The sprites seem largely unconcerned at Heltinne's attention and her prayer to the Northlander gods. Distracted as they are by the cattle most of them continue to scamper and flit about the beasts occasionally pausing to breathe blasts of frigid air across the poor animals, their cruel laughter sounding like the melting of winter snows.

However three of them do take exception to your presence. They flap their icy wings and rise into the air, fanning out above you. Their mischevious eyes twinkle as they cackle to each other, mostly in an unintelligible tongue but occasionally phrases more familiar to you "freeze them....make them all cold, yes!......put their warmth out....yes! do it now".

As they approach you feel the unmistakable presence of foul magic. A freezing chill condenses from the air about you the eldritch sorcery focusing in on your metallic possessions as they start to coat with frost and ice.

Spoiler: rolls & info
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Will DC14 vs chill metal [All Fail except Heltinne]:
Bjorn (1d20+1)[11]
Freyja (1d20)[3] (incl. shaken)
Heltinne (1d20+4)[24]
Heltinne (1d20+4)[16]
Heltinne (1d20+4)[22]
DDW (1d20)[16] (incl. shaken)
DDW (1d20)[13] (incl. shaken)
Signy (1d20+3)[13]
Cnut (1d20-5)[0] (incl. shaken)
All saves include +1 for bless

Signy arcana/ spellcraft check to ID spell (1d20+5)[6] Fail
=> spell not identified but the effects start to manifest:
All metallic items are uncomfortable this round. Next round you will take damage if metal items are worn or held (much less if the items are merely in your possession but not worn or held).
Free action to drop a held items or move action to discard an item in your possession.
Or you can seek a source of heat to offset the cold damage from worn/ held items.

Spoiler: Map
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Everyone (except your captive, Cnut, is standing & fully equipped (you hadn't settled to sleep just yet)

The three sprites closing in on you are 15ft in the air (out of normal melee range unless you have reach)


=> Party