[Admin]
@Janessa - Nice opener with the tapping being knocking. Let's see if I can find a way to get us outside while still preserving the non-combat options to beat them.
@ShadoJohn - I'd forgotten about the Dwelf family. And of course she's the perfect enemy of these bad guys. Great stuff, and her attitude is wonderful.
@Jace - No worries bringing in another character. We had enough before but the whole thing is plenty scalable, and there are plenty bad guys to go around. We're up to about 7 characters now that'll be in the action. Vintner will not be going outside. That's a lot more than I thought actually, but hey, let's roll. As of last month this Inn was dead, and now it's rockin' So let's party.
[At The Inn - Vintner Greenhaven, Garan and Finast]
Vintner stopped and stared at Magna for a moment.
Recovered, he grinned and winked, "Well you're just a fiery dragonpod popper, now aren't you?"
He set down his tom-tom, and reached to his waist. Not finding a rapier there, he made a great show of picking up a chair and brandishing it.
When the coldwave passed, Finast shuddered. He drew his cloak tight about him. He recoiled from the face in the window.
"It can't be...." he said, schocked.
Garan ignored the cold. It was more a signal to him of enemy magic than anything else. With a demeanor that matched it, he first, very carefully, rolled up his scroll and tucked it away in a waterproof sealed case. Reaching behind their table, he picked up his black axe. Anyone familiar would be able to recognize that dwarven runes ran along it's surface. He turned, and the look on his face said he was ready for the harsh business of war.
Magna's entrance brought things back down a notch.
Then Garan strode to the center of the room, and in a voice used to command, he said,
"Ok, listen up. Outside there are some creatures. But look around. The strength and power is gathered here to beat them. My brother and I will handle getting us out the door. Then the rest of you can follow us out." He stepped to the door with Sephra, Hardig, and Thasiya. He readied his axe and leaned forward. Over his shoulder he said to his brother, "Ok, Fine, open the door!"
Finast recoiled again.
"Are you insane?!" The scritchings and chitterings went on. Whisperings too, like the tinkling of ice falling onto the roof were heard. Garan looked puzzled and turned. He was so used to working with battlemages, he had just assumed. Seeing Finast there, standing by their table, huddled in his cloak, he realized this was probably his twin brother's first fight. He softened a bit, but only just.
"It's ok, Fine, just magic the door. You CAN do that, right?"
The calulated jab was just the thing. Pride stung, the young mage uttered,
"Psh!" in response, and flung back his cloak. Normally the Art was like a romance, or a dance, but this time it was more like an assault. In the air he made the mystic signs for wood and iron, and spoke their true names, and his hands made contact with the door. Though separated by the length of the room, he touched the door's true nature. He touched Door. The strength of the enchantments upon it were of protection and strength and nothing of bars and locks, and so with a tiny flick of his hand he released the Power into it, and the door flew open with a slam.
Inwards.
Five of the creatures were there in the doorway. They were small, thin creatures of ice, like Visp who had tricked Elspeth. They came up to Garan's knee. Literally in the act of scratching and tapping at the door, they paused, claws in the air.
For a few heartbeats, the tableau stood.
There's only one response to surprise in combat, and Garan took it. He charged.
The creatures scattered, and he chased them out into the cold.
[In Montfort]
A family huddled in their bedrooms, parents holding the children. After the cold, they had shut and locked all the shutters and drapes and gathered the family with the blankets. But an attic window banged open, and the Ice Imps were inside. They capered and cackled, and dodged the father's fireplace poker. Leaping to the mantle, one of the imps scratched and scratched, and scratched. Under its arms, between its legs, behind its ears. Handfuls of ice shavings it collected, cupping the pile of them in its hands. Then, with a smile full of malice, and while the others kept the family occupied, it lifted its cupped hands to its mouth and blew gently as on a newly started ember. The ice dust glowed with a blue light, unearthly in radiance.
The opposite of fire.
In a wide arc, the imp turned and blew with it's whole strength, and showered the whole room with the glowing blue imp dust. It settled like snow on the heads and shoulders of the family.
From outside the house, all the ruckus inside faded.
Then, slowly, the door opened.
Out they came: the father, mother, and children. Calmly they walked. Eyes blank. Faces slack. They passed down their street and towards the edge of the city, and the ice imps capered at their feet. And as the powerful of Montfort dealt with their own intruders, many of the other families in the city followed them out into the cold, accompanied by their own imps.
Breathed fog, they did, every one. They were not dressed at all warmly, and the rime began to coat their hair.
[Admin]
Next comes a bit of a game of hide and seek at the inn. I said 10 were at the inn, but feel free to deal with as many as you like. They're scattered now, so you can gang up in groups or divide up. Depending on how you want to handle yours, and what character story you want to explore, you can have a stand-up fight, a magical duel, or an actual hide and seek where the Imps try to torment you with hidden knowledge about your character.
If anyone tries to intervene with the imps and townsfolk, the imps are minor and already explained, and will act similar to the ones at the inn. But I'm thinking the ones at the inn will keep us occupied for a large number to leave the city.
The townsfolk are under a medium-level enchantment from a very strong magical source, since the Imps themselves are very magical. Think the opposite of pixie dust. They won't react and if the enchantment is broken they will be disoriented.
There are way, way too many to all be stopped, so even if you have a powerful character, a lot should still make it out of the city.
For the DragonPod reference, go here:
http://www.dragons-inn.org/Exp/Inn-Details/rdragons-inn.htm
Is on the Dragons-inn site, inn, Historical Details link.