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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}

W1 Fairie Fire Lightly wounded
W2 lightly wounded
W3 Unhurt
W4 Unhurt

map http://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en
You should be able to edit and move yourselves

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 Sheet Spells 
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.

Tratain Current 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

W1 - Moderately Wounded
W2 - Seriously Wounded
W3 - DEAD
W4 - Lightly Wounded
W5 - Unhurt
W6 - Unhurt
W7 - Unhurt
W8 - Unhurt

Map http://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en

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

1d6 shock damage, 2d10 electric on critical hits

Attack 1
Ac 35
Physical damage 37
shock 4

Attack 2
Ac 38
Physical damage 36
shock 5

(Cleave additional attack)
Ac 48 (crit 34)
Physical damage 41 (121)
shock 2 (19)

Attack 3
Ac 50 (crit 40)
Physical damage 37 (113)
shock 6 (16)

Attack 4
Ac 40 (crit 30)
Physical damage 40 (120)
shock 4 (17)

Attack 5
Ac 27
Physical damage 40
shock 3

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 Sheet Spells 
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.

Combat
3 Ref. DC 25 Rolled 35, 27 (eek, close), 35

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 (?)

Tratain Current 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

Map http://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en

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!!"



Tratain Current 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])

Magic Vestment - Shield, buckler
Magic Vestment - Armor, Celestial
Greater Magic Weapon - Long Bow Holy, Ghost Touch, Shock Burst
Haste - Round 3/18



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 Sheet Spells  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


Tratain Current 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 Sheet Spells 
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."

Tratain Current 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 Sheet Spells  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.

Listen:19
Spot: 30 (Natural 20)
Fortitutde save: 32
Climb: 5 (Natural 1)

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.

Tratain Current 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 Sheet Spells  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.

Tratain Current 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 Sheet Spells 
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 Sheet Spells 
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
}

Tratain Current 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 Sheet Spells  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.... "

" Now what?"

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