide to attack it, roll me some attack rolls; don't forget the -4 penalty to ranged attacks due to the weather. Also, everyone can roll me a Perception check (also with a -4 penalty) if they wish.
As the beast does not react to Kadebor's attempts, he draws back, still facing the owlbear, and kneels beside Shash, who has been whimpering the whole time quite pathetically. "Too far on the middle path, this one." The half-orc ruffles the cub's coarse wet fur and calls some words to him in a tongue foreign. With his back to his comrades, he continues: "Its fire needs to be unlit. Or it will take our skins and we will be mighty cold when we begin the Long Hunt Beyond This World."
With these final words, the half-orc stands up, his leather jerkin creaking against the strain. Droplets of water roll off his muscular bare arms as he reaches for the business-like single-edged forester's axe on his back. Giving a quick glance to where his comrades are and around, he prepares to charge the beast.
Kadebor cocks his head to
Dice Roll: 1d20+5-4z
d20 Results: 7 (Total = 8)
listen (8). Ready action: charge owlbear if it gets loose.
Kadebor
Male N Half-orc Druid, Level 1, Init +2, HP 12/12, Speed 30 AC 15, Touch 12, Flat-footed 13, Fort +3, Ref +2, Will +3, Base Attack Bonus 0 Weathered heavy chopping axe +4 (1d12+6, x3) Carved oak hiking staff (club) +4 (1d6+4, x2) Self-made sling (40 bullets in leather pouches) +2 (1d4+4, x2) Elk-hide jerkin, Solid oak round shield reinforced with bear-hide (+3 Armor, +2 Dex) Abilities Str 18, Dex 14, Con 13, Int 8, Wis 13, Cha 7 Condition None
Shash
Small male bear, HD 2d8, Init +2, HP 16/16, Speed 40 AC 14, Touch 12, Flat-footed 13, Fort +5, Ref +4, Will +1, Base Attack Bonus 1 Full attack: bite +4 (1d4+2) 2x claw +4 (1d3+2) Abilities Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Skills Climb +6, Swim +6 Feats Toughness Tricks Attack, down, fetch, heel, seek, track and defend Special qualities Low-light Vision, Scent, Link, Share Spells Condition None