Ice Peak Thursday July 2nd, 2009 8:17:04 AM
Ulf-warja'Ingr deos not spend much time by the statue, perhaps 20 seconds. He is then back as the party and his own people as well, remove layers of furs and take advantage of the warmth from the flames. "Yes that was his name, He and I were wunjos though he always kept me at arms length. We tracked prey, fought the tuskers and hunted for some years together before he began is dream quest. He was a great hero of Ice Peak and the elders built the statue shortly after he left. You then met him upon his dream quest, tell me about."
The winds arrive perhaps 20 minutes later with hurricane like force. The sound of snow and ice pelting off the shelter like arrows on stone can easily be heard. From the looks on the faces of the men from Ice Peak you can tell the winds are a bit more than they expected. Ulf-warja'Ingr smiles and indicates Tratain with a head tilt as he speaks to one of the others with a chuckle. His words elicit a short lauh in responce. Ulf-warja'Ingr then says, "I told him that perhaps Celsiun is upset that we help you, a joke"
The winds last for about an hour and the party is off once more. "Ice Peak is within the hour." and the relentless pace is set again. At first one might debate if stopping had helped on only made returning to the grueling cold an trek through the deep snow that much worse. After what feels to some to have been far longer than an hour the snow walled village of Ice Peak is reached. The wall stretches a few meters on each side and the low long house style buildings are obviously communal. This place holds perhaps 250 souls.
The Knights are lead to a longhouse and Ulf-warja'Ingr invites them inside. "You are welcome in my home friends of Lumi-Jouva." Inside looks to be 3 complete families of about 12 each. Aunts, Cousins, uncles sons and daughters. Ulf-warja'Ingr is swarmed by children and several women cries of, Father, husband brother and uncle ring out from the greeters.
stopping here to give the party the chance to put thier best foot forward :)
Plyf (AC:23; HP: 133(122)/137) d20+14=23 ; Thursday July 2nd, 2009 4:35:46 PM
Plyf feels a washing sensation of warmth roll over her. She shifts her eyes to Echlhin and gives a weak but thankful smile as some of the color returns to her cold frame.
She now feels as though she could sing if she had to, with her teeth not gnashing against each other whenever she open her mouth. She practices in the cold with her mouth covered against the wind. Warming up her throat, she sings as the trudge through the snow and is grateful to be at the village finally. She gives a warm greetings to the people that has saved them. Her small form accentuated by the large people of the winter wonderland.
Diplomacy: 23
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 (177) of 191 Character Sheet Thursday July 2nd, 2009 9:36:49 PM
"I thank you for your kind invitation and for your guidance through these lands. It is an honor to be welcome in your home." Echlhin says to Ulf-warja'Ingr. To his kin he simply introduces himself with "Greetings kin of Ulf-warja'Ingr, my name is Echlhin, a wanderer of the lands and one of Gargul's followers." He feels awkward introducing the rest of the group, given his recent entry and decides to leave his introduction to that. "I will leave it to the others to introduce themselves properly," he adds.
Dwight hp 160(146)160, ac 31 d20+5=23 ; Thursday July 2nd, 2009 11:07:25 PM
Dwight smiles, not wanting to be thought of as a child, unsure if other halflings have every travelled so far into the cold. "thank you very much, your timing was quite a life-saver for us given that we are so unaccustomed to the cold. My name is Dwight Twiggebundler, a true-blood halfling despite the current situation in which I am wearing thick shoes." He chuckles mostly to himself as others may not get the joke; that halflings rarely wear footwear. (Diplomacy: 23)
He thinks to add more, but decides to leave it at that, unsure of what details they actually know despite our previous questions.
Vedik AC 24 (13 touch) HP 191/191 Character Sheet Thursday July 2nd, 2009 11:37:56 PM
"I am Vedik, a Fixer. I also thank ye for your kindness. I knew Lumi-Jouva only a short time, but it was plain to see he lived well, and with honor." The old dwarf touches the symbol around his neck.
"I have skill in mending broken things. If you have need, it would be an honor to repay the debt of hospitality we have incurred."
MonthorHit Points:(213 of 213) AC 42 Friday July 3rd, 2009 6:18:47 AM
Monthor leans on his axe and very calmly introduces himself.
"Monthor, said 'Mage Killer', of the Axe Head Clan. Friend to children, furry animals and dumb clerics. Me keep the ladies here from getting killed. "
The Village of Ice Peak Friday July 3rd, 2009 9:50:40 AM
Plyf and Dwight catche the queues of Ulf-warja'Ingr's family. There is a subtle pattern of order and deference on how each of the Hunters family and extended family members greet him. Tradition here runs deep, very deep the pair surmise.
Dwight and Plyf greet his familiy in return and specifically is approached by an older woman that both had already identifyied mentally as Ulf-warja'Ingr' Mother. The first person to greet the hunter upon his return, followed in order by Uncle, Brothers, Wife and then the rest. The woman smiles at Plyf and Dwight genuinely enough "I am Sigþrúðr'Ingr, well met Plyf of the Gray Knights." She steals a second glance at Dwight, but says nothing.
Through Dwight and Plyf, the rest of the party introduces themselves to Sigþrúðr'Ingr and she in turn introduces them to the lodge and family. At this point the wife, Ásleif a strong looking woman with flowing golden hair and fair skin, thanks "Oma, I will see them comfortable." She escorts you to the fire and food is quickly found and brought out to snack on. Cooked meat thick with fat and an assortment of strange white and light blue berries about the size of Large Strawberries. When everyone is comfortable She answers Vedick's offer.
"It is our honor to assist you master dwarf. There is no debt to repay. If there were, the honor would be lost. Tell me where are you from and my husband said you knew our Lumi. As you can imagine there are few visitors here, though with the great Migration, perhaps there will be more Austlanders." Her smile fades, "Though debate is heated about the merits of such. I fear that if the Migration does not prove beneficial to our people and anscestors, Austlanders will become more untrusted and possibly worse by the whole Village."
Plyf (AC:37; HP: 130(119)/134) Friday July 3rd, 2009 6:41:17 PM Finally!!!!! Oh yes, warmth, oh that feels sooooo gooood. Plyf almost skips to the fire. She removes her gloves and begins looking for the black of death she has only heard of. Very afraid of losing parts of fingers, her career working with traps would likely be over. Finding her own survival skills likely prevented permanent damage.
She covers her hands once again and speaks to the Alpha woman, "I am grateful for your honor. It has much strength as do your words and warriors. What you say about Austlanders, as you call us is also true. There are some that carry little to no honor and it is they that will give the rest of us a poor reputation."
The food, she finds very satisfying. Normally not a big meat eater, she gets an impression she will need something more sustaining then what berries alone will provide.
TratainCurrent Spells Sunday July 5th, 2009 8:39:32 PM
Tratain thanks Ásleif for her hospitality and does his best to answer her questions. He says "We live in a place called Plataue City. It is far to the North on another continent. We met Lumi on his quest. It was our Honor to travel with him for a time. He was a good companion and friend."
He continues "Where we are from there in no Great Migration. Can you tell us a little about it? Have others come here due to the migration?"
Dwight hp 160(146)160, ac 31 Sunday July 5th, 2009 11:29:39 PM
Dwight sits back, warming, and pleasantly full. He smiles as others observe him, but tries not to interupt the story or honro of Lumi having not known him and knowing honor is a very dangerous think to joke about.
Vedik AC 24 (13 touch) HP 191/191 Character Sheet Monday July 6th, 2009 8:05:54 PM
"It is always difficult, when two groups meet. I will pray the austlanders are not a burden to your people, and hopefully set an example for them by our actions."
"I grew up many years ago in a small village similar in size to yours, many miles from here. I met Lumi in the halls of death, truly. We fought together in a dark city, against much evil. He brought honor to your people with his actions and skill."
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 (177) of 191 Character Sheet Monday July 6th, 2009 8:23:40 PM
Echlhin listens to the words of the others, knowing little of this old travel companion. He wonders in regards to the benefits could be brought by those of other lands, "Of what are your people lacking that others might be able to provide?"
Plyf (AC:37; HP: 130(119)/134) Monday July 6th, 2009 11:07:26 PM
Plyf begins to feel the warmth return to her limbs and is glad to be out of the wind. When given the opportunity, she softly explains to the other party members, left in the dark about the hierarchy of the tribe, how to avoid offending the peoples. If they are interested in listening that is.
Dwight hp 160(146)160, ac 31 Monday July 6th, 2009 11:42:54 PM
Dwight listens to Plyf, eager to prevent himself from getting in trouble; but halflings will be halflings. :)
MonthorHit Points:(213 of 213) AC 42 Tuesday July 7th, 2009 7:56:11 AM
Monthor quickly thanks Ulf-warja'Ingr's family for the food and gets to eating. In between bites, Monthor plays up to the children, slowly enticing them over to him with shadow puppets and songs. As ugly as Monthor is, he has always had a fondness for children and kids seem able to quickly disregard his looks and see the kindness inside his soul.
The Village of Ice Peak Tuesday July 7th, 2009 11:28:44 PM
Ásleif smiles as Vedick and Tratain speak of Lumi, it is very obvious the liontaur was held in the highest esteem by her and the others that filter over to listen. "The Great Migration is a legend now born true. When the Southern lands face the greatest of perils it was always said the Powers would push the lands to new locations. Bringing about a new era of exploration, treaties with others and a rebirth of friendships and honor. Now here you stand, not just in testament of the new exploration that lays before us, but proving that our honor has been carried through Lumi-Jouva to the farthest lands of the north." She appears about to go on when Ulf-warja'Ingr's return silences her.
"Continue my wife," he says gently adding, "I must go and speak to Bjorn'Ursa." He then looks to the Knights gathered about the fire. "He will wish to speak with you as soon as possible. I will return shortly to take you." Ulf-warja'Ingr then turns and quickly strides from the longhouse.
Ásleif smiles again, "With honor my husband." She says quietly to his departure, though it is unlikely he heard. Turning back to the Knights, whom have now gained nearly the house house's attention, "Lacking? I would say nothing, though I'm sure I would be mistaken. We have food, drink, shelter and the love of family. Our Hunters keep us safe, our elders guide us well and Celsiun watches over us as his chosen people. But I do not know what else there might be."
Monthor happily finds the younger children here are like those all over the Wold. Full of life and easy to laugh. It is also apparent that he and Dwight are not the first dwarves the village has had close contact with.
Plyf is a different matter on that. Halflings seem a completely alien race in the vein, though all seem easily willing to accept her.
"There have been no others since the land came to rest. My husband and the other hunt masters would know far more on that than I though. I do know the elders have bade them to stay close for now, but there are stirrings about ranging further afield in the near future."
About an hour later Ulf-warja'Ingr returns, "It is time." He waits for the group to grab thier gear and escorts them back into the frigid cold. It is a mercifully short 5 minute walk to another longhouse. It is similar in size and design save for a black monolith rises 12' out of the ice and snow about 15' from the entrance. Two large barbarians flank the doorway and stiffen to attention as Ulf-warja'Ingr passes between them, beckoning the group to follow. Inside again there is a great fire and everyones outer furs and pelts are stripped and hung in an entryway like area. Within this house, no children play and nor are there many beds and areas for multiple families to share the low open space about the central fire. Gathered in the room are 6 individuals, 4 men and 2 women. The most striking, is a man of just over 7' and nearly as broad in the shoulders. A crystal circlet adorns his brow and thick furs cover his powerful frame. Ulf-warja'Ingr speaks, his tone one of official greeting, "The Gray Knights of the Northlands m'lord. Named friend and companion to Lumi-Jouva 'Isa Asgir." He then steps to the side and folds his arms across his chest.
Of the 6 only the man wearing the circlet is under the age of 50 and it is he who steps forward several strides. "I am Bjorn'Ursa 'As 'Isa Asgir, and I have been told of your coming. You are the Gray Ones of the Open Eye, Asgir of the North. One month ago this day, I saw a great storm come from the north. For 6 days, Celsiun walked the land and then a furious whirlwind, swirling around a great eye. It set down near our village and then six figures on huge gray horses came out of the storm and into our village."
When he stops another steps forward, one of the women. She is bent and frail looking as if the slightest wind could wisk her away, but her voice commands power and all of you can feel the air about thicken as her voice sounds "You are knights without a charge and heroes without a home."
One of the other old men steps forth, "Over you there are two masters: one is unclear to me, except for a single, ever-watchful eye; the second is a massive dragon, flying high above you and glowing bright green."
Bjorn'Ursa then turns to look at the other woman, holding his hand for the rest to be silent. "What say you old woman of the Gray Ones?"
The other old woman then speaks, her eyes capturing Vedick, " I see Asgir touched, unmade and reborn with the blood of creation flowing through and about you."
Her eyes turn to Monthor, "Fractured homeless, warrior born whose fate is written. I see fallen friends about a darkness."
Looking then to Dwight she smiles, "Ah favored of the fey, his marks is upon you."
To Plyf "She waits and watches and her pride has grown with her fondness dear child."
To Tratain, "The marks of a northland Asgir are about you as well."
To Echlhin, she squints and just states, "He is Grim."
The others start to all talk at once, but Bjorn'Ursa silneces them with an upheld hand. "All six were visioned." He looks to the party now as a whole, "I would now here your story direct and will then answer what may be answered about your coming. Tell me of your quest and of the one who sent you."
Plyf (AC:37; HP: 130(119)/134) d20+14=15 ; Tuesday July 7th, 2009 11:56:45 PM
Plyf is willing to speak for the group, she ever does so love to talk, but she waits to see which of the group speaks first and is willing to add to their Diplomacy skill by aiding them in their words.
However, her skills as an instructor falls short.
Aid another in Diplomacy: 15 (Natural 1)
TratainCurrent Spells Wednesday July 8th, 2009 3:57:49 PM
Tratain Greets the Village Elders and says "My comrades and I are here in search of a group of Evil being called the Son's of Dread. The one who sent us here to oppose them is Gargul, Caretaker of Souls, one of our Northern Gods. Gargul protects the souls of those who pass from this world until it is their time to be reborn once again into the Wold. The Son's of Dread number many of the undead among them, those who have no respect for the cycle of rebirth. Gargul's symbol is the Great eye. The Son's of Dread have come here to corrupt or kill an old power that is beginning to awake. They seek to corrupt all those who worship the Old power into following and Evil God, one who brings sickness and disease where he walks."
He continues "My friends and I have come to stop the Son's of Dread, They will enslave any they can and kill those that they can not. We believe everyone should have a choice in which God if any they will follow."
Vedik AC 24 (13 touch) HP 191/191 Character Sheet Wednesday July 8th, 2009 7:52:33 PM
Vedik nods somberly. "You see with great wisdom Elder One." He ponders the fact that they do not seem to recognize the name Gargul, yet identified Echlhin as Grim. One of the many mysteries to be unraveled. Perhaps they know the deity by another name here. He also ponders the reference to the dragon glowing green, but remains quiet on the subject for now.
Dwight hp 160(146)160, ac 31 Wednesday July 8th, 2009 10:35:48 PM
OOC: Dwight is a halfling, NOT a dwarf
Dwight smiles when it is states favored among the fey, knowing he is more aligned with the fey now with his tongue. He thinks to what Tratain has stated, and doesn't have anything to add at the moment.
Plyf (AC:37; HP: 130(119)/134) d20+7=19 ; d20+10=29 ; Thursday July 9th, 2009 1:41:16 PM ooc:Plyf is a half elf also. :)
The rogue, bard stays quiet, sure there is a story or song to leap out at her at any moment.
As she watches the events of the moment, she sorts through an assortment of temo's she can use with the words in her head.
Listen: 19 Spot: 29
MonthorHit Points:(213 of 213) AC 42 Thursday July 9th, 2009 8:16:50 PM
ooc> Monthor is a dwarf....:-)
Monthor continues to eat, drink, listen and amuse the kids.
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 (177) of 191 Character Sheet Thursday July 9th, 2009 9:04:42 PM
Echlhin adds simply, "I have only recently joined the Knights. Visions guided me to them and I believe I was sent to aid them in their task for Gargul. If you wish more knowledge of my past, I will give it."
The Elders of Ice Peak d20+15=34 ; d20+15=27 ; Thursday July 9th, 2009 10:41:30 PM
Bjorn'Ursa listens to Tratain intently, his eyes taking in his body language as well as hie ears the words he speaks. Plyf sees a flicker of recognition cross his face at the Sons of Dread and at the naming of Gargul, though the Ice Peak Leader does well to keep the information to himself. For a long moment he seems to consider and then turns to the elders of the village that stand about him. "I will hear your council." he says to them. One of the men speaks, stepping forward, "Our council is as before, though we add caution now that a Grim is revealed." Bjorn'Ursa nods, "So be it."
The leader of Ice Peak turns back and takes the Knights all within his gaze. A gaze of confidence yet Plyf sees something else behind his eyes. A touch of fear perhaps at what is about to come. "You will speak with Mjolka'Frodr." A ripple of shifting uncomfortably occurs within the elders at the sound of the name. Another of the council then steps forward, "You will follow..." But Bjorn'Ursa cuts him off with an upheld arm. "No!" His voice nearly thunders in the empty rafters.
"I will take them myself. Alone." His gaze sweeps back across the elders behind him and if any thought of objecting on any level, Bjorn'Ursa's eyes silence them completely. He then strides past the Knights grabbing an oversized bastard sword as he exits. "Come with me Knights of the North."
Once outside, he leads you to a smaller longhouse that is directly opposite of where the meeting just took place. "This is the home of Mjolka'Frodr." About the entrance on the wood is dried blood from a battle long ago. Great claw marks are grooved deeply into the wood and a snowflake is carved into the peak. Bjorn'Ursa opens the door, weapon at the ready and enters the very dimly lit single long room. "Mjolka'Frodr! Bjorn'Ursa 'As 'Isa Asgir seeks your council upon the vision of Gray!" He calls out loudly.
MonthorHit Points:(213 of 213) AC 42 Friday July 10th, 2009 10:01:13 AM
Monthor takes position at the head of the party and motions to Tratain to take the spot behind him. Monthor tenses at the obvious anxiety displayed by Bjorn'Ursa and readies Shirley against possible attacks from 'Frodr's home.
{ ooc> Readied action. (Combat expertise -5 to attack +5 to AC) Swings at the closest ennemi should the party be attacked.)
Plyf (AC:37; HP: 130(119)/134) d20+13=33 ; Friday July 10th, 2009 11:29:52 AM
Plyf decides, if there is to be battle, perhaps she can head it off before then, She begins to sing a soft song from Plateau City, where she calls home. Her maid used to sing the song when she was a little girl, it eased her when she slept.
"Never go outside romancing after dark, The moons are high oh yes so high, way above the earth. Werewolves and vampires make us stay inside. So we relax with wine and food, here beside the hearth.
With love of friends and family, no one can ever miss, the ghoulish little creepies, while in the dark have bliss They look so hard for someone to endure, the painful little episodes, they dream about from birth
So that is why we stay inside at night."
She contemplates why that song made her feel secure as a child. perhaps it was the idea of being safe inside ones home, tucked into clean sheets with a small fire in her room.
She brings herself back to the present and prepares to Fascinate anyone that may want to provoke a fight.
Perform: 33
TratainCurrent Spells Saturday July 11th, 2009 7:10:49 AM
Tratain travels to the new house with the groups guide. When he see's that everyone is preparing for a fight he says "Everyone be calm, granted I do not know this person we are going to see but acting like we are looking for a fight with them will not endear them to help us. We need this persons help, let us be friendly until it is proven that we need to treat this person with Distrust, not before."
Dwight hp 160(146)160, ac 31 Saturday July 11th, 2009 10:10:09 PM
Dwight looks around, already feeling the cold as he shifts from one house to the other. He sees Monthor preparing for battle and thinks this is a bit forward, but this again, the front is the best place for Monthor should a fight begins.
Nodding at Tratain peaceful suggestion, Dwight waits to meet this new person.
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 (177) of 191 Character Sheet Monday July 13th, 2009 12:40:07 AM
Agreeing with Tratain, Echlhin waits to see what comes before taking an action that may seem offensive.
Vedik AC 24 (13 touch) HP 191/191 Character Sheet Monday July 13th, 2009 8:08:43 AM
The old dwarf ponders if the mans weapons being drawn indicates some sort of cultural ritual, or if he intends to use them. He is ready to respond if the threat is real, but does not truly feel threatened yet.
OOC: Buffs: Shapechange (6 hours, cast in morning), Greater Magic Vestment on buckler (20 hours, cast in morning)
The Witch of Ice Peak Monday July 13th, 2009 11:40:31 AM
Bjorn takes a few more steps into the dim room, Monthor close behind. The battle hardened dwarf has his axe in hand, but is certainly not anxious. Monthor's Darkvision can sweep the room without issue as can all other forms of enhanced vision. The room appears empty to all accounts, save for an empty bedroll and personal household affects. A fluttering cooking fire the single source of illumination. Bjorn calls out again. "I have come as you requested and have brought Gray you forewarned us would come. I have seen them and I have brought them. They have kept honor on the plains as well as within my house. Now I, Bjorn'Ursa 'As 'Isa Asgir, ask you to meet with them and see for yourself."
Silence follows for a few heartbeats, Bjorn whispers to Monthor as the closest Knight to him, "When she shows herself the actions and words of your companions will be judged quickly and harshly. Mark your next moments well." A few more heartbeats past when some of the smoke coalesses about the fire and a being steps forth. Dancing to the side is a snow white cat which quickly finds a perch near the personal items. The woman can only be one person, Mjolka'Frodr. She is ancient, gnarled fingers, a shriveled ear, crooked nose, missing eye and hunched over. Truly the epitome of an old witch. Her voice cracks with age that is hard to imagine but there is an underlying power within it as well that her frail body conceals.
"I have heard you, Bjorn'Ursa 'As 'Isa Asgir of Ice Peak in the land of As Asgir Celsiun. I stand here now to hear the Gray Knights. Monthor, Echlhin, Dwight, Tratain and Plyf." She smiles in an unnerving way and adds "The North lands are so far away that I cannot hear of such as them. Shortly after the Great Migration began, I started to hear whispers on the snow of the North men. I heard cries from the land beyond, of loss and retraint. Now the Gray Ones are here and I am curious as to why. What do they hope to gain and what do they ask from an old woman of Ice Peak?"
TratainCurrent Spells Monday July 13th, 2009 8:43:29 PM
Tratain takes a step forward and bows to the old woman. He says "Greetings, My Name is Tratain and these are my friends and traveling companions the Grey Knights." and motions for the rest of the group to introduce themselves.
He continues "We have been sent here on a task by one of the Gods of the North, Gargul the Caretaker of Souls. We were brought here by a magic device he had one of his followers craft for us. Truth be told we didn't know where we would end up. The only clue we had was a symbol of a snowflake on the device given to us." He then asks Vedik to show the old woman the coin if she wishes to see it.
He finishes "Our task is both simple and complex. We were told that there is a new power growing here, or perhaps and old one being reborn. Our Enemy the Sons of Dread have come here we believe to corrupt that power and those who would follow it to follow and Evil God. We have come here to oppose them."
Dwight hp 160(146)160, ac 31 Monday July 13th, 2009 10:34:56 PM
Dwight stares uncontrollably at the witch, wondering if his future holds the same disfigurements as he licks the inside of his mouth with his newly split tongue.
"I am Dwight Twiggebundler, halfing from a far land little area called Cresssent Valley. I took up the tasssk of keeping evil at bay yearsss ago and have tracked it here, and while I ssstill have warmth in my body, I shall ssseek to continue my goal. I only hope I can ssstop them before they corrupt thisss land of yoursss."
Unsure of how to end his contribution, he bows his head slightly and considers that living disfigured might be okay in the end as it would mean he succeeded in his goal.
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 (177) of 191 Character Sheet Tuesday July 14th, 2009 12:32:49 AM
Given how the others have reacted prior, Echlhin waits until the others have finished before introducing himself.
"I am Echlhin, the newest member of the Gray Knights. I am a follower of the lands, who has found his place in service to Gargul as a Grim. My visions brought me to the Gray Knights and with them, to these lands."
Plyf (AC:37; HP: 130(119)/134) d20+14=15 ; Tuesday July 14th, 2009 12:52:40 AM
Plyf nervously bows down to one knee as she would a queen, for surely this woman has words which the village heeds. With her head bowed she replies. "I am called Plyf. Just recently starting my adventuring career after retiring from my original profession, home and business securities. I have recently found the Gray Knights, or they me and I have decided to remain, through thick of cold or scorching heat."
Her words seem frail and weak in the presence of this person and remains on one knee.
Diplomacy: 15 (Natural 1. Save yourselves!!)
Vedik AC 24 (13 touch) HP 191/191 Character Sheet Tuesday July 14th, 2009 8:07:43 AM
Vedik show's the High Woldian Glyph at Tratain's asking.
When his time to speak comes: "Elder One. I am Vedik Taluth, Fixer and faithful of the god Alemi. My companions have spoken on why we have come. I will answer what we ask. We seek your wisdom in pursuit of our task, if the task is one you agree with."
He folds his hands and waits.
OOC: Buffs: Shapeshifting (6 hours cast in morning) Magic Vestment on bucker (cast in morning, 20 hours)
The Witch of Ice Peak Tuesday July 14th, 2009 4:43:16 PM
Anyone else with a Diplomacy Check? Roll it if you got it.
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 (177) of 191 Character Sheet d20+1=6 ; Tuesday July 14th, 2009 5:27:08 PM
((ooc diplomacy check roll = 6, enjoy))
Dwight hp 160(146)160, ac 31 d20+5=20 ; Tuesday July 14th, 2009 5:38:12 PM
Diplomacy: 20
(OOC: knew I forgot something :)
TratainCurrent Spells d20+3=20 ; Tuesday July 14th, 2009 6:38:56 PM
Diplomacy Roll = 20
MonthorHit Points:(213 of 213) AC 42 d20-1=11 ; Tuesday July 14th, 2009 8:29:22 PM
Diplomacy 11
" Monthor be Me.. "
Monthor points to his axe...
" And this be Shirley... she's new to the group."
" We be here to help people. Good people... your people... all people.. and furry animals... and dumb clerics like Tratain.... "
The Witch of Ice Peak Wednesday July 15th, 2009 7:15:21 PM
The old witch listens and then Mjolka'Frodr speaks again. "I have seen a great ever Watching Eye and have heard it weeping. There another, that bound and sought to control the very lands itself. But the land is not without it's own defences. We are not without our own resources Dwight, witch of the north. The Crones and Children, the Monks and Celsiun and all the rest set into motion and the Lord of Domination, the northern god Ga'al was defeated and laid low at the center. The Bell was struck and the Great Migration began. Now you have come at the Eye's request. You have come to the Vein for the Eye's need for it's desire and want. For a promise and binding oath upon you." She pauses a twinkle in her eye and then contiues, "But unlike many I have watched, of the many I have seen and heard of your kind, you are different. Not in power, not in prestiege, but in your souls. I see you know what it means to be respected and you have earned such, but unlike so many you too still understand what it means to show your respect. So I will help you."
She turns and takes a seat by the fire, "Come and warm yourself by my fire." As you sit she reaches in and extracts a small log covered at one end in glowing embers. The smoke begins to drift into distinct patterns as she speaks, "A land far from here and deep with life and great trees is where you need go." the smoke floats to form shapes of great towering sacoyiahs. Taking on colors and expanding to fill the lodge. Soon you find a quasi real world surrounding you and the witch. A great lush forest in all directions filled with the sounds of birds. You can almost feel the warmth of the wind and smell the earth. "It is here you will find the people you were sent to save. Cut from their god for many generations and now they are losing themselves and hope. It is these people you are meant to save and bring the word of Gargul." The illusion about is very complete and Teleportation should be easy enough.
The smoke clears and the dim suroundings of the room return. The old witch then stands inviting you to do so as well. "The people you go to are a very proud people. Care and respect must be shown or you will be destroyed. I would suggest a gift. It would honor us and it would be a symbol to them. A symbol from the Ice Vein, if you would so honor me in this way."
"In the great barrens to the south is a cave complex and within them a Crystal can be found. The size of a human fist and as clear as the purest Ice. You must make a 6 day sojourn, a test of mettle and survival in the Vein. Within the caves, Look to the Iss'Wurm's head and you shall find it."
"Will you honor the Ice Peak and myself in this way Gray Knights of the North?"
TratainCurrent Spells Thursday July 16th, 2009 10:28:06 AM
When prompted Tratain will go sit near the fire near the Old Witch and watch as she shows the group where it must go next.
He says "We would be Honored to go and retrieve the Crystal to take to those we will go to meet. Is there anything you can tell us about the Cave when we get there? Are there any Dangers we should be prepared for? Also while we are here in the Ice Peak is there anything we can do help? My friends and I are quite skilled, I have many healing Magics at my disposal. Are there any here that we can help before we go to the Cave?"
Plyf (AC:37; HP: 130(119)/134) Thursday July 16th, 2009 11:05:25 AM
Plyf looks through the smoke and sees warmth. Blissful, wonderful warmth. Her face turns sour when she is told of some test they must endure. She gets extremly nervous wondering if she will be able to survive several days in the cold. She bites her lower lip and waits for the others to respoind.
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 (177) of 191 Character Sheet Thursday July 16th, 2009 10:05:38 PM
Echlhin simply nods in agreement with Tratain's offer of aid and will lend his assistance to the town while they are here.
Dwight hp 160(146)160, ac 31 d20+5=6 ; Thursday July 16th, 2009 10:43:01 PM
Dwight nods in agreement. "I too, ssshall aid thossse of the Sssouth as bessst I can. While not use to the deep freeze here, we are committed to thisss to the end."
Diplomacy: 6 (I guess the stress of the test shows in Dwights words -- Nat. 1)
Vedik AC 24 (13 touch) HP 191/191 Character Sheet Thursday July 16th, 2009 11:30:32 PM
Vedik nods as Tratain agrees.
"If there is anything here that you might wish fixed, it would honor me to fix it for you Elder one." the old dwarf says.
He ponders the test, and the cold. Healing damage is one thing, this they can do easily. But such supernatural cold brings special dangers. Preparing for this will be very important, he thinks to himself.
The Witch of Ice Peak Friday July 17th, 2009 1:12:00 AM
"The cave? It lies within Mt Bal to the south. It is forbidden to speak of specific dangers you might encounter. I can tell you to spend this night in meditation and that you will indeed be tested by more than the elements." The witch then sits back down and stares into the fire. Bjorn steps closer now, "We should leave now my friends, you may stay in my lodge in preparation." Bjorn continues, answering the questions of the group on the matter of assisting the village, "You honor us with your offer, but I must decline your offer. I do not doubt your skills could be of use and your powers of magic great, but you are still Austlanders here and not all of my people would would be welcoming of your direct assistance. We are a proud people you must understand." The walk is short, but again all are reminded of the harsh cold of the land in which you now find yourselves. Bjorn leaves you at the door, apparently you will be alone during the night. "I will send for you in the morning at the appropriate hour. Rest well." With that he leaves you in the low long house, a good fire still burning at the center providing warmth throughout.
Leaving Ice Peak Friday July 17th, 2009 9:30:02 PM
In the morning much of the village is gathered at the front gates as the Knights come out. Thier faces stoic and set as if carved from stone. As the Knights approach, Bjorn'Ursa, steps from the front of the gathered people and holds up his arms. His head tilts back and he cries out towards the heavens above.
Bjorn'Ursa voice rings out across the crowd. "The Longr Nott, the Long Night, is ended. Gather to me my people and stand proud with each other. Stand tall, arm in arm, as one and bestow upon them your blessing!"
The crowd roars "Ás-Celsiun Skjöld Varr the Knights, Celsiun shield the Knights!"
Bjorn'Ursa calls out "And remember those who have not returned!"
Bjorn'Ursa again calls out to the village, the power his mere voice commands undeniable. "In ancient times, we were a desolate and troubled people. No more!, We are people of strength, of celebration and perseverance. As was set by the Pjód-björg Varr-uðr Varr-Grar-Storr-Amma!"
The crowd calls "Hail Pjód-björg Varr-uðr Varr-Grar-Storr-Amma, People's Salvation, our beloved, our gray great grandmother!"
Bjorn'Ursa then continues, "This day these Austlanders will begin the Raun-Aldr Eda Iss! The Test of Age and Ice! They will journey South towards Bal to enter the caves and retrieve the I'ss Crystal! For 6 days these Austlanders will be in the domain of Celsiun!"
The Crowd breaks in "Ás-Iss, Ás-Snjar!"
Bjorn cries out "For 6 days they will walk with the great wolves!"
The Crowd breaks in "Ás-Iss, Ás-Úlf!"
"For 6 days they will walk with the Bevroren Doden!"
The Crowd, "Ás-Iss, Ás-Medik!"
Bjorn'Ursa lowers his arms and returns his eyes to the Knights. He then looks just to the left where the withered and ancient form of Mjolka'Frodr stands. The leader of Ice peak nods deeply to the group, pivots left and walks strongly away from the gate. Behind him the crowd begins to walk away. The old woman simply stands and is watching the group as they leave.
TratainCurrent Spells Sunday July 19th, 2009 8:54:47 PM
Tratain Thanks THe Old Witch and and Bjorn'Ursa for all thier help before the group departs. He tells them that if the group comes back this way again they will be sure to visit, and if they ever have need of the Grey Knights Help they only need to send word.
Tratain then casts Endure Elements on himself (And Possibly One other if they need it) and heads out of the gate with his Friends towards the cave they are looking for.
Dwight hp 160(146)160, ac 31 Monday July 20th, 2009 8:46:11 AM
Dwight casts Endure Elements in the morning.
----
Dwight watches the crowd depart slowly, he then makes eye contact with the old woman and makes a solemn half-bow/nod of acknowledgement and respect. Inside, his thoughts are a bit fearful, both of the cold and the unspoken yet implied danger.
As the group departs, Dwight hops onto the broom thinking that his feet will be a bit warmer if they aren't in the snow.
MonthorHit Points:(213 of 213) AC 42 Monday July 20th, 2009 12:57:46 PM
Monthor takes point in front of the group and readies for the march, His new shield floats next to him as he goes and accept the morning buffs from his friends.
" Okee dokee girleys, lets get this show on the road!"
Plyf (AC:37; HP: 130(119)/134) Monday July 20th, 2009 4:47:50 PM
Plyf is worried that she won't be able to keep up with the tough Gray Knights, yet she does not show her weakness in front of the barnarian tribe that helped them. It is only when the group is alone that she almost pleads to one in the group, "Could I have one of those protection spells also? I don't think I can make it without one.
Once the group is all together she will tell them, "I'm not sure how well it will work, but since we have a fixer in the group, I am willing to attempt something some would call unusual. I bought a folding boat with my last treasure split. If we were to activate it so that it would ride upon the snow, then perhaps have summoned creatures push or pull the boat, we might be able to move faster then if we were to walk. What do the rest of you think?"
MonthorHit Points:(213 of 213) AC 42 Monday July 20th, 2009 7:09:53 PM
Monthor taps his chin at Plyf's comment's suggestion.....
" Sounds like an idea. As long as someone can summon creatures that can survive in this cold. "
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 (177) of 191 Character Sheet Monday July 20th, 2009 7:59:13 PM
"Sadly I do not think a summoned creature would last long enough before returning to perform the tasks you are thinking of."
With that said, Echlhin casts his additional Endure Elements on Plyf, if Tratain has not done so already.
Leaving Ice Peak Monday July 20th, 2009 9:12:47 PM
The group sets out into the cold and soon Ice Peak and the warmth of the lodges are far behind. The cold and wind are relentless and bite through the warm furs as well as the protectional spells, though it would be far worse without them. Plyf suggests maybe her folding boat could be used as a sled and Dwight mounts his boom to move above the snow. Could creatures be summoned and somehow harnessed to pull the boat across the snow? Would the creatures summoned be able to survive long themselves and more importantly would any spell the group could cast last long enough? Even the most powerful of Summon monster spells would only last a little more than 1 minute. snow swirls and dances about as the group considers the option.
Vedik AC 24 (13 touch) HP 191/191 Character Sheet Tuesday July 21st, 2009 8:50:02 AM
Before they set out, Vedik memorizes his spells, changing things slightly for the task ahead. As they head out, he casts his normal spells.
Keeping generally quiet to preserve his strength, he does respond to Plyf's plan. "Shapechange, will pull. What form?"
He wracks is brain to think of a form that is large and cold resistant, that he's familiar with.
Plyf (AC:37; HP: 130(119)/134) d20+4=16 ; Tuesday July 21st, 2009 11:40:14 AM
"Don't ask me!" she exclaims when asked about what large beasts could handle the cold. She dealves into her limited bardic knowledge, just to be sure.
She decides, the wind is crisp and powerful enough, it might just be capable of propelling the ship over the ice and snow. She experiments by pulling out her Folding Boat to see if it works. She will try the large boat first, since it would likely have better protection from the elements, but if that is to big, she will try the smaller version.
Bardic Knowledge on large creatures of the cold.: 16
Use Folding Boat
TratainCurrent Spells Tuesday July 21st, 2009 2:37:13 PM
Tratain will either walk along with the group or ride in the folding boat if a way can be found to pull it along. If the Boat is used Tratain will take out all the extra cold weather gear he bought in Plateau City and distribute it in an attempt to keep everyone from freezing.
Leaving Ice Peak 3d4=9 ; d6=5 ; 6d6=20 ; 6d4=15 ; Tuesday July 21st, 2009 9:20:05 PM
Vedik can think of a couple creatures immune to the cold. Winter Wolves and Frost Giants. The Winter Wolf is a mountain dwelling wolf of above average intellect by the noble races standards which can deliver a cone of cold as a breath weapon. Large in size, but not so big as to be able to pull the Folding Boat. A Frost giant might work, but Vedik's knowledge of them is not sufficient enough. [DM used Vedik's Know nature with take 10]
Plyf creates the large form of the boat. A ship 24 feet long, 8 feet wide, and 6 feet deep unravels itself and sinks deep into the snow. Regardless of what shape Vedick might assume, he was not pulling that. Even the smaller craft would likely require a couple of large creatures or a good pack of medium ones.
There is little choice but to continue pushing forward. The snow pulls at those walking through it, forcing muscles to work extra hard as your feet must pull up out of the snow first before taking a stride forward to begin the process again. Progress is slow and wearing. From the west a constant wind of perhaps 10 mph blows adding to the frigid misery of pldding through snow that gives from 12" to a full 3'. On several occassions, Monthor all but disappears upon stepping onto a soft spot. The dwarven warrior can not help but notice a thin layer of actual ice forming on his armor.
It has been almost 5 hours since the group stepped through the gates of Ice Peak. Everyone takes 9 points of non lethal damage and 5 points of lethal damage. Plfy takes an additional 20 points of lethal and 15 points of non lethal. Everyone but Tratain needs to make a Fort Save DC 40 Everyone but Tratain is currently fatigued. If you failed the above save you are exhausted and if wearing metal armor you are affected by a Chill Metal Spell
MonthorHit Points:(213 of 213) AC 42 Wednesday July 22nd, 2009 8:20:45 AM
ooc>
Monthor is wearing boots of the winterland. With the ability to travel across the snow.. would this affect the need to role those saves?
Boots of the Winterlands This footgear bestows many powers upon the wearer. First, he is able to travel across snow at his normal speed, leaving no tracks. The boots also enable him to travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer, as if he were affected by an endure elements spell
DM's bad I forgot about that recent purchase. You are still affected by the cold, taking all damage as described, but monthor is not fatigied and definately never fell into he deep snow
TratainCurrent Spells Wednesday July 22nd, 2009 2:50:46 PM
Tratain says "We've Traveled for quite a bit, lets look for someplace to camp and warm ourselves. Echlhin do you think you could construct us a shelter like we saw the people from Ice Vein use or perhapse they have one already built around here as it seems you can't travel very far in this place all at once."
Tratain has the group look around for a shelter hopeing that the Ice Veiners have one set up for travelers, or failing to find one he has the group make a shelter. In a Pinch Plyf's Folding boat should do. The group will just have to Huddle together for warmth.
MonthorHit Points:(213 of 213) AC 42 d20+25=45 ; d20+1=9 ; Wednesday July 22nd, 2009 10:06:12 PM
213Hp - 9 NL and 5 leathal ( 199) Saving throw Fort 45 (oops, didn't have to do that one. Wasted natural 20!!!)
----------
IF Echlhin can't help with a shelter, Monthor will use one of his Quaal's feather token (tree) to creat a oak tree. He will then chop the tree down to use wood ( branches, leaves, trunk) to provide shelter and a fire for the party (survival 9)
------ Either way Monthor will stand guard while the others rest.
------- ooc> If anyone fails saving throws....
Monthor offers to use the lesser restoration Brahm's tatoo on his arm to help anyone exhausted to be mearly fatigued.
Vedik AC 24 (13 touch) HP 85/89 (9 nonlethal) (Thoqqua form)Character Sheet d20+21=40 ; Wednesday July 22nd, 2009 10:11:23 PM
Vedik shivers as the cold starts to overcome him, but he shakes off the worst effects. He nods at Tratains suggestion of stopping, and using the boat as a shelter. When the shelters done, he takes the form of a Thoqqua, using the heat he radiates to warm the shelter without burning the boat. He stays in this form through the night, recasting Shapechange once more before sleeping.
OOC: Effects: Fatigued
Buffs: Shapechange (6 hours, cast in afternoon), Magic Vestment (20 hours, cast in morning)
Dwight hp 155(137)160, ac 31 d20+15=34 ; d20+18=32 ; Wednesday July 22nd, 2009 10:55:12 PM
Fort save: (who's kidding, Dwight is warm-blooded) : 34 (fails) ------------- Dwight is more than happy to stop for a bit, and almost sits on the fire just to feel the warmth. "Itttss ggogooddd meee rrriddding, elsssss meee sinkinkinik into deeep," he chatters away.
After some warmth returns to his body he thanks Monthor for the fire. "I got a few more of them tolkensss myssself."
"Anyone have ideasss, how we can beat cold. Elssse we are not going to make it far."
Spot: 32 (see anything in the expanse around us?)
========= Status: exhausted
Endure Elements
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet d20+22=24 ; d20+17=18 ; d8+5=12 ; d8+5=9 ; Wednesday July 22nd, 2009 11:20:10 PM
Fatigued from the cold (fort save 24), Echlhin has a hard time creating a well standing shelter (survival 18).
He then uses his cure light wounds wand on himself and the party to remove the sting of the cold (2 charges on himself, please let me know how many charges are used guys, 1d8+5) and 2 cure minor wounds. If the healing does not remove the fatigue from the travel, he casts Lesser Restoration on himself, and will prepare additional spells in the morning for combating these conditions.
Noting how Plyf seems to be hit the hardest by the effects of the weather, Echlhin asks "Do you think that the effects we are feeling are a bit more than natural? Given I haven't traveled long with you folks, I have to ask... Who among us always obeys the laws and who among us tends to rebel against the law? I myself tend to follow the will of Gargul over the laws of the lands, while I do try and respect them and stay within them as best I can."
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet Wednesday July 22nd, 2009 11:21:09 PM
(whoops forgot to add)
Echlhin maintains an Endure Elements spell upon himself and on Plyf.
Plyf (AC:37; HP: 130(119)/134) d20+14=29 ; Wednesday July 22nd, 2009 11:56:32 PM
"When we are ready to stop, we can all crawl below the deck of my ship. It might not be able to propel us through this, but it is air tight enough to keep water out, the wind should be blocked also. Every ship has a galley, perhaps there is a stove we can use also?"
Plyf fails her saving throw also and begins to succumb to the cold, taking damage. It seems, even with her snow shoes, the weight of her body is a drag upon her system. When it is time to stop, she barely has enough strength to eat and crawl into her sleeping gear.
Echlhin aks a pointed question about laws and through clenched teeth she responds, "I have spent my entire career, keeping homes and properties safe from thieves and scoundrels. I have always followed and protected the law, even when I didn't agree with it!" These are her last words for the day as the sounds of the wind outside turn to just a memory as she dreams of warmer climates.
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet 4d12=10 ; Thursday July 23rd, 2009 11:03:36 PM
The following morning if the winds are strong Echlhin casts Control Winds, creating a pocket of no wind for the Knights to give them a brief respite from the added sting of the cold. (180 min. duration). He then casts Commune with Nature, attempting to learn the presence of any powerful unnatural creatures in the area, people in the area and the general state of the region. After determining the state of the surroundings, if he believe it to be safe he will cast Animal Shapes on the party, as long as they approve, turning them all into Polar Bears (18 hour duration). He will end the spell if needs be, reverting everyone to their normal form if a problem presents itself (such as combat)
As they get closer to the where they will rest for the evening, he will cast Control Weather (3 mile radius, 20 hour duration) and calm the weather to be milder (thinking close to thaw, without being at a point of worrying about melting things and causing other problems). ((For the life of me, I can't remember if Control Weather follows the caster or if it is simply centered and stays there for it's duration. If it follows the caster I will cast it at the beginning of the day, instead of just at the end...sorry))
Sojourn Day 1 Thursday July 23rd, 2009 11:03:46 PM
The group stops and with the Folding boat in its largest form, takes shelter. The terrain offers know where else to go. A small fire can be safely built in the magical ship and Vedik's shifted form offers additional and more immediate warmth as well. A few minor spells takes care of the onsetting frostbite but not the exhaustion and fatigue felt by most. [need lesser Restorations, Echlhin has cast one on himself]
The group huddles close and within a couple hours all feel far better. It is still many hours before nightfall. DM assumes you continue to nighfall knowing you can repeat this method to recoup
The rest of the day is much like the first half, unbearably cold, tiring and in all minds wholly unpleasant. It seems all too soon, the group stops and reconstructs the Boat shelter and fire as done earlier. The sun vanishes to the west and the night sets in. The moon and stars are veiled and the blackness is complete, save you own sources of light.
skill checks watch precautions please note them all
Plyf (AC:37; HP: 130(119)/134) d20+7=15 ; d20+10=17 ; Friday July 24th, 2009 9:34:44 PM
Plyf is pleased that her boat was actually useful. She will have to remember to stock it with more wood when they find some place with trees.
Listen: 15 Spot: 17
MonthorHit Points:(213 of 213) AC 42 d20=5 ; d20+5=23 ; d20+1=9 ; Saturday July 25th, 2009 3:07:11 PM
Monthor uses his survival skills to try to make things a bit more comfortable for the others.
He also suggests that the party find an area of the boat that is both defensible and offers the maximum protection from the weather.
Monthor takes first watch (listen 5, spot 23) to give the others a chance to rest.
Listen - 5 spot - 23 survival- 9
Monthor suggests that the members of the party stay close together and huddle for warmth around the fire.
( Monthor needed 2 shots from the cure light wound wand to get back to full health).
Plyf (AC:37; HP: 130(119)/134) d20+1=5 ; Saturday July 25th, 2009 5:37:48 PM
Plyf takes whatever watch the group feels she would be best at. "I have a belt of Dwarvenkind, if that helps."
Survival: 5
Vedik AC 24 (13 touch) HP 191/191 Character Sheet d20+2=19 ; d20+2=21 ; Sunday July 26th, 2009 7:24:22 PM
Vedik watches with Monthor during the first watch. He spends a bit of time as a Fire Mephit, using the fire to trigger that forms regeneration to heal the wounds from his exposure. As his shift begins, the shapechange spell ends and he returns to his dwarven form. He listens outside the overturned boat from time to time, checking for signs of enemy
OOC: 1st Watch: Listen: 19 Spot: 21 Active spells: Magic Vestment (20 hours, cast in morning.)
TratainCurrent Spells d20+13=18 ; d20+14=24 ; Sunday July 26th, 2009 8:02:00 PM
Tratain nods when Vedik and Monthor take the First watch. He says "Echlhln can you and Plyf Take the second watch. Dwight and I will Take the Third"
During his watch Tratain keeps an eye out for anything that might threaten the group.
Listen 18 Spot 24
Sojourn Day 2 d20+20=27 ; d20+20=31 ; Sunday July 26th, 2009 8:12:27 PM
The night brings no dangers beyond the cold, which is in of itself enough for most. Echlhin casts several spells starting with Control Winds. The pocket area holds and gives a respite to the battered and cold weary Knights. He then opens his mind to the natural surroundings. Echlhin detects no powerful unnatural creatures within the area, no people other than the Knights and that the natural World is as it is supposed to be. Yet he also feels a powerful precense. One that surely could mask itself if it wished. The Grim feels the being intimately a poweful sence of curiosity about himself and the Knights. Whatever it is, it is watching the group very closely. Echlhin then casts Control Weather or rather attempts to. Just as he begins a powerful blast of wind tears through his Area of Control Winds and sends Echlhin 30' through the air to land in a deep bank of snow, unharmed. The fire sputters and wavers, but does not go out.
At long last, the sun rises over the eastern horizon and floods the snow covered plains in light of deep orange giving away rapidly to bright yellow and then normal daylight.
The group again sets off to the distant mountains of the south and specifically towards Mt Bal. Echlhin uses Animal Shapes to transform any who wish into polar bears to ease the journey of the second day. The cold still pulls at everyone, but those in the form of the bear feel as if it is not as strong and the bear form also offers a faster mode of travel for most allowing the group to track further than the previous days travel. Even still, the cold ultimately causes the group to stop for warmth and magical aid to fight off the affects of this brutal land. The mountains loom closer and the second night sets in. It too, is uneventful and the Knights are undisturbed in the vast open country of the snow plains.
Dawn breaks and the knights begin the third day, halfway towards their goal.
Dwight hp 155(137)160, ac 31 Monday July 27th, 2009 8:48:37 AM
Dwight keeps to himself, keeping what little warmth he has inside himself and with his own Endure elements. Seeing others attempt more climtae like forms, Dwight changes as well (from Echlhin) so as not to slow the group down.
He stares forward at the slowly approaching mountains. Once the group makes camp and is protected from the winds once again, Dwight inquires, "Does anyone has any guesses what we will find in this cave? Surely something must dwell there."
Vedik AC 24 (13 touch) HP 191/191 Character SheetSpells Monday July 27th, 2009 4:57:06 PM
Vedik wakes early and begins his morning routine. Still new to this memorizing spells concept, he pours over his spell book, altering some of his prepared spells.
He then goes about his morning routine, anointing the Grey Knights shields and armor with Woldsbood, and casting his defensive spells.
"Ive got an idea for tonight. I think we'll sleep a bit better.", he says as they head out.
OOC: Draw 10 drops of Woldsblood using Vedik's headband ability: Can not fail. Magic Vestment via Woldsblood on Grey Knights armor and shields (standard targets)
Buffs: Magic Vestment, Ex: (40 hours, cast in morning) Shapechange (6 hours, cast in morning)
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet d20+27=33 ; d20+27=29 ; d20+17=28 ; d8+5=11 ; d8+5=8 ; Monday July 27th, 2009 6:07:00 PM
Brushing all the snow off himself and shivering briefly, Echlhin says "Well I guess something does not want me to change the weather we have to endure. At least we know something powerful is watching our actions."
With that he will resume the daily Animal Shapes and Control Winds as a respite from some of the weather and take whichever watch he is needed for.
Spot: 33, Listen: 29, Survival: 28 (previously healed Monthor w/ CLW wand for 11 and 8 included in rolls if they were needed)
Plyf (AC:37; HP: 130(119)/134) d20+4=8 ; d20+13=22 ; Monday July 27th, 2009 8:11:18 PM
Plyf travels with the group. Feeling much the better traveling in polar bear form, with magical protections to boot. She delves deep into her limited bard knowledge to think of some past poem or song once heard while away on a job.
She can not come up with an answer about the cave, so she just sings a song, in whatever manner a polar bear would sing, to keep the group in a steady pace. She would not try to Inspire Competence, unless she sees one of them using a skill of their own.
Bardic Knowledge: 8 Inspire Competence on skills performance: Non dwarves halflings or gnomes: 22, Halflings Gnomes: 24, Dwarves: 26
Inspire Competence (Su) A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.
MonthorHit Points:(213 of 213) AC 42 d20=3 ; d20+5=18 ; d20+1=12 ; Monday July 27th, 2009 8:36:50 PM
Monthor continues to stand watch as needed. ( listen 3, spot 18, survival 12). Occasionaly, the others can hear him talk to Shirley ... for some reason the others don't hear her talk back....
Sojourn Day 2 Tracking Monday July 27th, 2009 8:52:24 PM
Just after the high sun passes overhead, Echlhin catches the glimpse of movement behind the group, or was it jus a shifting snowfall. The land here posseses almost no contrasts and the effect is nearly maddening. The Grim of Gargul had not survived so long in the life of danger though by not listeing to instinct. Keeping a weary eye for the sign again soon pays off. No longer merely out of the corner of his eye, this time he spots and identifies two seperate groups of 3-4 creatures each about 200' behind them and closing. The creatures are big, twice the size of the polar bear forms they now wear and half again as fast. One group is at the 4 oclock position and the other at the 8. At least 60' separates the groups, but it is not possible to tell how far apart the individual creatures are.
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet Monday July 27th, 2009 10:00:38 PM
Choosing the side of caution, Echlhin ends the Animal Shapes spell knowing that many are not suited for combat in this form. He warns the group of the coming creatures and, preparing for possible combat, casts an Extended Barkskin on Monthor.
Vedik AC 43 (17 touch) HP 191/191 Character SheetSpells Tuesday July 28th, 2009 9:02:58 AM
Coming out of the polar bear form, Vedik wastes no time. Thinking back to the encounter in Gargul's lair, his form quickly shifts again as angelic wings sprout from his back and he grows slightly in stature. You are pretty sure he is the least attractive Astral Deva you've ever seen.
He then calls upon arcane power to haste the party, in preparation for the battle.
OOC: Free action: Shapechange into Astral Deva Cast Haste: 18 rounds 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal
Buffs: Magic Vestment (40 hours, cast in morning) Shapechange (6 hours, cast in morning) Haste (1/18 rounds)
Plyf (AC:37; HP: 130(119)/134) Tuesday July 28th, 2009 11:02:39 AM
Plyf too changes back to herself, enough to tell the others. "They might be tracking by scent." She looks toward the south and the progress they have made so far. "We could Teleport away from this area and we might be able to lose their scent." She starts rubbing her bow string as she waits for them to get into bow range, "or we can skin their hides and wear them for warmth. Yeah, that's actually more appealing, I wouldn't mind cutting open a large recently killed beast and crawling inside of it for a nice nap."
She readies her wand of Greater Invisibility and Cure Critical Wounds.
Perhaps it is something about the terrain that makes a person want to become a barbarian?
MonthorHit Points:(213 of 213) AC 44 Tuesday July 28th, 2009 2:52:43 PM
ooc> I'll be away from tomorrow t'il Sunday. Can anyone sub?
Spell Resistence: 20 (bracer of protection) Fire Resistence: 20 points (ring) Electricity Resistance: 10 points (armor) Greater barkskin Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum GMW GMA Haste 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal AC 45 (with the haste)
------------------------------
Monthor tightens up his grip on Shirley, moves his animated shield into position and readies himself for battles.
" Me and Shirley don't like to run.... "
readied action - attack the first creature that attacks the party.
TratainCurrent Spells Tuesday July 28th, 2009 3:38:56 PM
Once Tratain is out of Polar Bear form he casts Shield of Faith on himself.
He then says "Echlhin do you know what these creatures are that follow us? If they are just native animals can you calm them or communicate with them in any way? I'd rather not kill them if given the choice. Hopefully they will leave us alone or we can scare them off without killing them."
Dwight hp 155(137)160, ac 31 d20+7=9 ; d20+6=22 ; d20+18=23 ; d20+16=17 ; Tuesday July 28th, 2009 4:17:40 PM
"I can start shooting anytime we are ready, with a reasonable hit chance once inside 140'," Dwight says with confidence, "but I'd hate to start blood on the frozen turf if it can be avoided."
Unless given the order/suggestion to fire, Dwight waits until they reach about 60-70' and has a better idea of what is coming.
If only I hadn't lent my spyglass to cousin Kendry so long ago....
Dwight mounts his broom and begins to drift at 15' testing the wind for rideability and arrow flight (knowledge nature; 9, sense motive: 22)
A bit higher, Dwight looks to see if he can see or hear more than he could on the ground. (spot: 23, listen: 17 --nat 1)
-------------------- Endure Elements
Riding Broom
Haste: 18 rounds 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal
ring of blink
boots of teleportation
robe of scintilating colors (dazes those nearby, conceals the wearer and illuminates the surroundings: takes 1 round to activate, 30' range become dazed for 1d4+1 rounds: Will DC 14 negates. Each round the wearer gains 10% concealment until at 50% Useable 10 rounds per day)
Lavender and green ioun stone (absorbs direct spells up to 8th level: absorbs 50 spell levels. So far, 0 of 50)
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet d20+27=45 ; d20+11=12 ; Tuesday July 28th, 2009 6:55:44 PM
If able to, Echlhin tries to discern what the creatures look like (spot 45) and what they may be. He relays the creatures descriptions to the party, in the highly probable case that he does not recognize what they are (knowledge nature 12, go 1! :)).
Round 1 d20+20=37 ; d20+20=26 ; Tuesday July 28th, 2009 8:22:34 PM
The group breaks from Polar Bear form, as Echlhin dismisses the spell, springing into defensive and ready positions in case a threat turns to combat. Echlhin notes the creatures slow and fan out as the party makes obvious moves that they have been spotted. This move also makes all of them impossible to account for. he can follow the group to the left or right, but won't be able to watch both and could lose them in the snowscaped backdrop.
To the rest of the group, the land is as empty as it has always been. Tratain asks about the creatures folloing. Could they be simple natural predators and if so that means the Knights are not teh standard menu fare. Perhaps the creatures cold simply be scared off or talked down as it were. Echlhin is unsure, ut thier sheer size rules out about every ground animal he kows besides a mastadon and those are pretty easy to spot.
Vedick shifts to an Astral Deva and casts haste on the group.
Monthor activates his animated shield and stands ready with Shirley.
Dwight draws his bow and rises up a bit higher on his broom. Elevation does not help and he still cannot see or hear any sign of the closing creatures. Dwight can tell the wind will not cause him any concern from his flying to his marksmanship.
Plyf draws a pair of wands, Greater Invisibility and Cure Serius wounds. She waits looking into the blinding white of the crystal lands of the Ice Vein.
If Echlhin Follows the left group Highlight to display spoiler: {The group of 3 or 4 creatures is breaking further to the party's left. It is uncanny how well these things blend in whatever they are. Still about 200' distant overall but now straight out to the left of the party.}
If Echlhin follows the group on the right Highlight to display spoiler: { Clearly 4 creatures and quadraped. Given the distinct lack of form, Echlhin can deduce they must be covered in uneven and shagggy fur. The four have only closed about 50 and have spread out in a line about 15'-20' between each of them. Now crouched about 150' feet away and slightly to teh party's right.}
We are combat rounds, no map yet as only 1 of you can see them Map will be on Goolge and all will have control of it, honor system move your own guy. DM reserves right to adjust if corner to corner movement not calculated correctly and other such things might happen DM is human and mistakes happen...we'll try to correct best we can but will not sacrifice flow...DM does not like to try and back up several rounds. Might just make a call and we can all discuss and come up with in the future it will work like this. DM's like to illicit iopinions on the Rules board for these type of things. Oh and Good luck :)
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet d3=2 ; Wednesday July 29th, 2009 8:07:45 AM
Echlhin calls out that the two groups are fanning out and, following the group to the right, in that group there are clearly 4 quadruped creatures that must be covered in uneven and shagggy fur. The four have only closed about 50 and have spread out in a line about 15'-20' between each of them. They are now crouched about 150' feet away and slightly to the party's right.
He casts a spell and summons 2 Greater Earth Elementals on the edge of the party, between us and the group he continued to watch. They are currently given the request to defend the party
(I'll throw up the Earth Elemental stats when I get home from work tonight)
Plyf (AC:37; HP: 130(119)/134) Wednesday July 29th, 2009 11:22:29 AM
Plyf hearing they are manuvering for battle taps herself with the Greater Invisibility wand.
"Who else wants one?", she asks as she prepares to tap someone else, or put it away in preference to her bow.
Monthor Hit Points:(213 of 213) AC 45 d20+30=48 ; d20+30=35 ; d10+30=39 ; d6=6 ; d6=2 ; 2d6=7 ; 2d10=9 ; 2d10=8 ; Wednesday July 29th, 2009 12:05:14 PM
Monthor grips Shirely and stands ready to attack the first thing that attacks the party.
"Stand back ladies, I've got the first one" he calls out to the group.
OOC: Continue to hold ready action to attack first foe that attacks the party. Attack (Power attack for 5): Hit AC 48 (Crit Confirm AC 35) Damage (non crit): 39 physical + 6 Electricity + 2 Frost + (7 Holy if evil) Damage (crit): 108 physical + 14 Electricity + 2 Frost + (7 Holy if evil)
Buffs: Spell Resistence: 20 (bracer of protection) Fire Resistence: 20 points (ring) Electricity Resistance: 10 points (armor) Greater barkskin Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum GMW GMV Haste
Troy subbing for Yves
Vedik AC 43 (17 touch) HP 191/191 (Astral Deva, Flying 15') Character SheetSpells Wednesday July 29th, 2009 12:16:50 PM
Vedik, still unsure what the party is facing, is alarmed that they got so close. He pulls out the party wand of Good Hope, but does not activate it yet. He takes to the air, hovering 15 feet above the party.
OOC:
Buffs: Magic Vestment (40 hours, cast in morning) Shapechange (6 hours, cast in morning) Haste (2/18 rounds) 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge
TratainCurrent Spells HP 211/211 AC 45 d20+14=24 ; 15d6=60 ; Wednesday July 29th, 2009 6:02:42 PM
Tratain attempts to spot any of the creatures that Echlhin has warned the group about (Spot 24)
He says "Be ready to fight just incase they are hostile, which is looking more and more likely right now."
He then Readies and Action to cast Flame Strike on the biggest group of enemies he can target without hitting any of his friends if the creatures prove to be hostile.
Ready Action cast Flame Strike : 60 Damage (Half Fire Half Divine) Reflex DC 25 For Half
DM Correction Wednesday July 29th, 2009 7:26:27 PM
second post will follow. DM Goofed and has now corrected it. The group Echlhin is watching is still150' NOT 15' away from the group. As no one did anything cept get a bit more prepared I am planning on continuing. Will post in a few hours. Again the group behind and slightly to the party right is 150' away.
Dwight hp 155(137)160, ac 31 d20+18=24 ; d20+16=17 ; Wednesday July 29th, 2009 8:04:05 PM
Dwight looks nervously around in the direction Echlhin indicates at the unseen quadripeds coming towards them. Darn snow, can't even see there cloud of snow dust .
Spot; 24 listen: 17 (yet another natural 1 -- hopefully getting these out before combat actually begins!)
-------------------- Endure Elements
Riding Broom -- 15' up
Haste: 18 rounds 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal
ring of blink
boots of teleportation
robe of scintilating colors (dazes those nearby, conceals the wearer and illuminates the surroundings: takes 1 round to activate, 30' range become dazed for 1d4+1 rounds: Will DC 14 negates. Each round the wearer gains 10% concealment until at 50% Useable 10 rounds per day)
Lavender and green ioun stone (absorbs direct spells up to 8th level: absorbs 50 spell levels. So far, 0 of 50)
Round 2 d20+20=39 ; d20+20=35 ; Wednesday July 29th, 2009 10:06:23 PM
A pair of earth elementals appears from Echlhin's spell. Tratain prepares a Flame strike spell, though he still cannot see any of the enenmies, but when he does... Plyf turns invisible and the rest of the group stands prepared.
Echlhin reports of the group to the right of the party, The four close to about 80' still unseen by all save the Grim. Echlhin reports the positions with the same spacing as they moved closer. Where the other group is now is anyones guess.
Dwight hp 155(137)160, ac 31 d20+18=35 ; d20+16=34 ; Thursday July 30th, 2009 8:02:19 AM
"Echlhin, I still can't see anything out there. Are you sure you saw something? Anyway you can tell their nature (OOC: alignment), are they magical beasts, invisible, undead perhaps?"
Dwight becomes increasing distraught as a pack of 'something' has closed in 120' and only Echlhin can see them.
"Anyone have a Faerie Fire or Glitterdust prepared?"
spot: 35 listen: 34
Monthor Hit Points:(213 of 213) AC 45 Thursday July 30th, 2009 8:03:25 AM
The dwarf looks around. "Ye sure you're not gone snow blind lad? I see nothing."
Still he trusts that the druid's senses are better than his, and continues to hold for the first attack.
OOC: Continue to hold ready action to attack first foe that attacks the party (Attack/Damage rolled in previous post, reposted here) Attack (Power attack for 5): Hit AC 48 (Crit Confirm AC 35) Damage (non crit): 39 physical + 6 Electricity + 2 Frost + (7 Holy if evil) Damage (crit): 108 physical + 14 Electricity + 2 Frost + (7 Holy if evil)
Buffs: Spell Resistence: 20 (bracer of protection) Fire Resistence: 20 points (ring) Electricity Resistance: 10 points (armor) Greater barkskin Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum GMW GMV Haste
Troy subbing for Yves
Vedik AC 43 (17 touch) HP 191/191 (Astral Deva, Flying 15') Character SheetSpells Thursday July 30th, 2009 8:11:41 AM
Vedik activates the wand of Good Hope, bolstering the entire party, including their new earthy friends.
"I see nothing either. Are the closing? Or hanging back? If they are hanging back we face an intelligent foe for sure."
OOC: Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Buffs: Magic Vestment (40 hours, cast in morning) Shapechange (6 hours, cast in morning) Haste (3/18 rounds) 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal Good Hope (1/600 rounds) Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge
Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+13=29 ; d20+7=19 ; d20+10=12 ; Thursday July 30th, 2009 12:12:36 PM
Plyf, hearing no else wanting to be invisible, puts her wand in her belt anbd pulls out a Thunderstone. At the group of creatures that we know to be 80 feet away, She hurls her stone in that direction, waiting to hear a solid explosion when it hits the cold earth. "Nope, not powerful enough for that yet, but I'm not afraid of attacking that which wants to hide from me."
Hurling Thunderstone four range increments at -6 to hit, hits AC 5 with 29
Keeping her wand of CCW in her belt, she pulls her bow again and nocks an arrow, waiting for some response from her attack.
Listen: 19 Spot: 12
DM Sanity note: Thunderstone You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.
Magic vestment X2: ? Greater Magic weapon on Bow: ? Haste 3/18 rounds Good Hope 1/600 rounds
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet d20+27=41 ; d20+27=44 ; Thursday July 30th, 2009 6:12:49 PM
Understanding that his companions are having a hard time seeing the creatures, Echlhin casts Faerie Fire on one of them (2 if I can catch them close enough, but I doesn't sound that way) hoping that the unnatural violet outline against the white of the snow will make it easier for the party to see. "The others are spread out about fifteen to twenty feet from each other (insert how many on each side please). Once you folks can keep track of them, I'll see if I can find out where the others went as I think they are going to try and come from both sides."
Once the rest of the party can at least see that one, he looks around for the other group. If no one else sees the group he is tracking, he won't risk losing sight of at least some of them. (Spot 41). If he continues to watch the original group he at least tries to locate the other group using his hearing (Listen 44).
((Sorry about the missing elemental stats, I'm still working on them, I had a power issue and now is the first time I've been able to access my pc))
Elementals - Currently on round 2 of summon, still standing near party requested to protect us.
Round 3 d20+17=28 ; d20+13=30 ; d20+13=16 ; 12d6=49 ; 12d6=44 ; 12d6=33 ; 12d6=42 ; d20+25=42 ; d20+22=29 ; Thursday July 30th, 2009 9:45:13 PM
Dwight keeps looking in the direction Echlhin has indicated and then something moves. He spies them all and they are coming in quickly. Echlhin sees them more clearly now as well. 4 of the largest wolves either Gray Knight has ever seen. Echlhin Casts Fairie Fire and outlines one of the beasts, clearly marking the great White wolf.
Monthor and the Elementals stand ready to attack.
Plyf Hurls a Thunderstone and it strikes the snow exploding nicely
Vedick activates the Wand of Good Hope for everyone in the party.
Tratain casts his Flame strike...Catching a pair of the wolves. (W1 and W3) Snow and ice hiss in protest as it instantly superheats into steam and flies into the air. Water particles freeze and fly on the wind to the east returing to the ground already frozen again before they strike as small hail pellets.
The Wolves come in a rush, breaking slightly and stopping short of the Greater elementals. With a ferral growl each opens its mouth and blasts forth with a great blast of ice and snow. EE1 and Monthor please 2 Reflex saves DC 22 Dmg 49 & 44 EE2 please 2 Reflex saves DC 22 Dmg 33 & 42 EE1 another reflex DC 22 Dmg 33
Listen DC 42 Highlight to display spoiler: { Moving quickly but quietly from the other direction are at least 2 more, maybe more} Spot DC 29 requiring a Move Action in Combat Highlight to display spoiler: { coming in from the opposite direction is 4 more of the huge Wolves, They are 50' from Vedick and Dwight}
Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+25=38 ; d20+25=44 ; d20+20=28 ; d20+15=22 ; d8+1=4 ; d8+1=5 ; d8+1=9 ; d8+1=3 ; d6=6 ; d6=1 ; d6=4 ; d6=2 ; 2d6=11 ; 2d6=6 ; 2d6=10 ; 2d6=5 ; Friday July 31st, 2009 12:24:52 PM
Plyf will gladly use the security of the summoned elementals at each side to fire at W3. It being exactly thirty feet away allows her to utilize her point blank shot. Since she hasn't moved, she uses her rapid shot ability as well. She begins with a normal arrow, but if for some reason it is not useful against these unknown beasts, she will move to the Adamantine arrows.
Arrow one hits AC: 38 doing 4 damage. It takes 6 more from shock damage. Arrow two hits AC: 44 doing 5 damage. It takes 1 more from shock damage. Arrow three hits AC 28 doing 9 damage. It takes 4 more from shock damage. Arrow four hits AC 22 doing 3 damage. It takes 2 more from shock damage.
If these creatures are evil, the additional damage from her holy bow would be an additional 11, 6, 10 and 5.
Total from first arrow if evil 21. From second arrow if evil 12. From third arrow 23. From fourth arrow 10.
Magic vestment X2: ? Greater Magic weapon on Bow: ? Haste 3/18 rounds Good Hope 1/600 rounds Greater invisibility 2/ (I can't remember if wands are at 8th level or 10th)
Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Friday July 31st, 2009 12:49:22 PM
ooc: Oops, I forgot a few things. Greater magic weapin moves the enchantment of the bow from +1 to +5 and I only added the enchantment of +1 to the damage, not the point blank damage or GMW damage, so each arrow does an additional 5 damage.
Thank you.
Monthor Hit Points:(144 of 213) AC 45 d20+16=26 ; d20+16=19 ; d20+30=33 ; d10+26=33 ; d6=6 ; d6=4 ; 2d6=7 ; Friday July 31st, 2009 4:20:53 PM
Monthor grows as the cold hits him. "Is that all ye got little doggie?" he shouts as he moves over and attacks the nearest wolf, bringing Shirely down into the wolf.
OOC: Reflex save DC 22: Passed: 25 damage Reflex save DC 22: Failed: 44 damage Move to L14, provoking AOO Power Attack for 2: Hit AC 33 for 33 physical + 6 Electricty + 4 Frost + 7 Holy if Evil
Buffs: Haste, Good Hope, GMW, Magic Vestment
Vedik AC 43 (17 touch) HP 191/191 (Astral Deva, Flying 15') Character SheetSpells Friday July 31st, 2009 4:30:23 PM
Vedik ponders his actions for a moment as he hovers in the air. He chooses to hold back on the mass spells until the rest of the enemies are visible, and instead decides Monthor needs to do more damage. He casts Enlarge Person on him.
OOC: Hover Cast Enlarge Person on Monthor
Buffs: Magic Vestment (40 hours, cast in morning) Haste (4/18 rounds) 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal Good Hope (2/600 rounds) Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Shapechange (6 hours, cast in morning) Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge
Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+25=41 ; d8+6=7 ; d6=4 ; 2d6=4 ; Saturday August 1st, 2009 12:44:28 AM
ooc: Sorry, I forgot my shot for haste also. :(
Hits AC 41 doing 7 damage it takes 4 more from shock damage and 4 holy damage for a total of 15 more.
Dwight hp 155(137)160, ac 31 d20+33=40 ; d6=4 ; d6=5 ; d6=1 ; d20+27=44 ; d6=4 ; d6=3 ; d6=1 ; d20+22=24 ; d6=2 ; d6=6 ; d6=4 ; d20+33=48 ; d6=6 ; d6=5 ; d6=5 ; d20+33=42 ; d6=3 ; d6=6 ; d6=1 ; Saturday August 1st, 2009 6:38:44 PM
Gripping the string for a moment as his eyes to the monstrous sized wolves, Dwight takes careful aim and unleashes a barrage or arrows (at W1).
Att #1: Hit AC 40 Dmg: 14 + 6(holy) = 20
Att #2: Hit AC 44 Dmg: 14 + 4(holy) = 18
Att #3: Hit AC 24 Dmg: 12 + 10(holy) = 22 (likely a miss)
Att #4: Hit AC 48 Dmg: 16 + 10(holy) = 26
Att #5: Hit AC 42 Dmg: 13 + 7(holy) = 20
Total damage: 106 (84 if Att #3 misses)
In the event W3 fails, Dwight will switch to W1.
OOC: Depending on how BIG their height is, Dwight also moves 5' upward as he does not want to be physically attacked
================ Dm Sanity
Endure Elements
Riding Broom -- 15' up
Haste: 4/18 rounds 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal
Good Hope: 2/600 Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
ring of blink
boots of teleportation
robe of scintilating colors (dazes those nearby, conceals the wearer and illuminates the surroundings: takes 1 round to activate, 30' range become dazed for 1d4+1 rounds: Will DC 14 negates. Each round the wearer gains 10% concealment until at 50% Useable 10 rounds per day)
Lavender and green ioun stone (absorbs direct spells up to 8th level: absorbs 50 spell levels. So far, 0 of 50)
Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Sunday August 2nd, 2009 11:19:42 AM
ooc: LOL, I forgot Good Hope also. :)
+2 more damage on each arrow that hits, up to 10 more.
I will get the hang of high level characters sooner or later.
TratainCurrent Spells HP 270/2249 AC 44 2d6=10 ; 20d6=66 ; Sunday August 2nd, 2009 9:23:17 PM
Tratain decides to stay where he is at the Moment and Prepares for a tough battle.
First he casts a quick spell (Quicken Divine Power, Which Triggers Contingency Extended Righteous Might) And Then he casts Firestorm on the 4 Wolves that he can see. (Firestorm: 66 Fire Damage, Reflex DC 28 For Half)
--------------------------------------------------- Magic Vestment - Shield, Reflecting Magic Vestment - Armor, Heavy Fortification Greater Magic Weapon - Adamantine Warhammer, Holy Delay Poison Shield of Faith - 20 Minutes Haste - Round 3/18 Good Hope - 10 Minutes Divine Power - Round 1 of 21 Righteous Might - Round 1 of 42 DR 15/Evil Large Size
Echlhin AC 35 (Touch 29/35 vs. Incorp.) HP 191 of 191 Character Sheet; Elemental 1 (AC 20, dr 10/-) - 115 of 241 hp, Elemental 2 (AC 20, dr 10/-) - 166 of 241 hp d20+27=39 ; d20+27=28 ; 15d6=43 ; d20+8=15 ; d20+8=21 ; d20+8=18 ; d20+27=28 ; d20+27=32 ; 2d10+14=30 ; d20+8=12 ; d20+8=16 ; d20+27=43 ; d20+27=32 ; d20+14=26 ; d20+14=23 ; 2d10+14=18 ; 2d10+14=28 ; 2d10+14=20 ; Monday August 3rd, 2009 12:41:10 AM
(whoops forgot Good Hope in my rolls, hence the +2 in the descriptions)
The exchange of combat makes it a little more difficult for Echlhin to focus his hearing (listen 39 +2 = 41). Concerned as to where the other group is, he takes a moment to try and locate the other group but is distracted by the ongoing combat (yay spot roll of 1 = 28 +2 = 30; whoops forgot 1 on skill = auto fail, please disregard 15d6 roll as it was for a quickened flamestrike). Given the wolves manner of attack he casts Protection from Energy, Cold upon himself.
Elemental 1 fails to avoid any of the blasts of cold and takes 126 damage. Obeying the request to protect, it takes a 5' step and attacks the glowing wolf (W1) twice. It swings wildly on the throws itself off balance for its second attack (Ac 32 for 30 damage).
Elemental 2 fails to avoid any of the blasts of cold and takes 75 damage. Obeying the request to protect, it takes a 5' step and attacks a wolf (w3 first, w4 if w3 is no longer standing). (Ac 43 for 18 and Ac 32 for 28.)
(please ignore the last d20+14 rolls and the last 2d10, they should have been 2d10 for damage and in my tired state I thought I hadn't rolled enough damage rolls... I'll come up with a better way of tracking these rolls for myself at some point)
--------------------------------------------- Summon Elementals - Round 3 of 18 Protection from Energy, Cold - 120 damage or 180 minutes
Round 4 - Reinforcements d20+13=17 ; d20+13=33 ; d20+13=28 ; d20+25=31 ; d20+25=33 ; 3d6+12=18 ; 2d6=10 ; 12d6=40 ; 12d6=38 ; 12d6=41 ; 12d6=39 ; Monday August 3rd, 2009 7:16:54 AM
Plyf's arrows all strike true in the flank of the white wolf, each one brining W3 closer to death. She does notice they seem entire uneffected by the holy aspect of her bow, but that is to be expected of animals.
Monthor moves in close to W2, willing to take a hit if the wolf can get beyond the dwarf's powerful defenses. It cannot and meets Shirley. He too notices a lack of Holy flare against his target and the wolf doesn't even seem to notice the ice.
Vedik focuses on making Monthor more powerful and surveying the battlefield.
Dwight joins Plyf in unleashing a fury or affows, all finding their mark. The white wolf howls in fury as it collapses to the ground, still twitching but definitely dead. Dwight switches targets, putting a single arrow into W3.
Tratain doubles up on buffs, but still has time to casually bring heat to the fight. Fire rains down from above, burning the wolves and causes a brief eruption of steam on the battlefield.
Echlin's order for the Elementals to protect doesn't stop them from changing targets on the fly. EE1 moves more than 5 feet, but cannot seem to connect with W2. EE2 has slightly more luck with it's single hit.
---
W1, having to choose between Monthor and an Earth Elemental,
W2's teeth attempt to find Monthor's skin, but they only find cold air to gnaw on. The beast seems to be barely hanging onto life.
W4 seems to debating chasing after the bowslinging Knights, but decides to, successfully, taste the Earth Elemental in front of it. [AC 33 - 28 Damage]
If any of the the Knights thought that was an easy fight, they quickly find how incorrect they are. From behind them, four more wolves join the fray and circle around the group. Half of the group finds themselves covered in snow and ice, as if they needed a reminder of how hostile this environment was...
Those on the ground are blasted by three wolves breath at once. The Knights in the air find that the wolves have incredible aim and manage to include them in the blast. Dwight, although 20 feet up and clearly away from their teeth, feels the cold. Vedik, with his very unattractive Deva form, is completely immune. EE1 is within range when two of the wolves attack and is hit in the crossfire.
Tratain, Plyf, and Echlhin * 40 Cold Damage - Reflex Save DC 22 for Half * 38 Cold Damage - Reflex Save DC 22 for Half * 41 Cold Damage - Reflex Save Dc 22 for Half
Dwight * 40 Cold Damage - Reflex Save DC 22 for Half * 41 Cold Damage - Reflex Save Dc 22 for Half
Earth Elemental 1 * 40 Cold Damage - Reflex Save DC 22 for Half * 38 Cold Damage - Reflex Save DC 22 for Half
Monthor * 39 Cold Damage - Reflex Save Dc 22 for Half
MonthorHit Points:(135 of 213) AC 44 d20+19=38 ; d20+33=35 ; 2d8+30=37 ; d6=4 ; d20+33=38 ; 2d8+30=36 ; d6=5 ; d20+28=41 ; d20+33=50 ; d20+33=40 ; 2d8+30=37 ; 2d8+30=38 ; 2d8+30=38 ; d6=6 ; 2d10=10 ; d20+23=40 ; d20+23=30 ; 2d8+30=40 ; 2d8+30=43 ; 2d8+30=37 ; d6=4 ; 2d10=13 ; d20+18=27 ; 2d10+30=38 ; 2d8+30=40 ; d6=3 ; d20+33=48 ; d20+33=34 ; 2d10+30=41 ; 2d10+30=44 ; 2d10+30=36 ; d6=2 ; 2d10=17 ; Monday August 3rd, 2009 8:03:21 AM
Spell Resistence: 20 (bracer of protection) Fire Resistence: 20 points (ring) Electricity Resistance: 10 points (armor) Greater barkskin Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum GMW GMA Haste 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal AC 45 (with the haste) Good Hope Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls Enlarge The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size/Large has a space of 10 feet and a natural reach of 10 feet
----------------------------------- Monthor starts swinging Shirley and hopes to thin the herd.
--------------------------------------- Attacks W2 and cleaves to W1 Two handed attack. Power attack -5,+10 to hit +1 haste, +1 enlarge,+2 good hope
Reflex save - 38
Tot. Att. 33 + (33) + (28) + (23) + (18)
Dam. 2d8, +10 power attack, +11 strength when used two handed),+2ws,+2 Greater Weapon Specialization,(+5)weapon bonus, =30 physical
Just for fun... total damage potential 501 physical and 61 shock for 562 damage.... (hee, hee, hee)
Vedik AC 43 (17 touch) HP 191/191 (Astral Deva, Flying 15') Character SheetSpells Monday August 3rd, 2009 8:28:11 AM
Vedik looks around the battle field, not liking the odds. He decides to cut them down somewhat by casting a wall of force, separating the battle field and hopefully delaying the new enemies from coming into the battle.
OOC: Hover Cast Defensively (can not fail): Wall of Force, 20' tall (I made the spreadsheet have transparent borders so I could use solid borders as wall)
Buffs: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Magic Vestment (40 hours, cast in morning) Haste (5/18 rounds) 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal Good Hope (3/600 rounds) Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Shapechange (6 hours, cast in morning) Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge
Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+25=35 ; d20+25=27 ; d20+25=35 ; d20+28=41 ; d20+28=35 ; d20+28=45 ; d20+28=29 ; d20+28=45 ; d20+7=25 ;(missroll); d8+7=15 ; d6=1 ; d8+7=9 ; d6=3 ; d8+7=8 ; d6=3 ; d8+7=14 ; d8=1 ; Monday August 3rd, 2009 6:43:32 PM
DM, were we at full hit points before this encounter or had we taken natural/subdual damage?
Plyf knows that a lot is happening all at once. Although still effected by the cold, she puts it aside for now, as milliseconds all of a sudden become minutes in her mind, yet she is unaware that her instincts are natural and honed through years of work and dangers in the city. She has had many guilds put contracts on her life, for securing those that were their prey and she has killed before to save her own life. Now is no different, only there are no walls to scale and no shadows to hide in. Thank Ffloy for magic!
She wants to rebuke those that might be able to speak with these animals, but she knows what the gnaw of hunger is like and it would really do little good. Her father taught her, nature, in all respects is to be respected and feared.
She nimbly avoids the breath of the beasts as she knew where it would be coming from, then watches as a shimmering force plants it's self in the snow between her and the wolves, the cold breath of the wolves can be seen to break across it's surface, causing the crystals in the air to spin in a vortex..
Seeing the mighty Monthor in action makes her glad, she is not standing beside him, getting splashed by the gore created by his new girlfriend.
She draws and aims at W5 and using point blank range, unleashes five arrows at the beast and stands her ground, for now.
Attack W5 Hit AC 41 doing 16 damage [15+1(shock)] Hit AC 35 doing 12 damage [9+3(shock)] Hit AC 45 doing 11 damage [8+3(shock)] Hit AC 29 Miss [fumble] Hit AC 45 doing 15 damage [14+1(shock)]
Total damage to W5=54 (Yves, you are a hard act to follow.)
Buffs: Magic Vestment (40 hours, cast in morning) Haste (5/18 rounds) 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal Good Hope 3/600 rounds Shapechange (6 hours, cast in morning) GMW (?)
TratainCurrent Spells HP 191/249 AC 44 d20+15=18 ; d20+15=34 ; d20+15=27 ; d20+42=56 ; 2d6+23=33 ; Monday August 3rd, 2009 8:26:47 PM
Tratain is able to Dodge part of the Blasting Cold sent at him by the Wolves (Reflex 21, 35, 28)
Seeing that his friends seem to be OK for the moment Tratain Moves Towards W5 and swings at it with his Warhammer after Quickly casting another Spell on himself (Quicken Divine Favor)
Hit AC 56 For 33 Damage
--------------------------------------------------- Magic Vestment - Shield, Reflecting Magic Vestment - Armor, Heavy Fortification Greater Magic Weapon - Adamantine Warhammer, Holy Delay Poison Shield of Faith - 20 Minutes Haste - Round 3/18 Good Hope - 10 Minutes Divine Power - Round 1 of 21 Righteous Might - Round 1 of 42 DR 15/Evil Large Size Divine Favor - Round 1 of 10
Echlhin AC 35 (Touch 29/35 vs. Incorp.) HP 191 of 191 Character Sheet; Elemental 1 (AC 20, dr 10/-) - 56 of 241 hp, Elemental 2 (AC 20, dr 10/-) - 148 of 241 hp d20+8=15 ; d20+8=27 ; d20+19=23 ; d20+19=29 ; d20+19=38 ; d20+19=23 ; 2d10+14=31 ; 2d10+14=31 ; d20+15=26 ; d20+15=32 ; d20+15=35 ; 15d6=52 ; 15d6=47 ; Monday August 3rd, 2009 9:04:00 PM
The blast from the first wolf knocks the clumsy elemental into a position to avoid a portion of the second blast (reflex save 15 and 27, takes 40 and 19 damage). Assuming W1 is killed by Monthor's Cleave (figured it's a decent assumption, if not attacks vs w1), Earth Elemental 1 takes a 5' step (diagonal) and attacks W5. (Hit ac 31, no damage rolled - assumed missed. Attack #2 hit Ac 37, 31 damage)
Earth Elemental 2 is in melee combat with W4, it's earthen body absorbing some of the wolf's bite (dr 10/-, takes 18 damage). It swings backs at the wolf. (Hit ac 46, 31 damage. Attack #2 hit Ac 31 - assumed missed)
(for some reason I used the base attack +19, instead of +27 on my attack rolls for the elementals, I'll get the hang of this on-line rolling someday :))
Echlhin, inspired by all of the cold he has suffered so far, is able to dodge all three blasts with his Protection from Cold absorbing the partial blasts (20+19+11=50 cold damage). He then casts a quickened flamestrike (52 damage, 1/2 fire, 1/2 divine, dc 22 reflex), followed by a normal flamestrike (47 damage, 1/2 fire, 1/2 divine, dc 22 reflex) on W5. He then moves so they are slightly less clustered together.
--------------------------------------------- Summon Elementals - Round 4 of 18 Protection from Energy, Cold - 50 of 120 damage used or 180 minutes
Dwight hp 133(115)160, ac 31 d20+26=39 ; d20+26=27 ; d20+33=47 ; d6=4 ; d20+27=38 ; d6=3 ; d20+22=26 ; d6=4 ; d20+33=53 ; d20+33=35 ; d6=2 ; d20+33=51 ; d6=4 ; Monday August 3rd, 2009 10:04:05 PM
Dwight has never been found of wolves since he was a little lad. Having one fall, Dwight hopes that the others will leave in search of easier prey, but instead he get a blast of a cold wave from the other direction. (Reflex: 39 - Evasion none, 27--natural 1, what the heck!!! Dmg: 22)
(Unsure of what is standing on this side of the wall of force, but if W1, W2 or W5 remain standing then Dwight will fire at them.)
Att #1: 47 Dmg: 12 + (holy -- not rolling it as non-effective at this point)
Att #2: 38 Dmg: 11 + (holy)
Att #3: 26 Dmg: 12 + (holy)
Att #4: 53 (nat 20! crit? 35 YES!!) Dmg; 30 + (holy) At the very least it's blinded in one eye.
Att #5: 51 Dmg: 12 + (holy)
Total: 77 normal damage + a ton of holy
(In the event that all the wolves on this side have been slain, Dwight takes a readied action to wait for a wolf to come around the side of the wall of force and then fires the above arrows)
================ Dm Sanity
Endure Elements
Riding Broom -- 15' up
Haste: 5/18 rounds 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal
Good Hope: 3/600 Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
ring of blink
boots of teleportation
robe of scintilating colors (dazes those nearby, conceals the wearer and illuminates the surroundings: takes 1 round to activate, 30' range become dazed for 1d4+1 rounds: Will DC 14 negates. Each round the wearer gains 10% concealment until at 50% Useable 10 rounds per day)
Lavender and green ioun stone (absorbs direct spells up to 8th level: absorbs 50 spell levels. So far, 0 of 50)
Sheeps in Wolf Clothing? [Round 5] 2d10+14=23 ; 2d10+14=19 ; d20+13=31 ; d20+13=14 ; Tuesday August 4th, 2009 2:37:12 AM
Monthor and Shirley, proving to be the deadliest couple in the Wold, blast through W1 and W2 with enough force to make the wolves explode. The dwarf (and his steely girlfriend) are instantly covered in the gross warmth of wolf innards.
Vedik protects the rest of the Knights and hides them behind a Wall of Force. [OOC: Do you have an ability that allows you to bend the Wall to a different shape? My understanding is that unless a Wall spell is shape-able (like Wall of Stone), it cannot be bent to make corners]
Plyf, fueled by Monthor's great success, finds herself able to deal a fair amount of damage to W5.
Tratain gets in a hit of his own against Plyf's pincushion.
Echlin's Elementals manage to hit the wolves with ALL of their attacks and then the druid manages to do his own serious damage.
Finally, Dwight's arrows go after W5 and successfully take down the beast. The halfling is happy to see that one of his shots did manage to strike through the wolf's eye, leaving quite an uncomfortable looking corpse.
---
The Wall of Force allows the Knights a clear view to watch the rest of the wolves... And, as would seem the only sane thing to do, they start retreating. Echlhin's elemental gets an Attack of Opportunity at the retreating W4, but the wolves then start rushing off into the snow.
The Knights can only clearly see where the wolves are for about 30 feet, before the weather and their white coats hide them again. Spot Check DC 41: Highlight to display spoiler: {The wolves get about 40 feet away from the Wall of Force, before they start arcing around. It seems they're either preparing to run away in a different direction or they're heading back towards the group.}
Amidst a field of blood and gore, the Knights find that even the thrill of combat is barely enough to warm their blood. Ice Vein is just as cold as it was a minute ago, except this time the group finds that blood and sweat freezes to their skin as easily as water.
[Still in rounds]
W1 - DEAD W2 - DEAD W3 - DEAD W4 - Moderately Wounded W5 - DEAD W6 - Unhurt W7 - Unhurt W8 - Unhurt
Dwight hp 146(128)160, ac 31 d20+18=29 ; d20+7=14 ; d8=1 ; d8=7 ; Tuesday August 4th, 2009 1:06:13 PM
Dwight takes one last look at the wolves fleeing. (spot: 29 - Did one giant wolf seem to be more GIANT, indicating a dominant male? Knowledge: nature: 7)
Feeling at least a momentary respite, Dwight pulls his wand of cure moderate wounds out. He taps himself, (cures 13 hp)
"Anyone else?" He inquires as he hovers down.
(OOC: If anyone wants one, go ahead an roll 2d8+5, and let me know so I can deduct charge.)
Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+10=24 ; Tuesday August 4th, 2009 1:22:31 PM
Plyf feels bad for the poor puppies, but for those that lost their life, she pulls a knife and starts to skin the creatures. "I can activate my boat and we can store their pelts in there."
Spot: 24
Dwight hp 146(128)160, ac 31 Tuesday August 4th, 2009 2:47:46 PM
OOC: Sorry still in rounds. Dwight casts moderate wounds on himself and inquires for others, but cannot heal this round.
Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Tuesday August 4th, 2009 5:50:53 PM
OOC : Plyf didn't take any breath damage, but I didn't get an answer from the DM's on Natural/subdual damage that may have been dealt. Were we at full hit points before the battle?
DM Jeff: Sorry. Saw the question and made a note to find an answer. We may have to wait until tomorrow when Dan gets back for the full answer to that one. Sorry! I'll try to find an answer for tonight's post.
Echlhin AC 35 (Touch 29/35 vs. Incorp.) HP 191 of 191 Character Sheet; Elemental 1 (AC 20, dr 10/-) - 56 of 241 hp, Elemental 2 (AC 20, dr 10/-) - 148 of 241 hp d20+31=32 ; Tuesday August 4th, 2009 6:00:17 PM
(gooooo 1, spot = 32) Echlhin distracted by the cold, loses track of the wolves as they head into the distance. The summoned earth elementals move to protective positions.
--------------------------------------------- Summon Elementals - Round 5 of 18 Protection from Energy, Cold - 50 of 120 damage used or 180 minutes
MonthorHit Points:(135 of 213) AC 44 Tuesday August 4th, 2009 7:46:20 PM
" Medic!!"
TratainCurrent Spells HP 218/249 AC 44 2d8+21=27 ; Wednesday August 5th, 2009 7:25:46 AM
Tratain watches the Wolves go wondering if they are going to come back or not. Tratain decides to heal the party a little and Casts Mass Cure Moderate Wounds. (Everyone Heals 27)
--------------------------------------------------- Magic Vestment - Shield, Reflecting Magic Vestment - Armor, Heavy Fortification Greater Magic Weapon - Adamantine Warhammer, Holy Delay Poison Shield of Faith - 20 Minutes Haste - Round 3/18 Good Hope - 10 Minutes Divine Power - Round 3 of 21 Righteous Might - Round 3 of 42 DR 15/Evil Large Size Divine Favor - Round 2 of 10
All's Quiet? [Round 6] Wednesday August 5th, 2009 11:50:53 AM
The Knights, unsure of whether their animal enemies have left them, cautiously start to heal up. But they seem hesitant to start trekking through the icy wasteland, in case the wolves decide to try again. Both Tratain and Dwight offer their curing services, while Echlin keeps his elementals on the ready.
What do the Knights do?
Listen DC 25 Highlight to display spoiler: { Having heard this sound before, you now know that are not gone. In fact, they're getting closer again.} Spot DC 18 Highlight to display spoiler: { The wolves, either gluttons for punishment or mildly insane, are clearly not done with the Knights. They have started circling north and are aimed at the group again. At 50 feet away, the wolves will be upon the group again in one round.}
Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+7=19 ; d20+10=29 ; d20+25=34 ; d20+25=38 ; d8+7=8 ; d6=6 ; d8+7=12 ; d6=1 ; Wednesday August 5th, 2009 5:32:49 PM
Plyf takes her hand off her sheathed knife and quickly grabs her bow again a she tells the group, "They are coming back for a second attempt. Coming from the north." Aiming at whichever one she saw, she fires two quick shots, using the Haste spell still on her.
Listen: 19 Spot: 29
Firing on wolf before they close. Hit AC 34 doing 14 damage [8+6[shock]) Hit AC 38 doing 13 damage [12+1[shock])
Echlhin AC 35 (Touch 29/35 vs. Incorp.) HP 191 of 191 Character Sheet; Elemental 1 (AC 20, dr 10/-) - 56 of 241 hp, Elemental 2 (AC 20, dr 10/-) - 148 of 241 hp d20+29=43 ; d20+29=34 ; 18d6=62 ; Wednesday August 5th, 2009 6:14:59 PM
Hearing and seeing the wolves return (Listen 43, spot 34), Echlhin takes the time to cast a Fire Storm on the remaining wolves. (62 fire damage, dc 25 reflex save for half).
Seeing the flames and arrows shot in the northern direction, the elementals move positions north of the group. (E1 single move, E2 double move)
Echlhin AC 35 (Touch 29/35 vs. Incorp.) HP 191 of 191 Character Sheet; Elemental 1 (AC 20, dr 10/-) - 56 of 241 hp, Elemental 2 (AC 20, dr 10/-) - 148 of 241 hp Wednesday August 5th, 2009 6:16:01 PM
--------------------------------------------- Summon Elementals - Round 6 of 18 Protection from Energy, Cold - 50 of 120 damage used or 180 minutes
Dwight hp 160(155)160, ac 31 d20+18=31 ; d20+16=19 ; d20+33=50 ; d6=1 ; d20+27=28 ; d20+22=38 ; d6=3 ; d20+33=47 ; d6=3 ; d20+33=38 ; d6=3 ; d20+18=20 ; Wednesday August 5th, 2009 7:56:34 PM
Seeing that Tratain took care of Monthor and others, Dwight keeps his eyes on the horizon at 20'. (Spot: 31, listen: 19). Seeing them at 50' out, and being fired upon by the others, Dwight takes aim.
Att #1: 50 Dmg: 11 + (holy -- not rolling it as non-effective at this point)
Att #2: 28 - (nat 1) Dmg: MISS
Att #3: 38 Dmg: 13 + (holy)
Att #4: 47 Dmg; 13 + (holy)
Att #5: 38 Dmg: 13 + (holy)
Total: 50 normal damage + a ton of holy
(If no wolves remain, then Dwight takes another look around the horizon: spot: 20 )
================ Dm Sanity
Endure Elements
Riding Broom -- 20' up
Haste: (Round +1)/18 rounds 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal
Good Hope: (Round -1 )/600 Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
ring of blink
boots of teleportation
robe of scintilating colors (dazes those nearby, conceals the wearer and illuminates the surroundings: takes 1 round to activate, 30' range become dazed for 1d4+1 rounds: Will DC 14 negates. Each round the wearer gains 10% concealment until at 50% Useable 10 rounds per day)
Lavender and green ioun stone (absorbs direct spells up to 8th level: absorbs 50 spell levels. So far, 0 of 50)
MonthorHit Points:(162 of 213) AC 44 Wednesday August 5th, 2009 9:36:26 PM
Spell Resistence: 20 (bracer of protection) Fire Resistence: 20 points (ring) Electricity Resistance: 10 points (armor) Greater barkskin Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum GMW GMA Haste 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal AC 45 (with the haste) Good Hope Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls Enlarge The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size/Large has a space of 10 feet and a natural reach of 10 feet
-------------------------------------
Monthor moves to the head of the party and using Shirley, draws a lign in the snow.....
" BRING IT ON!!!! "
ooc> Readied action Attack the first wolf that gets within range.
Vedik AC 43 (17 touch) HP 191/191 (Astral Deva, Flying 15') Character SheetSpells d20+2=19 ; Wednesday August 5th, 2009 11:23:25 PM
Vedik catches sight of the wolves out of the corner of his eye. He calls down a storm of glittering particles, hoping to blind one or more.
OOC: Cast Glitterdust (10' radius spread) Not sure how close they are, if I can catch 2 I will: Minus 40 penalty to Hide checks, no save. Will Save DC or Blinded for 18 rounds.
Buffs: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Magic Vestment (40 hours, cast in morning) Haste (7/18 rounds) 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal Good Hope (5/600 rounds) Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Shapechange (6 hours, cast in morning) Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge
TratainCurrent Spells HP 218/249 AC 44 d20+14=20 ; d20+42=47 ; 2d6+23=31 ; Thursday August 6th, 2009 6:11:49 AM
Tratain is able to spot the Wolves as they start to circle back. He readies and action to Charge the closest wolf as soon as it gets in range.
Ready Action Charge first wolf that gets into range.: Hit AC 47 for 31 Damage
--------------------------------------------------- Magic Vestment - Shield, Reflecting Magic Vestment - Armor, Heavy Fortification Greater Magic Weapon - Adamantine Warhammer, Holy Delay Poison Shield of Faith - 20 Minutes Haste - Round 7/18 Good Hope - 10 Minutes Divine Power - Round 4 of 21 Righteous Might - Round 4 of 42 DR 15/Evil Large Size Divine Favor - Round 3 of 10
Round 7 d20+20=29 ; d20+20=38 ; d20+20=24 ; d20+20=35 ; Friday August 7th, 2009 7:39:15 AM
Plyf hits a wolf with a pair of arrows.
Dwight follows suit with another set of four
Echlhin begins casting [Firestorm is a full round casting time]
The elementals move to the other side to intercept as does Monthor. All eager to get back into action
It appears the wolves have had enough though and they peel to the right instead of closing, quickly putting an additional 250' between themselves and the Gray Knights
Adrenaline subsides and the harsh cold is accutely felt again. Within a couple hours the first signs of frostbite will be setting in. Blackening now bright red noses and ears. Mt Bal still looms in the distance nearly 3 more days away.
End of Combat... No one has taken subdual damage to this point
Dwight hp 160/160, ac 31 Friday August 7th, 2009 7:49:53 AM
Dwight examines the corpses of the giant wolves. He scoops some of their blood into a small vial and a patch of fur which he stuffs into a pouch. "Isss the meat and fur worth keeping in the boat?," he asks knowing that he could not skin the animal well enough to make it worth it.
Dwight looks at the far off mountain, wondering how the group could hasten their journey as his nose turns cold.
Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Friday August 7th, 2009 11:23:59 AM
Plyf bends her arrow back, thinking of placing one in the rump of one leaving, but she slowly lets her string go back to neutral and puts the arrow away.
She pulls out her boat and prepares the gally to be warmed again, using a minor cantrip. "I don'y know if the meat is edible or not, but I do know, meat burns and that means we have enough for a warm fire for awhile. Bad news is, ithe smell of burning meat will draw every predator in this god forsaken terrain, or god blessed terrain, I guess it depends on who you worship.
MonthorHit Points:(162 of 213) AC 44 Friday August 7th, 2009 2:58:23 PM
"MEDIC!!!"
-----------------------
"There has GOT to be a quicker way to get where we're going. Don't you magical types have "ways" to get us to that mount? By me father's beard, me could teleport meself and another there NOW using me helm!!! "
Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Friday August 7th, 2009 3:24:48 PM
"If we had some way to view the area we want to land in that would be easy, but without knowing the terrain of our arrival, it would be dangers. As dangerous as the cold, that is left to be discussed."
MonthorHit Points:(162 of 213) AC 44 Friday August 7th, 2009 4:03:15 PM
" How about we fly up some then teleport straight ahead towards the mountain, get some bearings and then come back? Me's no magic user but that should work should it? Plus, we can see the moutain... shouldn't that help? "
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet d8+5=8 ; d8+5=9 ; d8+5=9 ; d8+5=12 ; d8+5=12 ; d8+5=11 ; d8+5=8 ; d8+5=11 ; d8+5=10 ; Friday August 7th, 2009 5:43:10 PM
Echlhin thanks this elementals for their aid before they return. He then pulls out his cure light wounds wand and uses it on Monthor (8+9+9+12+12 = 50 hp), then on Plyf (11 hp) and Tratain (8+11+10=29 hp).
Thinking about the teleporation idea, he wonders if the same force that stopped him from controlling the weather would interfere with the teleportation.
Plyf (AC:37; HP: 134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Friday August 7th, 2009 7:25:53 PM
OOC: Plyf is at full so need to mark off charges for her, thank you anyway though.
Keep Walking Heroes... d6=1 ; d4=1 ; Sunday August 9th, 2009 4:06:22 PM
Miles of frozen tundra and drifting snow covered chasms flow out before the Knights and thier destination of Mt Bal. The topic of speeding things along comes up. Flight, teleport, dimensional shifting, slipping through the land of Shadow itself, the Knights have a great deal of options in the faster than walking arsenal. Echlhin though wonders if the very Power that prevented his spell to control the weather would step in and put the Cabosh on magical transit as well. Discussions are had on teleporting blind as well, Monthor points out the destination can be seen albeit not in precise detail, but still.
Talk all occurs as the party moves ever slowly forward. The wind still bites and tears at flesh and is felt through to the bone. The exhaling of the extra talking is creating frost and ice at a faster rate than previously and each extra breath stings the lungs that much more often. Now the ever present threat of predators looms on the mind as well. Large ones, which likely would have taken the group by complete surprise were it not for Echlhin's keen eyes. The land all about is still dead white and unchaged, yet ever so by the prevailing wind from the west. It has been a couple hours since the attack. Vedik's Shapechange spell came to an end nearly an hour ago.
Everyone but Echlhin and Tratain suffer Fatigue and 1 HP of lethal and non Lethal Damage
Dwight hp 159(159)/160, ac 31 d20+18=28 ; d20+16=18 ; Sunday August 9th, 2009 9:30:10 PM
Just to keep his mind active in the cold, Dwight considers more options, "Perhaps a fly spell on the ship, or if two folks are up for some skiing, I could pull on my broom, " he says jokingly.
Aside from this chit-chat, Dwight is keeps an eye out for other predators which brings to mind Mothor's smell. "Any chance we can clean up the wolf blood off everyone? Don't want the scent spreading downwind, nor do we want to upset an local that might consider the wolves holy animals."
Checking for additional predators: 28 Listen: 18
MonthorHit Points:(212 of 213) AC 44 Monday August 10th, 2009 3:28:31 PM
Having had enough of the cold, Monthor starts to growl....
" Enough of this foolishness... Me's teleporting... "
{ Pointing to the mount}
".... there!!! "
And with that, Monthor uses his helm of teleportation ( or at least tries to ) to try to teleport himself as close to the Mount Bal.
{ ooc> If it works, he'll teleport back to the party }
Plyf (AC:37; HP: 134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Monday August 10th, 2009 4:28:15 PM
Plyf shakes her head, in an attempt to stop the dwarf, but then, nothing is left except his tracks. She calls out to the others, incase they hadn't noticed, "Ummm, I expected to be the one to run from the cold, but Monthor just bailed on us. The gods have mercy on his body and spirit.
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet Monday August 10th, 2009 5:34:37 PM
Echlhin waits to see if Monthor can successfully teleport to the mountain.
Vedik AC 43 (17 touch) HP 190/191 (1 NL) Character SheetSpells Monday August 10th, 2009 8:14:10 PM
Vedik mutters as Monthor teleports away.
"The test was to survive the journey, not teleport past it. If we wanted to teleport, I can do so. But we may loose face with the people we are here to impress."
Dwight hp 159(159)/160, ac 31 d20+18=36 ; d20+16=17 ; Monday August 10th, 2009 8:55:21 PM
Dwight looks where the Dwarf stood moments ago and wonders if he'll reappear, here or any where. Magic is dangerous, perhaps it wasn't a great idea to give such magical and dangerous power to the hot headed dwarven warrior , Dwight ponders as he now looks into the distance for Dwarven figure.
spot: 36 listen: 17 (nat 1: Dwight hears only the groups future 'words' with Monthor)
Beyond the Veil Monday August 10th, 2009 10:17:42 PM
Monthor, done with trudging through the snow and frigid temperatures, activates his helm of teleportation. In a flash the dwarf is gone. Several wonder about the wisdom of doing so. Echlhin wonders if the Power he encountered would thwart Monthor, vedik wonders if teleportation will offend those who sent them upon this journey as his understanding was that the point was to endure the journey and survive as those in of this land must.
Before many thoughts or words can be expressed, Monthor reappears a crumpled form upon the ground. Ice coats his clothing and frost covers his face and beard. His breath can still be seen coming out in a billowing cloud and so he is obviously alive. The tell tale signs of the most extreme frostbite can be seen on his nose and cheeks. The strudy dwarf is all ready getting to his feet, even as the Knights take in the spectacle. It seems remarkable to Plyf and Echlhin, trained in survival, that Monthor is moving at all. He looks like walking death. His voice breaks through, hollow sounding and not at al like the Monthor any know, 'You are warned and Monthor collapses again to an unmoving heap in the snow.
The Knights spring into action to aid thier comrade, but even as they do Monthors eyes pop open, he is alive though terribly afflicted with Hypthermia and frostbite.
OoC Monthor has 1 HP and is exhausted.
MonthorHit Points:(01 of 213) AC 44 Monday August 10th, 2009 10:22:55 PM
Crumpled up in the snow, Monthor raises himself to his knees with Shirley's help.
" Well... that wasn't fun.... "
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet Monday August 10th, 2009 11:35:15 PM
Seeing his extremely weakened condition, Echlhin casts Heal on Monthor (heal 150 hp and remove adverse conditions including exhausted).
Plyf (AC:37; HP: 134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Tuesday August 11th, 2009 10:48:10 AM
Plyf gets her boat out, "Looks like someone needs a nap? She laughs in a joking manner, pleased their main tank is still alive.
She gets the stove running and warmed up as soon as possible.
Dwight hp 159(159)/160, ac 31 Tuesday August 11th, 2009 10:55:50 AM
Content that Monthor is alive, Dwight again looks out towards the horizon and the mountain that they hope to reach. "Anyone have any idea how much further? It'sss hard to tell will the landssscape being the sssame from here to there. It definitely seems we are to trek the 'normal' way from here to there," Dwight states obviously.
Though cold, Dwight keeps talking, "Perhapsss, it would be bessst if we kept walking. Jussst in cassse the warning comesss with more than jussst a cold blassst on Monthor."
TratainCurrent Spells HP 218/249 AC 44 Tuesday August 11th, 2009 12:19:52 PM
Tratain goes to check on Monthor as well.
He says "We will walk the rest of the way there, like we walked to here. Recovering the Gem is a test for us. If we wish to bear a gift on behalf of the people of the Ice Vein we must prove that we are worthy to do so. It is a test of our Determination, Resourcefullness, and our Bravery. We have all of that in abundance. We will soon be at the Mountain, do not worry."
OOC: Sorry for missing some posts, got very busy but I'm back in the swing of things now.
Plyf (AC:37; HP: 134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Wednesday August 12th, 2009 4:08:49 AM
If stopping isn't necessary, Plyf won't use her boat, but she asks a question, "Is there a time limit on this? we can rest more if we need to can't we?"
Journey in the Ice Vein 6d6=23 ; 6d4=12 ; Wednesday August 12th, 2009 7:24:40 AM
Echlhin heals Monthor and the group is off. Tratain theorizes that the group is being tested and the journey is just as important as the destination. The land and people here are steeped deeply in tradition and from the send off the Knights received, it seems to Tratain that a 6 day journey into the barren and frozen lands to survive is very much a part of tht tradition. As he thinks and voices this, his mind falls back to the send off and the Witch. The chant and refrain from the village touches his subconscious mind. It was an almost magical experience, could there have been clues?
The group keep moving, the cold keeps trying to overcome them. Hours grind by slowly, Monthor, Dwight, Plyf suffer 32 lethal and 12 Non lethal. Exhaustion has set in as well, save monthor thanks to the Heal spell he is only fatigued
A few hours exist until darkness moves in. Survival DC 25 Highlight to display spoiler: { To the west the higher clouds have shifted and now are moving towards you and quickly. What was it the Hunter called them? The Ve Komar. It reminds you much of that formation adn if so a terrible storm is heading right at you very quickly}
Vedik AC 24 (13 touch) HP 188/191 Character SheetSpells d8+5=13 ; d8+5=11 ; d8+5=6 ; d8+5=7 ; d8+5=7 ; d8+5=6 ; d8+5=10 ; d8+5=12 ; d8+5=13 ; d8+5=11 ; d8+5=7 ; d8+5=9 ; d8+5=12 ; d8+5=11 ; d8+5=11 ; Wednesday August 12th, 2009 8:10:49 AM
Vedik tends to the group as things start to get worse from the cold, though he can do nothing for the weariness. Using his wand, he takes care of the group, healing them as much as possible without using the healers spells.
He starts to ponder some things, but keeps them to himself for the time being.
"When we camp, I have a plan for some shelter."
OOC: UMD Wand of Cure Light Wounds (cannot fail) (15 charges used) Self: 13, 11, 6 HP cured Monthor: 7, 7, 6, 10, 12, 13: 55 HP cured Dwight: 11, 7, 9 : 27 HP cured Plyff: 12, 11, 11: 34 HP cured
Buffs/Effects: Exhausted Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Magic Vestment x2 (40 hours, cast in morning)
Plyf (AC:37; HP: 134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+1=6 ; Wednesday August 12th, 2009 11:02:26 AM
Survival: 6 fail
Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Wednesday August 12th, 2009 5:40:31 PM
Plyf continues on until her body fails or the others decide to stop. She makes a mental note to curse Gargul in silence, at least for now. No need to get into a fight with a dwarf that, with his breath alone, could remove her spirit from her body.
Dwight hp 159(159)/160, ac 31 d20+3=14 ; d20+18=34 ; d20+16=34 ; Wednesday August 12th, 2009 7:37:44 PM
survival: 14 (not a chance, well a 5% chance, but still)
Exhausted and still quite cold, Dwight wonders the true point of such a test. "Shirley others, lessssss powerful have gone through thisss tessst and sssurvived. What are we missssssing? Thisss bitter cold is one thing only localsss can manage, but ssstill the dissstance isss great. Jussst can't ssseem to ssshake the feeling we are failing thisss tessst." While he tries to think, exhausted and falling into self-pity glances over at Monthor.
"Thanksss for the healsss Vedik, now who wantsss to take lead?"
spot: 34 listen: 34
MonthorHit Points:(206 of 213) AC 44 Wednesday August 12th, 2009 8:46:18 PM
"We need speed... we could fly part of the way... that would be faster... maybe a haste on everyone? "
Journey in the Ice Vein Wednesday August 12th, 2009 10:12:09 PM
going to wait on Echlhin as he has a good chance to make the survival roll
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet d20+17=19 ; Wednesday August 12th, 2009 11:32:39 PM
(survival 19, go 2) Feeling exhausted, Echlhin can't shake the feeling he should have noticed something. He shrugs it off, too tired to figure it out now.
With that he casts his evening lesser restoration upon himself twice (exhausted->fatigued->fine) hoping that will help him shake off the dreariness. Once that is done, he tries to recall the lessons first learned while traveling party (such as the slightly different patches of snow) and hopes that was what the nagging feeling was in regards to.
Ve Komar Thursday August 13th, 2009 8:14:25 AM
With the cold really starting to get to most of the party, Vedick pulls out a curing wand and starts to counteract the damage the elements are inflicting. Dwight wonders aloud as to what the group might be missing, there had to be something. Monthor suggests the group needs to increase thier travel speed. Perhaps flying would help? Plyf keeps her happy thoughts to herself, this was no way to travel and certainly not country she will ever want to see again Echlhin casts a couple spells to remove his fatigue, the back of his mind itches. Thre was something going on, that other voice was pratically screaming at him.
The group continues and the cause of Echlhin's inner voice soon becomes dangerously apparent. Dwight spot it moments before it strikes. He manages to call the word Storm and to land. The wind blasts into the party with the force of a hurricane. Driving snow causes the wold to vanish into an ether of white and the howling wind strips away all sound save itself.
Visibility is Zero Listen checks suffer -20 meaning to hear someone shouting within 10' requires Listen DC 15 All Knights need to make Fortitude save DC 20 or be knocked down
Dwight hp 159(159)/160, ac 31 d20+15=31 ; d20+18=27 ; d20+16=24 ; Thursday August 13th, 2009 9:02:41 AM
Fort: 31,
Dwight lands on the ground and can manage little else to prevent from being blown away. In an act of desperation he activates his Blink ring hoping to lessen some of the direction and constant impact.
He looks to others, but doesn't see them immediately and can only hope each can find a way to wait out the storm, including himself.
spot: 27 listen: 24 (hear others shouting?)
Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+7=19 ; d20+10=30 ; d20+14=32 ; d20+4=5 ; Thursday August 13th, 2009 3:23:22 PM
Plyf hopes the group knows what to look for, so she immedietly pulls her boat and says the command word for the ship. She can hear some but might not be able to see them, despite her acute skills.
She attempts to board the vessel. Hopefully, she does not need to climb to get on board or she is in trouble.
"Over Here is the ship!!!" Through the unyielding wind.
MonthorHit Points:(206 of 213) AC 44 d20=1 ; d20+21=41 ; Thursday August 13th, 2009 7:40:49 PM
Monthor, the deff but sturdy dwarf, can't hear a blessed thing in the storm ( check 1) but stands firm against the winds ( check 41 with a natural 20 to boot).
Monthor, having been leading the way, makes a 1/2 turn and tries to move back towards the party, feeling his way either to one of the others or, hopefully to some kind of protection being errected by the magical types in the party.
" This... is NOT... fun... "
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet d20+22=29 ; d20+27=39 ; d20+17=34 ; Thursday August 13th, 2009 11:46:43 PM
Echlhin maintains his footing as the winds drive into the party (fort save 29) and uses his hearing to locate the shouting of the others in the party (listen 39 - 20 for situation = 19). Echlhin goes through his survival training trying to determine what can be done to aid the party in this situation and apply what they learned while traveling briefly with the locals. Worried that the winds may actually pick up Plyf's boat, he casts Control Winds (dm this is the 3rd day correct? making sure this still isn't the 2nd day and that the spell is available) creating a "eye" of calm air around the party after using his bead of karma to help extend the duration (duration 220 minutes). During this time he will work with the party to try and build an impromptu shelter for themselves for the remainder of the storm.
TratainCurrent Spells HP 218/249 AC 44 d20+27=45 ; Friday August 14th, 2009 10:19:50 AM
Tratain is able to stay standing against the winds of the Storm. He Attempts to find his companions in the Storm.
Vedik AC 24 (13 touch) HP 188/191 Character SheetSpells d20+21=31 ; Friday August 14th, 2009 10:26:45 AM
Vedik manages to keep his footing against the bracing winds. Seeing what Echlin is doing, he thinks of spells he can cast to help.
"I can make our shelter for the night, if we're in the mind to stay here. I think we should, this storm could last quite a while."
OOC: Fortitude DC 20: passed
Buffs/Effects: Exhausted Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Magic Vestment x2 (40 hours, cast in morning)
Ve Komar Friday August 14th, 2009 10:02:47 PM
Snow drives into everyones eyes, stinging and blinding in it s attack. Though most thought it not possible, the cold penetrates even deeper into your bodies, pressed by the violent storm. The Kights keep thier feet and thier wits about them and soon shelter appears in the form of a boat. The shouts of Plyf and Vedick are heard and luckily the party was not to spread out, all are able to maintain thier bearings enough to locate the maigaly created ship. Echlhin then casts a powerful spell and creates a much calmer eye within the storm about the Knights. The wind, he notes, still does blow within his magic. Now though it is back to the light breeze that it had been over the last three days of the journey. The danger has been quickly and efficiently dealt with. The storm all about the group ranges for nearly 4 hours. Blowing completely pas the Knights at nearly the same time as the spell cast by Echlhin wanes and ceases functioning. Thick snow is still falling from the sky, but without the driving gale the Knights are in no danger. A massive drift rings the folding boat, defining the extent of the spell. Measruing nearly 20' in height, were it not for the spell or if the storm had not passed the results would have been far different.
Night settles in with clear skies and the Twin moons of the Wold shine brightly across the snow scape. Crystals reflect the moonlight and the Wold looks completely at peace beneath the new blanket of sparkling powder. Echoing across the frozen snow covered plains, a chorus of howls roll across the campsite. Sound in the clear night air carries quite far and no one believes the source of the calls is within several miles. The night passes and soon the sun brings the fourth day to the journey to Mt Bal.
Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Saturday August 15th, 2009 5:11:32 AM
"I would like to rest a day myself." Plyf offers her idea. "Perhaps we did miss something, but if that is the case, we are still doing well enough to survive so far. I don't remember them mentioning a time period for us to keep. We also have the new pelts from the wolves we fought, that will help keep us warm."
Dwight hp 159(159)/160, ac 31 Saturday August 15th, 2009 2:22:23 PM
"I'm not sssure an exact time frame wasss given, but likely implied. Sssince we are all able, I'd sssuggessst we keep moving before another one of thossse ssstormsss approachesss and parksss itssself over usss. That'sss two ssstormsss in the sssame week, ssso we ssshould definitely not be sssurprisssed if another appearsss. We were lucky thisss time, but we might want to tie-off asss we get clossse to the mountain. Sssomething loossse around the hand that can be dropped in combat without losssing time."
MonthorHit Points:(206 of 213) AC 44 Monday August 17th, 2009 12:00:07 PM
" Me aggrees with Dwight. Let's move along. The rope idea is good too.
TratainCurrent Spells HP 218/249 AC 44 Monday August 17th, 2009 6:32:16 PM
Tratain says "I have some rope that we can use to tie ourselves together if we want, I'd suggest something we can loop over an arm or it'll be too tough to get it off if we have to fight something. We'll be there in a few more days so lets try and keep warm."
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet Monday August 17th, 2009 8:21:40 PM
Echlhin thinks the idea has merit but is unsure of how to do so if members of the party are changed into polar bears.
Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Monday August 17th, 2009 8:33:21 PM Not even a day to rest? If these guys cause me to age fifty years, I will be sure to write a ballad about them on par with the most notable comedies!, she thinks to herself, more angry that she is not as tough as the others. Her weakness shows in the wild, as seen in the past with her first adventure with them under water. She thinks about what she has been through and decides, the gods must be tsting her. Are they the Gods of Testing that are testing her or the noble Woldian gods of justice, healing and good? She doesn't like it, but her path as a bard and artist has lead her on a journey of suffering, pain and misery."
Then it dawns on her! Either that or she as gone completely insane! She blurts out, "The land wants to humble us. We must surrender to it."
With that she rushes outside into the snow and begins to remove her protective wear. She peels them off as fast as possible while shouting at the top of her lungs, "I surrender!!! Do you hear me?!!!"
Day 4 Monday August 17th, 2009 8:50:38 PM
The group talks of possibly using a rope to loosely stay connected, in case of another sudder and violent storm as seems to be the prevailing conditions here. The idea is easy enough to implement, but it would likely prevent the group from using the forms of the Polar bear that was successful the day before until the wolf attack. An epiphany strikes Plyf and to the shock and partial horror of the others, she leaps from the shelter of the folding boat and begins to remove the life saving furs and cold weather gear. Her cries of surrender ring out across the frozen lands, dying in the distance.
Dwight hp 159(159)/160, ac 31 Monday August 17th, 2009 10:42:57 PM
"Oh, Polar form doesss caussse a ssslight problem. Guessssss we weigh more asss bearsss ssso that lessssssensss our chance to get blown away."
Dwight would rather make distance hoping a few days will pass before the next storm.
"Let'sss make hassste to get to where we need to be. Echlhin, can you detect approaching weather with your ssspecial talentsss better than we can with jussst our eyesss?."
Vedik AC 24 (13 touch) HP 188/191 Character SheetSpells Tuesday August 18th, 2009 5:52:05 PM
Vedik frowns as Plyf looses her facilities. He calls out to her "Get back here ya damn fool, ye'll be dead in minutes without ya gear." He chases after her, trying to over take her and calm her down before she dies of exposure.
Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Tuesday August 18th, 2009 6:54:52 PM
Plyf stays out of reach if possible, yet staying within sight of the group. Even using her boots of teleport if necessary. Yes, she leaves on her magic items, she is not completely nuts. Just convinced.
'NO, no, no! You don't understand! Look what it did to Monthor. Listen to me! The test is not to survive againt the hostile terrain, but to accept the intelligent land as a powerful entity. It is not our enemy, we can't treat it like one!"
She continues to get of what she can, until she is down to the basic set of clothes she came here with and spreads her arms wide, until the land takes her.
Dwight hp 159(159)/160, ac 31 Tuesday August 18th, 2009 8:36:35 PM
Dwight, distracted from his intended conversation just stares at the semi-naked Plyf is chased by Vedik. "Unbelieveable" Dwight mumbles, unsure of any result other than freezing to death. As a precaution, Dwight pulls his wand of healing out and waits for her to pass out from the cold.
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet Tuesday August 18th, 2009 8:54:16 PM
"There is a difference between acceptance and respect of the land and surrendering one's life to it." Echlhin says towards Plyf, though he doubts he can convince her otherwise.
Day 4 A Different Tact Tuesday August 18th, 2009 10:16:06 PM
Plyf tries to elude Vedik [and barring you grappling her she will] She does note that her boots do not activate when she thinks of using them to put some distance between herself and Vedik as he pursues her. Continuing to call out her surrender to the, the half elf is not almost completely unprotected against the bitter cold. The rest of the Knights, don't see what she is getting at, thinking the poor bard has snapped. Dwight has a cure wand at the ready.
Plyf and Vedik in pursuit are about 50' from the boat moving essentially in a circle, with the bard trying to convince the group of what she believes to be true. The Land of Ice Vein is aware and that awareness is watching them closely. The powerful wolves, the great storm, the warning to the group on Monthors attempt to bypass the land to Mt Bal. Could she be correct? Or has she slipped over the edge of reason?
Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Wednesday August 19th, 2009 5:56:40 PM
Plyf prances out of the way.
She is smiling now, as if she has just been let in on the largest secret in the Wold. She begins to gather the things she has tossed about the ground to throw them in the boat.
"The sooner you surrender, the faster you will feel better." She tries to explain, but she waits patiently for the group to get ready to move out, so she can collapse her boat, or she passes out from exhaustion and cold, which ever comes first, but she believes it will not be the latter that will happen now.
Vedik AC 24 (13 touch) HP 188/191 Character SheetSpells Wednesday August 19th, 2009 10:04:52 PM
Vedik tries to reason with Plyf. "The people that live here, who worship this land, do not do as you have. They have priests and shamans who know the will of the land, and they do not do as you do. You are going to harm yourself."
Dwight hp 159(159)/160, ac 31 d20+18=30 ; Wednesday August 19th, 2009 10:26:36 PM
As Plyf begins to collect her things, Dwight floats upward, to get a better look at the horizon and scans the area around their land-locked sea-worthy shelter. He completes a full 360-degrees and then floats down (relaying his findings if any) and watches the satire of the bard continue.
spot: 30
Day 4 A Different Tact 10d6=30 ; Thursday August 20th, 2009 7:57:52 AM
Plyf feels confident, despite the biting cold. Her extremities went numb almost instantly, but then again they haven't been warm for several days now it seems. Vedik treis to reason with her, point out the illogic and contrast her actions to the natives.
Dwight pulls out his broom to get a better look from above. Nothing out of place in any direction, just miles upon miles of snow
Plyf has been out and about for 10 minutes, the bard feels the cold, but it is a strange euphoric feeling. Almost like a warm blanket is being wrapped about her. There is no pain and the edges of the objects in her vision have taken on a slight blur.
Echlhin, Vedik and the others, note Plyf's stance slightly sways with the wind and her eyes have become glassy. Her ears nose and cheeks are starting to darken from the bright red color they were but a minute or two ago.
Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+14=32 ; Thursday August 20th, 2009 8:27:43 PM
Plyf travels on, euphoric in her state of bliss. When she started out, she was quite sane, but now due to the cold, she seems out of her mind altogether.
She continues to talk to the land, an attempt to have mercy on her friends and their naive minds.
Diplomacy with the Southern Continent: 32
Dwight hp 159(159)/160, ac 31 d100=55 ; Thursday August 20th, 2009 9:07:12 PM
Dwight continues to watch in dismay. Is her color change the same as Monthors was? Frostbitten and Hyperthermic? Surely she would fall by now if that were so, Perhaps she has a point regarding this land. Even so, there is no way I'm prancing around naked, that just isn't proper, even among friends or very drunk.
Dwight considers the possibility that Plyf might be onto something and decides to attempt a small experiment of his own. "I'm gonna sssee if sssomething has gotten to her mind by feeling around a bit."
Dwight, hovering a foot or so off the ground, casts "Detect Thoughts" to sense the general though of the area first, then Plyf. (no failure due to split tongue)
Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Thursday August 20th, 2009 10:08:45 PM
OOC: I'm not sure it matters, but that modifier is with the Belt of Dwarvenkind on. If the modifiers were only to humanoid and monster types for the belt and it does not decrease her original modifier, her roll would have been +16=34.
Day 4 A Different Tact 5d6=16 ; 5d4=13 ; 5d6=20 ; 5d4=9 ; Friday August 21st, 2009 7:31:55 AM
Plyf continues to seek to make peace with the land, the others watch skepticaly. This continues for about 12 more minutes, then Plyf has an answer. The halfelf bard topples backwards in a gust of wind to lie unmoving in the snow. The Knights are quick to her side and closer inspection reveals she is dying and quickly from exposure.
Plyf Highlight to display spoiler: {The Wold grows fuzzy to vision and light to the touch as all external sounds fade to white noise. You feel yourself being lifted gently into the air upon the breeze while small fairie like creature take wing from the snow about you. The horizon deepens to blue and turns upon its axis to stand vertical ahead of you. The snow winged fairies streak by waving and beckoning you to follow as they race off towards the vetical horizon.}
Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+13=30 ; Friday August 21st, 2009 10:56:05 AM
DM Highlight to display spoiler: {Plyf gets up, spiritually or physically and begins to skip along behind them, following, singing a song and enjoying the scenery.
Perform: 30}
TratainCurrent Spells HP 218/249 AC 44 d20+19=29 ; Friday August 21st, 2009 3:46:28 PM
When Plyf falls over Tratain runs over to her to check on her and see what he can do. (Heal Check = 29)
He Tratain will use the Resist Elements Wand on Plyf hoping to keep her from hurting herself any further from the Cold. If she tries to get up or resist Tratain asks Monthor to help keep her still so they can help her.
He then says "Vedik, find Plyfs Magic boat and lets activate it. We may need to spend a few days keeping Her warm to help her recover."
Tratain will then use his healing skills and Magic in attempt to help Plyf. (Heal Check is Plus 19, Tratain also has many healing spells, and given a day can memorize a few Regeneration spells to help Plyf heal if needed.)
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet d20+8=26 ; Friday August 21st, 2009 5:57:11 PM
Echlhin does what he can to aid Tratain in healing Plyf (heal check 26 to aid Tratain, Tratain gains +2 to his heal check), using whatever spells that Tratain feels would aid in the situation (note Animal Shapes has not been used yet on Day 4, I had left it marked off as we have been using it each day)
Vedik AC 24 (13 touch) HP 188/191 Character SheetSpells d20+40=42 ; d20+40=44 ; d20+40=49 ; d20+40=48 ; d20+40=56 ; d20+21=33 ; d20+34=51 ; Friday August 21st, 2009 8:47:47 PM
Vedik finds and activates the boat, helping warm the shelter as best as possible. He then tries to make a slightly better shelter for the night, seeing as the boat may not be enough.
He mutters something about foolishness under his breath, then begins.
Standing on the snow pack, he casts Fabricate, shaping the snow into a small but well sealed hut.
OOC: Concentration checks for casting in the storm (takes several rounds): 42, 44, 49,48,56. Craft check: 33 Knowledge Arch/Engineering to help craft the igloo: 51
Mt Bal Monday August 24th, 2009 7:37:27 AM
The group springs to Plyf's side. Tratain can tell she is dying from exposure. She needs to get warm and if he did not have magic at his disposal, there would be a good chance Plyf would not make it at this point. Of Course, Tratain does have magic and a few spells later the crisis is passed. PlyfHighlight to display spoiler: { You move to follow, floating weightless about, but you cannot. The motes and fairies fly on ahead, the world goes white and begins fading to black. You feel yourself slowly floating or drifting downward until your feet touch a hard surface. You pause for a moment and then feel yourself being pulled down through and into what you now see as ice. Pain then wracks your body and you are pulled free. A few seconds later your eyes flutter open and you are sitting in the Folding boat with the rest of the Gray Knights looking at you with more than a little concern}
The group eventually gets moving again and over the next couple of days the ground moves slowly past, the mountain looms ahead and the hours grind by with painful slowness. Finally the journey is at an end. Mt Bal rises up from the snow and ice. A razor spire of black granite as if some giant had dropped it on the tundra or the talon of some great beast was clawing its way up from the deep.
Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+7=24 ; d20+10=14 ; d20+16=35 ; Monday August 24th, 2009 10:20:49 AM
"Arrrggghhh!!! That feakin hurts!!!!!!"
Her mood drops low after she thanks the others for saving her life. She tells them about her hallcinations while on the other side of death and the beauty of it, then goes quiet, embarressed at her futile attempt to negotiate with snow and ice.
Once Plyf sees some sign of an entrance, even with the cold, she will check for traps around the entryway.
Listen: 24 Spot: 14 Search: 35 (Natural 19)
MonthorHit Points:(206 of 213) AC 44 Monday August 24th, 2009 8:14:50 PM
Monthor pauses at the site of Mt Bal...
" Finally!!!!... Could this trip have BEEEN any more boring!!! Only one fight and nothing but white snow to stare at. No wonder Plyf went a little wacky.... "