Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +10 Fort/+15 Ref/+13 Will -- Inspire Courage 0/27, Boots of Speed 0/10, Lore Mas Wednesday August 10th, 2016 9:32:18 PM
The portal is possibly the work of a deity or some other non-mortal, the newcomer said. Well, these people sure know how to keep things interesting here.
Clyde settles in to help out, removing the dead worgs, tidying up the place as needed, and introducing himself to the wizard and making conversations to get to know some of his new companions better. It still feels strange to be back in Bonetown.
DM Dan K - The White Beyond Wednesday August 10th, 2016 10:33:00 PM
Jozhur speaks with the Harbormaster. It is agreed that the area will have a few extra patrols and one rotating full squad to back up the Lion Fish crew.
Tishe wants the Wrogs for pelts and the group pulls them from the house. Zeoll estimates that witht he right tools and space, he could skin one wolf every 2 hours, but there is more to making a winter pelt from one than simply skinning the animal. None of these wolf hides will be worth or desirable to wear for a couple weeks. A fabricate spell would go a long way and he poses that to Tishe and Aesric
While not able to directly benfit, the party can find a buyer for the dead animals at 50 gold in cash for each. It is a take it or leave it offer. Declining the offer means the party must come up with where to keep the carcasses. Here is not an otption.
The day passes as does the night, all final preparations are completed. Magic is purchased as well as mundane gear by almost everyone. Tishe's spell about the tear collapsed long ago, but it would seem as if the push of cold air has found an equalization point in Bonetown. The air is uncommonly brisk starting at about 200 feet from the building, becoming cold around 100' and near frezzing at 30'. Inside the building, where no one wants to be, it is assumed to be far far colder.
The door that the group broke through has already closed slightly as the humid air encounters freezing air and layers itself about the opening. Perhaps in another couple weeks, the entrance to the house will be sealed once more.
Zeoll sleeps aboard the LionFish. Zeoll awakens under blanket of white and gets up to greet the morning. Casually tossing the blanket aside he stretches and blinks way the last bits of sleep. The old taur walks across the deck of the ship and gazes out over the rail. "Tis no stronger pull than curiosity." She says as the young woman steps up to your side. Zeoll nods and takes the offered warm cider. The fair skinned young woman departs and heads below deck. Zeoll heads for the gang ploank byt stops short. Coming up the pier is Jozhur, Rillet and Terser, but their skin is blackened and split though not by flames. Ice hangs from thier eyes and nostrils, but they move quickly. Zeoll reaches for his weaqpon, even as the once was Jozhur leaps form nearly 40' away to land upon the deck. Jozhur peels back an evil grin and then wills the shadows cast about the deck to conceal him and vanishes befor Zeoll. Zeroll finds his blood run cold and his mid siezes. His friends are gone, turned into nighmares and now they are here to exact a terrible revenge. The cold breath of death flows upon his neck and Zeoll slowly finds himself turning about to come face to face with Rillet. His eyes now pernamently white, the holy symbol of Gargul held up before him, "I've been looking for sometime." Rillett's mouth begins to open wider and impossibly wider still as he leans into your neck. Then a flash of grey fur streaks into the creature and Rillett explodes as do the others with shrieking haunting cries of pain. Zeoll find his mid and body free and he whirls to see a massive human is a great white and grey bear skin standing next to the beautiful young woman from before who offered him cider. The man nods and Zeoll finds himself suddenly panting and very much awak on the deck of the Lionfish. The first rays of dawn are just coming over the horizon.
The group meets fully prepared at the rift and moves into the house the through. Endure Element spells and magic Items, along with Cold Weather gear is fully donned and fastened.
On the other side of the rift the skies are grey and gloomy, roiling in the winds high above, The air is freezing and the wind only makes things worse, cutting through all protection and scattering loose flakes of snow against your skin and eyes The temperature is in low teens with a biting eastwardly wind driving the true temperature well below 0. Even protected, it is a shock to the system, because, even protected by magic you can feel it
Perception DC 25 Highlight to display spoiler: {In the distance is a herd of mastodon, perhaps 1 mile off to the west. While you watch, the massive wholly elephants bolt with a great thunderous trumpeting sound to the northwest. The ground shaking, even from this distance beneath your feet. Shortly after they begin running, near the lead creatures, a massive snake creature covered in white fur, breaks from under the snow, grabbing a mastodon and then disappearing back into its hole.}
There is Tundra as far as the eye can see all but 2 directions To the north east is a great mountain To the South west lies another Both have their summits shrouded in clouds and are easily 50 miles off if not more. A faint trail in the snow runs to the north, but is rapidly becoming lost in the wind.
The Portal can be seen just behind you.
(Ed) Reggie | AC : 20 / Touch 16/ flat: 16 | HP: 112 / 127 | Rage used 1 /18 d20+15=29 ; Wednesday August 10th, 2016 11:40:01 PM
{ooc: Reggie will also take two bottles of the wine (100 gp) sorry I missed the post earlier about that.}
Reggie hands Jozhur an even 800 gold coin (well actually paid in various gemstones as opposed to actual coin. Giving him a quick kiss on the cheek, "Thanks, I gave ya a little extra to cover the trouble"
Reggie stays quiet with the arrival of the newcomer. "another magician." she mutters to no one in particular. She seems to feel a little uncomfortable around the elf.
The next day, Reggie protects herself with the Endure elements offering it o anyone else that requests it.
{ooc: I think this is really the first time Reggie has actually used magic in front of others.}
Reggie looks off to the Northwest, "I don't think we should go that way, definitely not safe." she says as she watches the whole hunt unfold in the distance.
(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP86/88 d20+15=29 ; Thursday August 11th, 2016 2:14:48 AM
Upon returning from the Catacombs, Jozhur greets Aesric, "Hello, I'm Jozhur, they call me the Captain of the Lionfish. I suppose we will have plenty of time to become acquainted later. I'm glad you seem to have some knowledge of what is going on here, this type of thing is new to me."
Jozhur is a fair skinned human of about average height and a somewhat slender, but athletic build. A shaggy mop of black hair rests on his head. He is currently putting on heavy winter garments over his typical baggy clothing of various shades of gray.
(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP86/88 Thursday August 11th, 2016 2:19:41 AM
Once through the rift, Jozhur looks around trying to get his bearings. "Where are we?" He sees what Reggie is talking about off in the distance. "A snake eating mammoths, I'll take no part of that. There seems to be a path this way, seems logical to follow it."
Zeoll (Cayzle) (AC26/27vsEvil; HP62of62) d20+6=25 ; Thursday August 11th, 2016 8:59:09 AM
Zeoll shares his dream in great detail and asks people what they think of it.
Zeoll is surprised to hear Reggie offer to cast Endure Elements. "Rreggie!" he exclaims, "I did not know you werre a casterr." He watches with great interest. "And you'rre a prriest of Domi, too. I counted myself among that worrthy grroup, once upon a time. You cannot go wrrong honorring Domi. He crreated the Taurr rraces, you know. And verry kind, too, he is, at least he was the one chance I had to speak with him."
Zeoll brandishes his Staff of Charming and says, "Well, adding a snake to ourr grroup -- one larrge enough to swallow an elephant -- might not be a bad thing. But the choice of dirrection is yourrs, Captain Jozhurr!"
The old liontaur sniffs the air and looks at the lay of the land. Guided Knowledge of Geography check ... 25. "Hmmm ... " he muses, then shares any conclusions with the group.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+25=27 ; Thursday August 11th, 2016 4:37:54 PM
"Wow Zeoll, that's some dream. I don't really like the idea of Jozhur, Terser and I being turned into frostbite zombies. Any idea who the man and woman were?"
As he steps through the rift, he's struck by the coldness of the air. In spite of his boots' magic the air nearly freezes in his mouth as he inhales. Rillett draws his scarf over his face to breath through. Thanks to his new boots, he seems to walk on top of the snow, leaving no tracks, and the icy path poses no threat for him.
(Perception 27)
"It's cold here alright. Whoa - not sure if everyone caught that, but some giant, furry worm just burst up through the snow at ate one of those elephant things. I'm with Reggie, let's not go that way."
In response to Zeoll's comment to Reggie, Rill will go over his gear with the others should anything happen to him. In particular, he mentions the Breath of Life scroll he has as well as the Wand of Lesser Restoration. (Other players should feel free to familiarize themselves with his gear - especially the divine scrolls he carries.)
Tishe' (SteveK) AC 15/15/13 CMD 19 HP 91 d20+15=22 ; Thursday August 11th, 2016 4:58:39 PM
Tishe' has to shake her head; she knows of the spell 'Fabricate' but has not the skill to leatherwork the coats even if she had a scroll. The banter at the portal is what she remembers from others heroic teams. "The Bloodpack was led by a young man of Domi, Trellus. I wonder where in the Wold he is..."
So she arrives fit for travel in her warmest clothes and a pair of baggy overalls for just that extra protection.
It is not enough to freeze the breath from her lungs. The white icy glare is also unexpected and she can only take the more sharp-eyed companions word for it about some snake eating woolly elephants.
"A trail? Maybe where the Winter Wolves came from?"
The sorceress really has nothing more to offer the group, and she leans on her staff, using it to probe the ground in front of her.
..... Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.
Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will d20+22=33 ; d20+21=24 ; d20+21=24 ; d20+21=37 ; Thursday August 11th, 2016 6:31:42 PM
Aesric emerges from the rift to the bitter cold on the other end, relying largely upon the protection of his robes to defy the elements. The many layers of embroidered white cloth are intricate enough to imply, given the elf's nature, that they may be enchanted in some way.
"This is certainly something worthy of reporting to the Guild," the mage says as he looks about, his interest dulled by his calm tone. "I do have the means of providing us with shelter if the elements should leave us weary. It's my hope, however, that our stay should not last that long."
The wizard scans the landscape and observes as one of the mammoths is snatched away by the furred burrower. "Rather fascinating. I'd have guessed an ankheg, but I've never seen one with fur before. Perhaps it's an adaptation to the environment? Speaking of environment ..."
Aesric falls silent and begins to turn all about, slowly taking in his location. He does have a varied base of knowledge to draw upon, and he hopes that it might indicate where they've arrived - lest he resort to more drastic measures of finding out. Perhaps he can even puzzle out what that creature was.
(OOC Note: Sorry, got my skill ranks slightly confused. Reduced my History result by one point, raised Planes and Nature by one to correct.)
(Ed) Reggie | AC : 20 / Touch 16/ flat: 16 | HP: 112 / 127 | Rage used 1 /18 Thursday August 11th, 2016 7:10:44 PM
Reggie turns to Zeoll, "I don't usually use the magic stuff, Something I learned the hard way, know magic was dangerous where I came from, besides I don't really trust it sometimes. Heck I sometimes wonder if my own isn't dangerous"
Terser (Warren G) [AC22/13/19 -- CMD 27 -- HP 101/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28) Thursday August 11th, 2016 8:39:47 PM still waiting on a response from the catacombs, wouldn't mind an endure elements in the meantime
hmmn, ankheg's are more a warm weather creature, aren't they? I'd be more on the lookout for ice worms and rehmorraz up here.
DM Dan K - The White Beyond Thursday August 11th, 2016 10:28:23 PM
The group collects themselves on the other side and takes in the surroundings. Several members of the group spy the mammoths and then great worm that strikes up and takes one of them. Aesric mentions an Ankheg, but even as he does so he realizes that never even in the wildest tales was ever one described as being that large. Terser mentions Frost Worms and Remorhaz. Both fit the terrain and if so, it was one of the larger of eiher species that any have heard of in tales. The creature didn't grapple and drag the huge mammoth down, it snatched it up and swallowed it.
The vast tracks of tundra about the group is scanned. Other than what has been seen already, there is little more to know. The best bet is still probably the Southern Continent and the rumored land called Ice Vein. Aesric is very certain the party is not on another plane and he also knows populations tend to begin or stay about mountains is harsh climates. One of the mountains lies in the same deirection as the quickly fading trail.
As the group moves about, most sink knee deep into the snow in places. The snow is a mixture of ice, solid land and concealed broken ground with powder like snow above it.
Thus far, the wind has been relentless and what little sun occassionally peaks through the roiling clouds above only adds to your misery as the rays blind you. Bouncing off the white crystals of snow all about you there is little escape. You’re only relief has been trying to stare into your own shadows and even then your eyes squint and water reflexively and that freezes within moments, producing icicle like tears hanging from your lashes. The worse thing however, must by the insidious cold itself. As if a living thing, it seeks every vulnerability in your warm clothes and wraps, exploiting any weakness that it can including every lung full of air you take. Had you not seen creatures living in this wasteland forsaken by the gods, you might not have thought it possible. It has only been 15 minutes
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +10 F/+15 R/+13 W -- Bard Perform 1/27, Boots of Speed 0/10, Lore Master 0/2 d20+18=35 ; Thursday August 11th, 2016 10:35:47 PM
Clyde wasn't used to this kind of weather, but he didn't pay it much mind. Feel the biting wind, he remembers his travels from years past, wading through snow, and ending the night sitting around a campfire. He hums a song to himself, its tune like a howling wind of the tundra. [OOC: Using Inspire Competence to get +4 to Perception skill check for a total of 35] His eyes scan the horizon, pausing as it faces the northwest.
"There's some sort of stampede there in the northwest. A massive snake creature covered in white fur just erupted from the snow, grabbing a mastodon and then disappearing back into the depths. It'd be just our luck if that's the direction we had to go through."
Not caring one way or the other which path to take, Clyde waits for the smarter folks in the group to make a decision on where to go. He blows cold air out of his mouth and watches his white breath evaporate in the air.
(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP86/88 d20+15=34 ; Friday August 12th, 2016 2:41:35 AM
Jozhur pushes his rose tinted spectacles as tightly against his eyes as possible and squints his eyes, peering through the blinding glare. He trudges on along the path, adjusting his bow to keep it from digging into the snow as he walks.
Perception: 34
Tishe' (SteveK) AC 15/15/13 CMD 19 HP 91 Friday August 12th, 2016 6:00:36 AM
Tishe' is awed by the land that is a fierce spectacle of nature, but her curiosity is quickly overcome by the insufferable cold. Despite her specially designed Temperature Control spell, despite the warmest boots and clothing available in Bonetown, to include the wet weather overalls and poncho-like rain cape, she is cold, her eyes sting, her fingers are numb. The brave woman wraps some of her Sargrass scarves around her face to try and block out the glare, then trudges through the snow trail blazed by one of the others.
"If this gets too bad, we're going to need that Shelter you spoke about, Aesric!", she shouts above the wind.
..... Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.
Zeoll (Cayzle) (AC26/27vsEvil; HP62of62) d20+14=32 ; Friday August 12th, 2016 1:58:47 PM
Are we following those faint tracks? If so, Zeoll sniffs them to see what he can learn (Scent ability) Survival boosted by Guidance and Taur's Try ... 32. That should help us find the way?
Zeoll sees the two mountains and remembers the two figures from his dream. Could they be related?
============================== DM Sanity Info
Cleric spells (underlined = cast):
0: guidance, create water, light, mending 1: command, hide from undead (2 slots), endure elements (2 slots), elf vision; 2: resist cold (2 slots), peaceball, faerie fire 3: prayer, sum mon III, glibness
Sorcerer spells: Cast: 2 of 8 1st lvl (Mage Armor x2) Cast: 0 of 6 2nd lvl Cast: 0 of 4 3rd lvl
Other Stuff Used: Laughing Touch: used 0 of 8. Channel Energy 1d6: used 0 of 8. Fey Domain Hide Away: used 0 of 8. Meta Rod: used 0 of 3 Cape of Dim Door - used 0 of 1 Horn of Good/Evil - used 0 of 1 Fey King's Blessing: +2 to first save of day - unused. Hero Points Used: 0 of 6
Current effects cast by / activated by / affecting Zeoll: Mage Armor CL11. (duration 11 hours) Zeoll and Reggie Endure Elements CL10 (duration 24 hours) Zeoll Taur's Try (Centaur) CL8 (duration 80 min)
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+25=35 ; Friday August 12th, 2016 2:07:02 PM
Rillett looks around him, keeping a sharp eye out for ambush in this white environment as he follows along the trail. (Perception 35)
He adjusts his gear. The cold is bracing, but not a bother for him as he walks across the surface of the snow.
"If anyone needs help, speak up."
------------------------------ Spells Running: Status on all but Zeoll (extended from the night before), Longstrider (extended from the night before),
Spells/abilities available, * = cast/used: 0 (DC16): Mending, Guidance, Detect Magic, Detect Posion 1 (DC17): Long Strider (D), Bless, Detect Evil, Protection from Evil, Protection from Evil, Hide from Undead, Shiled of Faith 2 (DC18): See Invisible (D), Augury, Resist Energy, Resist Energy, Resist Energy, Spiritual Weapon, Status 3 (DC19): Fly (D), Blindness/Deafness, Prayer, Searing Light, Protection from Energy, Water Walk 4 (DC20): Dimension Door (D), Air Walk, Air Walk, Freedom of Movement, Bannish Immortal 5 (DC21): Teleport (D), Flame Strike, Plane Shift, Disrupting Weapon 6 (DC22): Find the Path (D), Heal, Blade Barrier
Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will Friday August 12th, 2016 3:58:24 PM
"Yes, you may be right. This is an appropriate habitat," Aesric says of Terser's suggestions as to what the giant predator may be. "On further thought, it's too large for an ankheg. Even with a frost worm or remorhaz, it would still be one of the largest documented. Very curious."
One gets the distinct impression that, even as he's standing in the bitter wind and watching a creature eat mammoths, the wizard is more fascinated than frightened. This is going to make quite the journal for the Guild, no doubt!
The elf glances away as Tishe' addresses him. "Should it come to that, I don't believe it would be an issue. With magic, I can produce a shelter quite safe from the elements. In fact, I would nearly encourage that we rest at some point rather than be overwhelmed."
Aesric's still looking around, criticizing every detail of the new environment around himself. His lips are drawn straight in thought, and meanwhile, Raxas has escaped into the safe warmth of his master's backpack. The master wizard's considering things with great scrutiny, even if he should be prompted to move along with the others in the party.
Aesric concludes, "This is not another plane. The rift may cross through one, but either end leads to our world." A pause as he grants himself further time to contemplate. "Obviously, there's a thriving ecosystem, with fauna made of something other than the dominant element. I'd also have to ask you to ... Ah, trust my instinct."
"This remains theory, but I do believe we're on the Southern Continent. The Ice Vein," he says over the sharp wind. "I concur with following the trail. In hazardous environments such as these, civilization tends to crop up in the shelter of great monuments such as mountains. Our trail appears to lead directly to one."
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +10 F/+15 R/+13 W -- Bard Perform 1/27, Boots of Speed 0/10, Lore Master 0/2 Friday August 12th, 2016 4:18:51 PM
Clyde trudges along with his companions amidst the blistering cold. Any cold was blistering to him, he practically bleeds the warm seawater of Bonetown after all. Hearing the newcomer mention shelter, Clyde walks next to him. "What kind of shelter can you provide? I can create a tiny hut, but something better would be appreciated."
To the rest of the group, Clyde asks aloud, "Does anyone know where we're actually at now?"
(Ed) Reggie | AC : 21 / Touch 20/ flat: 17 | HP: 122 / 122 | Rage used 0 /18 Friday August 12th, 2016 11:57:33 PM
Doing her best to keep warm, her menial magic barely keeping her safe. Reggie starts to head the way of the path, toward the mountains.
to answer Clyde, "someplace i'd rather not be, that is for sure."
addressing the rest, "This way, less talking, more walking." she says urging everyone to follow.
Zeoll (Cayzle) (AC26/27vsEvil; HP62of62) Saturday August 13th, 2016 1:49:26 PM
Zeoll breathes deep. "Ah, frresh airr and naturre! The Lady's blessing on this fine day! Enjoy it, my frriends! At least it is not snowing!"
[OOC to Reggie -- make sure you add Zeoll's mage armor into your AC!]
DM Dan K - The White Beyond d8=7 ; d8=3 ; d100=18 ; d100=32 ; d100=84 ; d100=6 ; d100=37 ; d20=7 ; d20=18 ; d20=2 ; d20=20 ; d20=16 ; Saturday August 13th, 2016 6:22:39 PM
The party stays on the faint trail heading north. The wind continues to blow up the snow into your face and the occassional blast of the bliding sun, reflects mercilessly off of the overly white lanscape. All but Rillett must plod the push through the snow, each findin the oaccassional deep section and lurching forward as the ground completely gives away under your feet. All Party Except Rillett, Acrobatics DC 25 or fall prone Still the group must go on and the hearty men and women of Bonetown do so.
Your clothes have become adapted to the temperature about them now, just over two hours of pushing through to the north and mountain. Blowing snow, has landed and melted, and now frozen again and additional snow simply collects upon itself. Frozen snow and ice now hangs about all of you and the cold is starting to wind its way pass your defences. All PC's Fortitude Save DC 15. If you are magically protected from the cold you receive a +4 Circumstance bonus. If you only have Winter clothes you receive a +2. Failure Highlight to display spoiler: {1d6 non lethal damage and you are fatigued} All PC's now make a 2nd Fortitude Save DC 16. If you are magically protected from the cold you receive a +4 Circumstance bonus. If you only have Winter clothes you receive a +2. Failure Highlight to display spoiler: {1d6 non lethal damage and you are fatigued. If you already failed a saving throw you are exhausted}
You have made it perhaps 3 miles and the trail gone. The mountain looms in the distance, seeming no closer than it did 2 hours ago. Behind yoyu, blowing snow and wind have erased much of your own path.
Perception DC 30 Highlight to display spoiler: {350' away and closing with the party from the southeast, is a group of medium humanoids. }
Perception DC 35 Highlight to display spoiler: {350' away and closing with the party from the southeast, is a group of 12 humans Traveling in a tight diamond formation}
Perception DC 40 Highlight to display spoiler: {350' away and closing with the party from the southeast, is a group of 8 humans and 4 half orcs in thick pelts that flap loose and open in the wind. They wear no gloves or hats and their gait is awkward}
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+15=19 ; d20+15=30 ; d20+26=41 ; Saturday August 13th, 2016 7:31:17 PM
The biting cold seeps into Rill's clothes. He is able to resist the effects - for now.
He sees all but he and Jozhur struggle as they trudge through the deep snow. He monitors their condition through his status spell.
As he squints against the light, he is able to make out some figures in the distance. "Uh oh. Looks like we have company. I see a group of 8 humans and 4 half orcs in thick pelts that flap loose and open in the wind. They wear no gloves or hats and their gait is awkward. I'm going to guess undead.
"We need to improve our situation before they get here."
Rill casts Water Walk, and the party is now able to walk on the surface of the snow without sinking. (This affects all but Rill and Jozhur, and will last almost 2 hours.)
Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 53/54 (1hp Nonlethal) -- +10 Fort/+7 Ref/+11 Will d20+10=14 ; d20+10=21 ; d6=1 ; d20+12=14 ; Sunday August 14th, 2016 1:38:10 AM
"I do have the means to create a larger shelter than that," Aesric says, as to whether he can create something greater than a hut. "It would readily accommodate a group of this size. Useful magic to have when one travels as far and often as I."
The wizard would be difficult to see, given the pure white hue of his robes, where it not for the golden accents of their embroidery and his own lengthy mane. He trudges forward nevertheless, apparently quite the intrepid explorer, using the bottom end of his dragon-carved staff to probe the snow. A precaution against sudden falls and loose ice, probably.
For the most part, Aesric fares well in spite of his seeming frailty. The frigid elements nip a bit at his flesh. However, it's hardly anything serious.
When mention is made of other humanoids in the area, Aesric takes pause as his feet rise above the snow in response to Rill's spell, looking in the direction the man's indicated in the interim. "Perhaps we shouldn't react with too much haste. They could be aggressors, but if not, they doubtless know the lay of the land."
The mage hasn't officially sworn himself to this group, but in the end, he yields to its leader as to what they shall be doing in response to the situation. One hand sweeps back a particular layer among many from his robes, hand resting subtly upon a pouch secured there.
AC 19/19/17 CMD 19 HP 91 Tishe' (SteveK) d20+14=30 ; d20+14=16 ; d20+5=8 ; d20+15=16 ; Sunday August 14th, 2016 10:47:20 AM
Tripping and floundering, Tishe' proves she is not agile, but heartily pushes on, a small snow-woman rolling in the deep snow.
When Rillet calls out what he sees, Tishe' vainly tries to pierce the glare and blowing snow but is unable to see anything more than a few feet away. Still, all her experience tells her to trust the team, so she prepares.
Her feet rise at Rillet's spell, and she pulls a wand to augment her personal protections. Other than that, she makes sure she moves up to stand to the left of Aesric and behind the Black Lion combat veterans. Then, it is time to wait for the first picks.
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.
(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP86/88 d20+11=17 ; d20+11=20 ; d20+15=27 ; d20+17=23 ; Sunday August 14th, 2016 10:17:16 PM
Ooc to Mark: If Jozhur could get the water walk as well, that'd be great. He did not end up with Boots of the Winterlands.
(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP86/88 Sunday August 14th, 2016 10:41:07 PM
Usually graceful, Jozhur finds himself strugglint in this alien landscape. He falls a few times, getting completely covered in snow. Despite this, he is able to keep the chill at bay for now.
Rill mentions distant enemies. Though Jozhur cannot make them out at the moment, he assumes Rill isn't seeing things. Jozhur draws his bow, knocks an arrow, and steps in the direction Rill points, putting himself in front of anyone who doesn't step ahead of him.
------------------ Fort saves: 17, 20 Perception: 27 Acrobatics: 23
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +10 F/+15 R/+13 W -- Bard Perform 1/27, Boots of Speed 0/10, Lore Master 0/2 d20+17=28 ; d20+14=15 ; d20+14=32 ; Sunday August 14th, 2016 10:44:51 PM
The cold continues to nip mercilessly at Clyde, starting to pierce its way past the layered defences. The snow has become difficult to pass, but Clyde's nimbleness preserves his footing [OOC: Acrobatics 28 vs DC 25]. Still, the wind howls and the cold presses upon him, and he begins to feel its cold grip upon him. [OOC: Fort save 15 vs DC 15, but it's a natural 1. Does that mean auto-fail? Second Fort save is 32 vs DC 16.]
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Sunday August 14th, 2016 11:06:23 PM
(OOC: Jozhur will be included in the Water Walk spell. It will last for 1.5 hours.)
Zeoll (Cayzle) (AC26/27vsEvil; HP62of62) d20+11=20 ; d20+9=17 ; d20+24=37 ; Monday August 15th, 2016 10:33:52 AM
Two fort saves and perception checks:
Fort saves 24 and 21, used Eberyon's blessing, added the +4 after the fact. Zeoll shrugs off the effects of the weather.
Perception 37: Zeoll sees the approaching enemy, but relies on his friends to tell him they are undead.
Zeoll sounds his horn of protection from evil. Anyone within 10 ft of Zeoll gets the benefit.
Zeoll judges the pace at which they are approaching. He calls out, "Who intends to not actually fight the undead dirrectly? I can hide those who will summon and buff and heal only."
[OOC: That's one round of action. If we are doing more, Zeoll will cast his Hide from Undead spell and summon a Fey Friend.]
============================== DM Sanity Info
Cleric spells (underlined = cast):
0: guidance, create water, light, mending 1: command, hide from undead (2 slots), endure elements (2 slots), elf vision; 2: resist cold (2 slots), peaceball, faerie fire 3: prayer, sum mon III, glibness
Sorcerer spells: Cast: 2 of 8 1st lvl (Mage Armor x2) Cast: 0 of 6 2nd lvl Cast: 0 of 4 3rd lvl
Other Stuff Used: Laughing Touch: used 0 of 8. Channel Energy 1d6: used 0 of 8. Fey Domain Hide Away: used 0 of 8. Meta Rod: used 0 of 3 Cape of Dim Door - used 0 of 1 Horn of Good/Evil - used 0 of 1 Fey King's Blessing: +2 to first save of day - unused. Hero Points Used: 0 of 6
Current effects cast by / activated by / affecting Zeoll: Mage Armor CL11. (duration 11 hours) Zeoll and Reggie Endure Elements CL10 (duration 24 hours) Zeoll Taur's Try (Centaur) CL8 (duration 80 min) Horn of Good and Evil (duration 60 minutes)
Terser (Warren G) [AC22/13/19 -- CMD 27 -- HP 101/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28) d20+16=32 ; d20+16=33 ; d20+10=26 ; d20+16=20 ; Monday August 15th, 2016 5:03:30 PM
Terser manages to keep his feet, but he has to watch where he's going carefully, and misses the group completely until Rill points it out so helpfully. Prepared for the cold, he is much better able to withstand its effects, but it doesn't make it any more pleasant out.
When Rill says he thinks the approaching group is undead, he is almost grateful for the cold for keeping the smell down. But quickly he realizes that there is work to be done, and they cannot be left to threaten the goodly folk, if any even live down here. I guess the wolves aren't really bad - just hungry. Though it is a bit odd that undead would be marching so precisely, if oddly, no?
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 1/27, Boots of Speed 0/10, Lore Master 0/2 d20+14=25 ; Monday August 15th, 2016 8:36:42 PM
Clyde looks off to the distance as the others seem to be peering that way. [OOC: Perception 25] He doesn't see much beyond the snow and the wind stinging his eyes, but then Rill lets everyone knows of the group marching, possibly undead.
"Well, that can't possibly be good," he mutters. Going through his combat ritual, Clyde creaks his neck, briefly glancing at his new companions. With sharp hand gestures, he could immediately feel the arcane power bolstering hope in him. [OOC: Standard action cast Good Hope]
======================
Still need to know if rolling a 1 on the first Fort save means auto-fail even though it beats the DC. If it means auto-fail, Clyde would ask if anyone is able to cure his fatigue.
DM Dan K - The Bevroren Doden d6=2 ; Monday August 15th, 2016 10:16:23 PM
The cold continues it's relentless onslaught and starts to takes its toll on Aesricand Clyde. The wizard and bard are moving a bit stiffer and slower and can feel the heat being pulled from thier body. A cold like none have ever known, a frigid lurker of death that almost seems to be driven by a will. All the Black Kions are experiencing numbness at the tips of their nose, fingers and toes, but they have plenty of magic and Aesric has means to create a magical shelter as well and so there is little to be concerned with from a life threatening perspective. As the party catches their breath, Rillett spies and informs everyone of a pack of 12 likely undead creatures headin towards them. The group is in a tight grouping, almost formation like as they approach through the blistering cold.
Rillett casts Water Walk and the spell takes hold, allowing everyone to now tread upon the top of the snow instead of having to plow through it.
Tishe pulls a wand and activates the Mage Armor spell it contains
Jozhur takes out his bow and moves to the now front of the group to face the creatures.
Zeoll too, sees the approaching enemy and pulls out a horn, souinding it. The trumpeting blast carries across the tundra, born upon the winds and into the distance. Zeoll offers that he can conceal those who will not be in the fight with the creatures if the more support type of characters wish it.
Terser moves to stand beside Jozhur and prepares himself mentally.
Clyde prepares the group at large, casting Good Hope
In the distance Rillett and Zeoll see the creature pause a moment as the peal of Zeoll's horn rolls out across the tundra. One of the creatures then points towards the Black Lions. What happens next, sends a shudder through Zeoll, as the creatures launch themselves towards the party in great bounds and at terrifying speed. In a matter of 3 or 4 leaps, the black skinned creatures have covered nearly 250' of the snowy tundra.
All of the Black Lions can now see the approaching creatures and more disturbing, you can hear thenm as well. Teeth gnash and chomp hard against each other. so hard as to be heard from over 100' away. Hoarse, throaty gurggling noises are mixed with the sound a large beast salivating over a meal might make. The group has spread out as it comes on, resembling an inverted v and it seems apparent they mean to surround adn then come at the party from every direction.
Riki - Yes Nat 1 fails you have suffered 2 non lethal and are fatigued
We are in Combat Rounds
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /184 d20+16=30 ; d20+16=19 ; d20+17=30 ; d20+15=31 ; Monday August 15th, 2016 11:20:37 PM
{ooc: fort saves: 30 and 19} {ooc: acrobatics: 30} {ooc: perception: 31}
Reggie plods through the snow, seemingly determined to reach her destination. As she spies the approaching humanoids, she starts to take comfort that other are here, but that comfort soon turns to dismay as what develops rather quickly.
Reggie rushes forward to stand beside Jozhur ready to protect her Captain.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Tuesday August 16th, 2016 1:42:21 AM
"OK, so these are not your average undead. But at least they're undead. Zeoll, do not include me in your hiding spell. I can take a hit or two and would rather draw some fire."
Rillett moves over to Terser, casting Disrupting Weapon on his glave (or another weapon if so directed.)
"A good hit with that weapon should destroy these creatures."
------------------------------ Disrupting Weapon - This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect.
11 rounds, Caster Level 11, DC 21
(Brock) Jozhur AC23/ Touch 16/Flat 17--CMD 24--HP86/88 d20+16=29 ; d20+16=21 ; d20+9=22 ; d8+5=9 ; d8+5=7 ; d8+4=9 ; Tuesday August 16th, 2016 2:06:25 AM
Surprised by the speed of their enemy, Jozhur fires off a hasty volley of arrows at one of the undead on the end of the V. "They're trying to flank us!"
---------------------------- Use boots of haste (1/10): Three attacks w/ +1 Longbow
First hits AC 29: 9 damage Second hits AC 21: 7 damage Third hits AC 22: 9 damage
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +10 F/+14 R/+13 W -- Bard Perform 2/27, Boots of Speed 0/10, Lore Master 0/2, Fa d20+15=20 ; Tuesday August 16th, 2016 2:33:06 AM
As the creatures approach, and the sounds of teeth gnashing and chomping hard can be heard, Clyde moves to the front of the group, fatigued as he was. "Well, I was complaining about the cold, so I suppose I can't be upset that we'll get to flex our muscles and exert some energy to warm us up." Clyde grins at his companions.
The creature certainly seemed like undeads [OOC: Knowledge (Religion) 20], but he wasn't certain yet. When the creatures near the group, he speaks loudly enough for everyone to hear, a testimony of inevitable defeat for the enemies and destined victory for the heroes. "The wind has blown you off course, this path ends at the Last Door." [OOC: Inspire Courage using Perform (Oratory)]
CONDITIONS/EFFECTS: - Fatigued (-2 Str, -2 Dex, can't run or charge) - Good Hope (+2 Morale Atk/Dmg/Saves) - Inspire Courage (+3 Competence Atk/Dmg; +3 Morale saves vs charm/fear effects) [Rounds: 1] - Greater Invisibility [Rounds: 1]
AC 19/19/17 CMD 19 HP 91 Tishe' (SteveK) Tuesday August 16th, 2016 5:59:25 AM
Tishe' is startled at the speed of the approaching group, and the gnashing of teeth is very disturbing. "If you are offering, Zeoll dear, a spell so they don't attack me would be shady. I'm not really good at weaving hand-to-hand."
"But being surrounded? I think I can do something about that!" Tishe' raises her hands and begins a quick spell behind her, which coalesces into an Ice Wall 30 feet high and 30 wide. "That should protect our backs for a time!"
....... Ice Wall. Plane. 30x30 immediately behind the Black Lions. 11" thick, 33 hp per 10' square. Stepping through is d6+11 cold damage
Water walk (from Rillet)
Mage Armor. 1 hour. +4 AC
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.
Zeoll (Cayzle) (AC20vsEvil; HP62of62) Tuesday August 16th, 2016 7:01:06 AM
Zeoll casts his Hide from Undead on Tishe and himself, but warns his old friend, "This means you cannot attack them by spearr, sprray, orr spell, and if you do, it rruins the prrotection forr both of us."
Hide from Undead: [CL7; Will DC17 negates] Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to channel positive energy, turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.
After Zeoll casts, he doffs his shield, so that he is still holding it in his hand, but not weilding it. Next round he plans to summon a fey friend using an arcane slot, and he would prefer to abandon the shield's +7 bonus to his AC rather than suffer its 50% arcane fail rate.
Finally, the old liontaur takes a five ft step, hoping to put his back to the Wall [although privately he wishes it were Thorn or Fire rather than Cold].
============================== DM Sanity Info
Cleric spells (underlined = cast):
0: guidance, create water, light, mending 1: command, hide from undead (2 slots), endure elements (2 slots), elf vision; 2: resist cold (2 slots), peaceball, faerie fire 3: prayer, sum mon III, glibness
Sorcerer spells: Cast: 2 of 8 1st lvl (Mage Armor x2) Cast: 0 of 6 2nd lvl Cast: 0 of 4 3rd lvl
Other Stuff Used: Laughing Touch: used 0 of 8. Channel Energy 1d6: used 0 of 8. Fey Domain Hide Away: used 0 of 8. Meta Rod: used 0 of 3 Cape of Dim Door - used 0 of 1 Horn of Good/Evil - used 1 of 1 Fey King's Blessing: +2 to first save of day - used Hero Points Used: 0 of 6
Current effects cast by / activated by / affecting Zeoll: Mage Armor CL11. (duration 11 hours) Zeoll and Reggie Endure Elements CL10 (duration 24 hours) Zeoll Taur's Try (Centaur) CL8 (duration 80 min) Horn of Good and Evil (duration 60 minutes) Hide from Undead (duration 70 minutes) Water Walk Inspire Courage Good Hope
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 139/139 (172/172), DR 1/-] (25% chance no crit, uncanny dodge, rage used 1/28) d20+20=35 ; d20+19=20 ; d20+20=36 ; d20+20=31 ; d20+19=36 ; d20+19=28 ; d10+19=24 ; d10+19=27 ; d10+19=24 ; Tuesday August 16th, 2016 10:42:32 AM
Terser places himself somewhere where it looks like the greatest number of creatures will pass by or come at him. He will then hold himself ready to attack the first that comes in range and the next two that leave themselves open. He opens himself to an anger that is always near the surface, this one directed at the abominations to life that stand in front of him.
Rage, power attack, reach, ac +2/-2, disrupting weapon readied action: attack vs AC 35 for 24 damage, DC21 Will or be destroyed if undead and under 11 HD 2x AoO (reach) vs AC 36 and 31 for 27 and 24 damage, DC21 Will or be destroyed if undead and under 11 HD
misrolled 20s for damage, please ignore
Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 53/54 (1hp Nonlethal) -- +10 Fort/+7 Ref/+11 Will Tuesday August 16th, 2016 2:36:16 PM
Aesric rather gives up hope on diplomacy when the previously regimented figures turn out to be gnashing, leaping undead. He quickly examines his options in his head, having not much time to consider with the rate at which they're advancing.
"Warding ..." The elf reaches into a pouch hidden amongst his robes and produces powdered silver, only to slide it back in. "No, not enough time for the diagram."
The next vial comes out, this time containing a mixture of what looks like ground crystal and stone. Aesric minds the approach of the enemy as he leans his staff into the crook of his arm and pours the dust into his hand.
As the wizard holds the powder overhead, he speaks quiet words and slowly tips his palm, allowing the dust to fall upon him. The grains strike him like rain, each spreading mobile stone over his body, leaving him in the likeness of an animate statue.
Aesric casts Stoneskin, CL11, granting DR 10/Adamantine and negating up to 10 damage per turn, up to a total of 110hp. Duration 1hr50m or until overwhelmed.
Aesric takes up his staff again and comments, "Would that they'd maintained the tight formation. It would've been most convenient! Even so, undead acting with strategy, not to mention such speed? Passing strange. This is certainly something for my report ..."
He deposits the empty vial into his pouch and takes up his dragon-carved staff again, looking for his next move on the board.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Tuesday August 16th, 2016 6:30:41 PM
As part of this round's movement Rill would also like to pull out a wand.
Rill will make sure he is within arms length of Terser, and possibly also Jozhur and Reggie. He'll also remain within Zeoll's Magic Circle Against Evil if he can. Without a map I'm not sure where everyone is.
DM Dan K - The Bevroren Doden Round 2 d20+9=20 ; d20+9=20 ; d20+9=26 ; 2d6=10 ; 2d6=2 ; 2d6=9 ; 2d6=9 ; d20+17=33 ; d20+17=19 ; 2d6+7=14 ; 2d6=8 ; d20+17=19 ; d20+17=33 ; 2d6+7=15 ; 2d6=9 ; Tuesday August 16th, 2016 10:41:31 PM
Reggie, Jozhur and Terser form a front line. The captain with his bow, Tereser his glaive and Reggie with her gifts and talents of Domi.
Rillet casts Disrupting Weapon on Terser's glaive, making it an undead detroying machine and pulls out a wand as he moves in close behind the front group.
Clyde takes in the opponents advance and while they appear like other undead he knows tales of, they move and act like nothing he knows. In the end, the bard must conceded, he simply doesn't know. A tale of courage and bravery comes to his mind and he begins the epic. [Inspire Courage to all PC's[/i]
Tishe accepts Zeoll's offer and places a Wall of Ice behind the party to give the group a defensive position
Zeoll casts Hide From Undead upon himself and Tishe so that they might assist the others and remain free from being in need of help. Removing a shield from the arm and dropping it is only a move action The key being and dropping it, which is what I feel needs to be done to free yourself from teh possibility of Arcane spell failure. Your shield is on the ground at your feet
Terser readies for the nearest opponent, wanting to intercept the creatures as they close
Aesric calls upon a protection spell as well, StoneSkin and makes a few mental notes of these'undead' as they come like nothing he has ever learned of before.
The Captain takes a couple shots. All three arrows strike, but the creature does not slow or otherwise acknowledge the hits. I had you shoot Undead 2
The creautures shriek and howl as they leap towards the party. The front and left side completely collpase and engage, as the group to the party's right close on that flank.
Several charge in and attack as they land.
Terser attacks as three of them close about him. The Glaive sweeps into all three and upon meeting the enchanted blade, two of the creatures explode.
Terser..Clyde..Rillett..Aesric..Jozhur..Zeoll..Reggie 2 savings throws for each affect: Reflex half DC 25 for piercing damage and Fort DC 20 for half vs Negative Energy. Piercing Dmg 10 & 2 Negative Energy Dmg 9 and 9.
Reggie, Jozhur and Clyde are under attack.
Two attack Reggie, swiping at her with their ice encrusted hands Charge attack Hit AC 33/19 Dmg 14 + 8 negative Energy
One attacks Jozhur, its icy talon like hands slicing just past him as he twists out of the way. Charge attack Hit AC 19
One attacks Clyde, punching the warrior hard into the shoulder. Charge attack Hit AC 33 Dmg 15 + 9 negative Energy
Also Scene 1 XP 4,125 each to those who fought the Worgs
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 0 /184 Tuesday August 16th, 2016 10:47:40 PM
{ooc ok never mind about the GM post but I have no idea what I should roll, also Reggie was ready fight so if the enemy can attack Reggie she can attack it, so she can attack from ready action then take this round action?}
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 101 / 122 | Rage used 0 /184 d20+10=24 ; d3=1 ; d20+10=14 ; d20+16=32 ; d20+16=33 ; d20+15=22 ; d10+8=9 ; d10+17=24 ; d10+17=21 ; d10+12=17 ; d10+12=22 ; d20+17=36 ; d20+17=25 ; d20+12=31 ; d20+12=29 ; d10+10=20 ; d10+10=19 ; d10+10=19 ; d4+4=5 ; Tuesday August 16th, 2016 10:59:53 PM
{ooc all reflex saves failed (expected but all fort saves made it (expected)}
{OOC: readied attack on #2 hits AC 22, for 9 damage}
As the pain suddenly courses through her Reggie tries to fight it off but her power seizes her once more. Her eyes turn black, her skin goes cold (well not compared to the air temp)
she unleashes her fury on the one that damaged her (well at least in her mind) creature #2
{ooc attack 1 hits AC 36 - 20 damage} {ooc attack 2 hits AC 25 - 19 damage} {ooc attack 3 hits AC 31 - 19 damage} {ooc bite attack hits AC 29 - 5 damage}
{ooc sorry about all the rolls, I rolled all my attacks with a d10 at first}
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 56/84 -- +10 F/+14 R/+13 W -- Bard Perform 3/27, Boots of Speed 1/10, Lore Master 0/2 d20+14=29 ; d20+14=33 ; d20+10=15 ; d20+10=12 ; d20+21=22 ; d20+21=23 ; d20+21=23 ; d10+28=33 ; d10+28=35 ; Wednesday August 17th, 2016 12:17:01 AM
The onslaught of the undead looking beings were fast and furious, surprising Clyde. Even as he continues his speech, he clicks the heels of his boots and attempts to counter them with his own flurry of slashes.
====================================
QUESTION: - Can you confirm that Clyde got melee attacked even though he had Greater Invisibility active?
SAVES: - Reflex save 1: 29 vs DC 25 (success, take 5 piercing dmg) - Reflex save 2: 33 vs DC 25 (success, take 5 piercing dmg) - Fortitude save 1: (fail, take 9 negative energy dmg) - Fortitude save 2: (fail, take 9 negative energy dmg)
ACTIONS: - Free action: Continue Inspire Courage (Perform Oratory) - Free action: Activate Boots of Speed - Swift action: Activate Arcane Strike - Full-Attack (with Power Attack): 21, 22, 22 (I mistakenly used +21 instead of +20 with the dice roller) - Damage (if any hits): Miss, 33, 35 (highly doubt any of these are needed, my attacks were 1, 2, 2, sigh...)
Rill (MarkB) HP 67/93 - AC 23/13/21 CMD 21 d6=3 ; d6=6 ; d6=5 ; d6=3 ; d6=4 ; d6=4 ; d20+11=21 d20+11=24 d20+16=18 d20+16=24 Wednesday August 17th, 2016 1:05:25 AM
As the undead horde attacks, Rill finds he is affected by most of the damage (takes 10+2+9+5). Now that they are within 30', he looks at them with Deathwatch to confirm they are undead.
With grim determination, Rill draws in the power of his God, releasing it in a searing blast of positive energy against these creatures. (Channel Energy for 25 damage against all these undead on map, DC 17 Will Save for half.)
Then he uses a Dimensional Hop to move himself and Terser (moved on map) putting three of the creatures in range of the dwarf's weapon. Finally, Rill takes a 5' step (moved on map, provides a flanking bonus to Reggie.) ------------------------------ Spells Running: Status on all but Zeoll (extended from the night before), Longstrider (extended from the night before), Disrupting Weapon (on Terser)
Spells/abilities available, * = cast/used: 0 (DC16): Mending, Guidance, Detect Magic, Detect Posion 1 (DC17): Long Strider (D), Bless, Detect Evil, Protection from Evil, Protection from Evil, Hide from Undead, Shiled of Faith 2 (DC18): See Invisible (D), Augury, Resist Energy, Resist Energy, Resist Energy, Spiritual Weapon, Status 3 (DC19): Fly (D), Blindness/Deafness, Prayer, Searing Light, Protection from Energy, Water Walk* 4 (DC20): Dimension Door (D), Air Walk, Air Walk, Freedom of Movement, Bannish Immortal 5 (DC21): Teleport (D), Flame Strike, Plane Shift, Disrupting Weapon* 6 (DC22): Find the Path (D), Heal, Blade Barrier
Abilities/Items Agile Feet (Su) 9/day - Dim. Hop (Sp) 110'/day - 30' used Greater Insight (Sp) 2/day - Channel Energy (Su) 5/day - * Obscuring Mist (Item) 2/day - Deathwatch (Item) Continuous - Eagle's Splendor (Item) 1/day - Faerie Fire (Item) - 3/day - Endure Elements (Item)
Zeoll (Cayzle) (AC20vsEvil; HP62of62) Wednesday August 17th, 2016 7:36:11 AM
[OOC: Assuming choice, Zeoll drops his shield in P24.]
Zeoll casts Summon Fey Friend III, using a level 3 arcane slot to do so.
Current effects cast by / activated by / affecting Zeoll: Mage Armor CL11. (duration 11 hours) Zeoll and Reggie Endure Elements CL10 (duration 24 hours) Zeoll Taur's Try (Centaur) CL8 (duration 80 min) Horn of Good and Evil (duration 60 minutes) Hide from Undead (duration 70 minutes) Water Walk Inspire Courage Good Hope
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 56/84 -- +10 F/+14 R/+13 W -- Bard Perform 3/27, Boots of Speed 1/10, Lore Master 0/2 Wednesday August 17th, 2016 7:41:11 AM
[OOC: Clyde will take a 5 ft. step after his full-attack, going to Q-20]
DM Dan K - The Bevroren Doden Round 2 Wednesday August 17th, 2016 8:43:44 AM
DM CORRECTION. Clyde was not attacked....Terser, Was attacked. Hit AC 33 Dmg 15 + 9 negative
Terser is lucid enough to be a little squeamish when Reggie decides to bite the walking corpse, but she can sanitize her mouth after they all survive this battle. Aiming his strikes at as many targets as possible again, he lays about him and steps forward, hoping for more to come within his reach.
target priority - #10, if destroyed then #7
Attacks vs AC 25, 27 (+2 flank) 22 and 29 damage DC21 Will or be destroyed if undead and under 11 HD
Potential AoO's #1 AC40 crit, confirmed if applicable, 20 damage (65 if crit) #2 AC23 (or 33 if not crittable), 26 damage (21 if not crittable)
Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 53/54 (1hp Nonlethal) -- +10 Fort/+7 Ref/+11 Will d20+16=21 ; Wednesday August 17th, 2016 3:50:48 PM
Aesric finds himself in a bit of a pinch, as any of the destructive spells he might use could strike those allies presently clashing on the front lines. However, the mind of a strategist always finds a way. If he can't destroy the undead, then he'll make the terrain far less friendly and perhaps rob them of their mobility.
The elf fishes through his pouches and produces a dried octopus tentacle. As he holds it before himself and whispers, the reagent dissolves and a field of pitch black tentacles rises from the snow. Aesric is careful to define its location so that the undead engaging the front liners are on the edge of the field, thus keeping his allies out. Hopefully, the tentacles might catch not just those enemies, but others in their group as they lash about and attempt to grasp whatever they can.
Aesric casts Black Tentacles, CL 11. The tentacles have a CMB of 16, and the single roll made applies to all targets within range. The field of tentacles is a 20ft-radius spread which Aesric has placed so as to have the closest undead on the very edge - he doesn't want his allies to be caught up in the spell. The tentacles begin to attempt attacking immediately, and anything which fails its check suffers 1d6+4 damage plus the grappled status. This damage continues until the target breaks free, or until the spell expires in 11 rounds.
"Worry not, those would be mine," the master wizard comments of the bizarre spell, likely to reassure his companions that the land hasn't become yet more unwelcoming to them. "That said, I sense a certain directed violence behind this wind. Hypothetical, but not beyond the means of magic."
Aesric takes up his staff and plots his next move, his stone form looking for any given opportunity.
AC 19/19/17 CMD 19 HP 91 Tishe' (SteveK) d20+11=28 ; Wednesday August 17th, 2016 7:23:21 PM
Tishe' looks about, but feels the Black Lions are handling the remaining undead well. This frozen tundra sure packs a lot of surprises!
And speaking of surprises, Tishe' will make sure the undead don't have a magical surprise for the group. Tishe' readies a Dispel Magic as a Counterspell.
.... Readied Dispel Magic in case an undead tries to cast a spell. DC 28
Hide from Undead (from Zeoll)
Ice Wall. Plane. 30x30 immediately behind the Black Lions. 11" thick, 33 hp per 10' square. Stepping through is d6+11 cold damage
Water walk (from Rillet)
Mage Armor. 1 hour. +4 AC
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 56/84 -- +10 F/+14 R/+13 W -- Bard Perform 3/27, Boots of Speed 1/10, Lore Master 0/2 Wednesday August 17th, 2016 7:39:08 PM
Clyde takes a quick glance at the group to assess the situation. "Are we sure these are undead? They don't seem like undeads that I'm used to! And I only count ten, where are the other two hiding?"
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 101 / 122 | Rage used 0 /184 Wednesday August 17th, 2016 11:13:59 PM
Reggie stays beside Jozhur for now.
(Brock) Jozhur AC23 (24 w/protection from evil)/ Touch 16/Flat 17--CMD 24--HP80/88 d20+17=25 ; d20+17=29 ; d20+9=27 ; d20+9=29 ; d20+17=31 ; d20+21=29 ; d6+8=9 ; d4=1 ; 5d6=22 ; Thursday August 18th, 2016 1:30:25 AM
Frustrated by the apparent lack of effect his arrows had, Jozhur brushes by Reggie and tumbles around the undead enemy with his arrows protruding from it. He draws his sword as he gets into position and hacks at the undead he now flanks with Reggie.
-------------------------------- Reflex saves: 25, 29. Both succeed, no damage taken due to Evasiveness Fort saves: 27, 29. Half damage taken (8 total)
Actions: Acrobatics to avoid opportunity attacks: 31 Tumble to M21 Attack vs. undead #2 hits AC29: 9 damage plus 22 sneak attack damage (31 slashing damage total)
Current AC: 24
Zeoll (Cayzle) (AC20vsEvil; HP62of62) d20+24=42 ; Thursday August 18th, 2016 7:53:20 AM
Zeoll tries to stay alert as he awaits the response from his fey allies.
Perception 42 to check for invisible or smell things or note other enemies or threats.
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 139/139 (130/172), DR 1/-] (25% chance no crit, uncanny dodge, rage used 2/28) Thursday August 18th, 2016 12:10:53 PM Keep your eyes open, Sir Clyde! Those other two exploded at one touch of my mighty glaive, thanks to Rill's fancy magic! Watch as these others do the same!
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 56/84 -- +10 F/+14 R/+13 W -- Bard Perform 3/27, Boots of Speed 1/10, Lore Master 0/2 Thursday August 18th, 2016 5:30:28 PM
"Apologies! These undeads caught me by surprise with their speed." Clyde grits his teeth and chides himself for getting caught off guard by such unnatural creatures.
DM DPurifoy - Bevroren Doden Round 3 d20+9=10 (1 will); d20+9=17 (2 will); d20+9=21 (3 will); d20+9=22 (5 will); d20+9=16 (7 will); d20+9=14 (10 will); d20+9=24 (11 will); d20+9=21 (10 will v Disrupt); d20+9=22 (7 will v Disrupt); 2d6=9 (pierce); 2d6=2 (neg); d20+12=20 (10 Reflex); d20+12=21 ; d20+12=24 ; d20+12=24 ; d20+9=21 (8 v Disrupt); d20+9=15 (11 v Disrupt); 2d6=8 ; 2d6=5 ; d20+12=27 (reflex); d20+12=30 (reflex); d20+12=13 (reflex); d20+12=30 (reflex); d20+17=21 (J); d20+17=18(J) ; d20+17=37 (J); d20+17=33 (J); 2d6+7=14 ; 2d6+7=17 ; 2d6=3 ; 2d6=8 ; d20+17=27 (crit confirm); d20+17=26 (Rt); d20+17=32(Rt) ; d20+17=35 (Rt); d20+17=19 (Rt); 2d6+7=18 (crit); 2d6+7=15 ; 2d6+7=13 ; 2d6+7=12 ; 2d6=5 ; 2d6=8 ; 2d6=7 ; d20+15=29 (T); d20+15=18 (T); d20+15=33 (T); 2d6+7=12 ; 2d6+7=13 ; 2d6=8 ; 2d6=8 ; d20+15=35(Th) ; d20+15=21 (confirm); 4d6+14=26 ; 2d6=3 ; d20+15=29 (A); 2d6+7=12 ; 2d6=7 ; d20+9=17 Thursday August 18th, 2016 5:45:29 PM
[OOC: Please, as you move yourselves on the map, state in your post for the round the coordinates you're moving to.]
Black Lions (Round 2 Actions)
Battered by the vicious undead, Reggie slips into her own realm of ferocity and returns the favor on Undead 2. As she sinks her jaws onto the animate corpse, the small, rational corner of the raging woman's mind notes that her teeth don't appear to do any significant damage.
Rill transports himself and Terser to a more advantageous position and channels energy to harm the Undead (first set of will saves).
Dropping his shield, Zeoll summons a Fey Friend, appearing just before the beginning of his turn in Round 3, able to act immediately. Hopefully the Liontaur draws something favorable from the lands of the Fey King, with a shared language.
Clyde, revealing himself, tears into the nearest undead with his blade while maintaining his courage-inspiring oration. (the total bonus of both 2's rolled still beat the undead's flat-footed AC of 17).
Terser lays into the undead around him with his glaive, but his plan to bring down multiple enemies with Rill's enchantment doesn't work this round, as the foes make their saves against the Disrupting Weapon. His second blow does enough damage, however, to destroy Undead 7, which explodes in a shower of ice shards and freezing negative energy.
Terser, Clyde, and Undeads 3, 5, 10 & 11 take 9 piercing damage, Reflex DC 25 for half & 2 negative energy damage Fort DC 20 for half. Although Terser's rage blurs such minute details, Clyde may notice that even as the ice shards tear at Undead 10, some of its wounds immediately heal from the negative energy.
"Worry not, those would be mine," Aesric states calmly as he summons a field of grasping Black Tentacles. Unfortunately, the tentacles' CMB does not beat the undead CMD of 27 this round (remember to roll the CMB check again each round, to begin & continue the grapple. Thank you for the AoE correction, Mark, that was my improperly placed field.)
Tishe', concerned about further surprises from these strange undead, readies a Dispel counterspell in case one should start casting.
Jozhur tumbles to flank Undead 2 with Reggie, his Acrobatics of 31 beating the Undead CMD to avoid an attack of opportunity, and he stabs it good.
Undead Actions (Round 3)
Undead 1 takes a 5ft Step to L22, closing on Jozhur. Undead 2, 3, & 5 each take a 5ft step North to N20, P19, & N19, respectively, to flank Jozhur & Rillet.
Undead 10 takes a 5ft step out of the Black Tentacles to R18.
Undead 8 & 11 close on Terser, provoking an AoO as they move across the difficult terrain. Undead 8 makes the save against Disruption, taking a massive blow from Terser, but Undead 11 fails with a Will save of 15. As the party is coming to expect, the creature freezes solid before exploding outward. Terser, Clyde, Rillet, Reggie, and Aesric take 8 physical damage Reflex DC 25 for half, & 5 negative energy damage Fort DC 20 for half.
Undead 3, 8, 9, & 10 are also caught in the blast, and it's clear this time that, far from being hurt, the monsters simply shrug off the shards of ice as their frozen flesh re-knits in the wash of negative energy (9 failed the reflex save, still heals 2 HP from neg energy).
Undead 12 bounds around the Black Tentacles to close on Tishe', while Undead 9 slogs through the field to threaten Aesric.
Undead 1 & 2 Attack Jozhur with their claws, that's two misses & two hits on AC 37 & 33 (+2 flanking); almost forgot to confirm crit, using rolls in order confirms with 27 for 32 & 17 physical; 3 & 8 negative energy damage
Undead 3 & 5 attacks on Rillet hit AC 26, 32, and 35 (+2 flanking, one miss). for 15, 13, 12 slashing damage; 5, 8, & 7 negative energy damage.
Undead 8 & 10 attacks on Terser hit AC 29 & 33 (one miss), for 12 & 13 slashing; 8 & 8 negative energy damage.
Undead 12 slashes Tishe' wickedly, confirming the critical hit against AC 21 (everyone make sure your header AC is current; remember you have +2 Defl AC vs evil w/in 10ft of Zeoll). Tishe' takes 26 slashing & 3 negative energy damage.
EDIT: Will save 17 to notice Tishe' through Zeoll's Hide from Undead
Undead 9 hits Aesric with a Claw Attack 29, doing 12 physical & 7 negative energy damage
Clyde takes another barrage of attacks. If it wasn't for his invisibility, he'd probably be dead by now. He can't take much more of this. Four undeads have been downed, but eight still remained. Focusing on the ones closest to him, Clyde moves forward, and continues his own slashing assault, bellowing a primal scream. [OOC: Please note that Greater Invisibility should still be active, since it doesn't deactivate even when attacking.]
====================================
SAVES: - Reflex save 1: 19 vs DC 25 (fail, take 9 piercing dmg) - Reflex save 2: 26 vs DC 25 (success, take 4 piercing dmg) - Fortitude save 1: 16 vs DC 20 (fail, take 2 negative energy dmg) - Fortitude save 2: 23 vs DC 20 (success, take 3 negative energy dmg)
ACTIONS: - Free action: Continue Inspire Courage (Perform Oratory) - Swift action: Activate Arcane Strike - Full-Attack (vs Undead 10, but if that one goes down, then Undead 3): vs AC 38, 26, 23 - Damage: 33, 32, 33
AC 21/21/19. CMD 19 HP 62/91 Tishe' (SteveK) Thursday August 18th, 2016 6:40:12 PM
Piggies! Need to change my post because the map won't let Tishe' back out of range of the undead to safely cast a ranged touch spell.
Rill (MarkB) HP -4/93 - AC 23/13/21 CMD 21 d20+9=23 ; d20+14=31 ; Thursday August 18th, 2016 6:46:32 PM
(Question for the DM: An evil cleric may channel negative energy to either harm living creatures or to heal undead, but not both. I'm wondering if there is something different about the negative energy from these creatures that allows it to both harm and heal - something a cleric cannot do?
Also, Rill's channel energy last round does half damage on a successful will save. Those that saved should have taken 13 damage.)
Rill takes a total of 71 damage from the blows of the creatures surrounding him and falls unconscious, his red blood staining both the white snow and his white robes. As his eyes close, he regrets that he was not more effective. Surely the dying blasts from these creatures will send him to meet his god, and he will know peace.
===========
Damarr: Good question. Channel Energy is a cleric class feature with the noted restrictions. These creatures are not channeling negative energy as a cleric does, but rather explode when they die, in a shower of sharp ice and negative energy.
When casting Inflict/Cure Critical Wounds, you don't decide whether it is to harm or heal - it imparts the stated amount of the specified energy type to the target, either harming or healing it based on whether the target is alive or undead. I am looking into this. In the interim, damage healed from negative energy last round has been added back to the damage totals, and we will play with the either/or class rule you referenced.
The HP healed from the negative energy (& mayhaps a small miscalculation on my part) should account for the discrepancy with the expected damage from your positive channel. I improperly rounded the halved damage down, but added more damage now than I healed previously, so it should work out similarly in your favor.
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 139/139 (104/172), DR 1/-] (25% chance no crit, uncanny dodge, rage used 3/28) d20+7=27 ; d20+15=31 ; d20+20=33 ; d20+15=16 ; d10+19=25 ; d20+20=25 ; d20+20=37 ; d10+19=20 ; d10+19=24 ; d6=5 ; d6=5 ; d6=3 ; d6=1 ; d6=5 ; Thursday August 18th, 2016 7:05:21 PM Reflex 27 - pass: 4dmg, fort 31 - pass: 1dmg hits - 11 and 12 (DR1), 8 and 8 4+1+11+12+8+8 = 44
Glad that his ploy worked, Terser now steps back so that he can utilize his long weapon. 5ft step to Q20
Seeing that #8 seems to be more damaged, he focuses there first, landing one blow and preparing should any others come in range as before.
attack vs AC 33 - 25 damage, DC21 Will or be destroyed if undead and under 11 HD vs AC 16 (nat 1) - miss Potential AoOs vs AC 25 - 20 dmg, DC21 Will or be destroyed if undead and under 11 HD vs AC 37 - 24 dmg, DC21 Will or be destroyed if undead and under 11 HD
After his attack, he realizes that Rill has fallen behind him, and with a primal scream, lets out a blast of energy not to harm his foes, but to heal his allies.
hero point to channel energy - all allies recover 18
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 139/139 (94/172), DR 1/-] (25% chance no crit, uncanny dodge, rage used 3/28) d20+7=24 ; d20+15=32 ; Thursday August 18th, 2016 7:07:16 PM
forgot the second round of save =
Rill (MarkB) HP 33/93 - AC 23/13/21 CMD 21 d6=2 ; d6=1 ; d6=3 ; d6=4 ; d6=4 ; d6=1 ; d6=4 ; d6=2 ; d20+21=27 ; Thursday August 18th, 2016 7:32:40 PM Terser's cry pulls Rillett back from his unwanted rest. Or maybe it was Terser's healing. Either way, it was Terser.
Lying where he is, he channel's energy, healing himself and his friends for another 19 damage. Then he will use his Dimensional Step ability to move 35'(succeeds on concentration check to "cast" defensively, moved on map.)
"Thanks Terser! I owe you one."
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 38/84 -- +10 F/+14 R/+13 W -- Bard Perform 4/27, Boots of Speed 2/10, Lore Master 0/2 Thursday August 18th, 2016 8:56:14 PM CORRECTION: - Full-Attack (vs Undead 10, but if that one goes down, then Undead 3): vs AC 38, 26, 18 (not 23 as previously posted) - Damage: 33, 32, 33
Zeoll spell summons a ... rolling a d10 ... gets a 5 ... a Mothman!
Summoning the Mothman to 019, Zeoll commands it in Sylvan, "Attack these undead, Sirr Mothman, firrst any that you flank, with yourr claws, and do not harrm orr influence my allies orr myself in any way."
Then Tishe asks Zeoll to move so that she can attack. That will ruin the Hide spell for both himself and her. But he obliges, first picking up his shield and then donning it, then stepping five feet to the left, with his back to the wall.
Current effects cast by / activated by / affecting Zeoll: Mage Armor CL11. (duration 11 hours) Zeoll and Reggie Endure Elements CL10 (duration 24 hours) Zeoll Taur's Try (Centaur) CL8 (duration 80 min) Horn of Good and Evil (duration 60 minutes) Hide from Undead (duration 70 minutes) Water Walk Inspire Courage Good Hope Mothman round 1 of 8
Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 33/54 (1hp Nonlethal) -- +10 Fort/+7 Ref/+11 Will d20+16=32 ; d20+10=14 ; d20+7=23 ; Friday August 19th, 2016 12:57:07 AM
Aesric's plan to remove the mobility of the strange undead is frustrated by early failure. Nevertheless, the tentacles do continue to lash about, grabbing at anything which should step into the bounds of their temporary domain,.
The Black Tentacles spell continues to attempt grabbing targets, this time rolling a CMB of 32. This number applies to all potential targets.
In the interim, Aesric suddenly finds himself in rather dire peril. One would think that creatures so disposed to biting and clawing might prefer flesh and blood, but evidently, stone will do just as well! Fortunately, it's that stone - and seemingly, brief flickers of light within the folds of his robes - which wards off what could've been the full brunt of the assault.
Aesric fails his Reflex roll to evade the explosion, but succeeds in his Fort roll to halve the negative energy damage. Altogether, he suffers 20 physical and 10 negative damage. However, his Stoneskin spell negates 10hp of the physical damage.
This is no position for the wizard to be in, pinned off to one side by a number of the zombies, who are corralled toward him in some sense by the nearby wall of ice. A more strategic vantage point would seem to be in order. As he stumbles back, blood seeping from cracks in his rocky exterior, Aesric mutters faint words and parts his hands slightly. With suddenness and necessary speed, the master mage ascends into the air by the grace of his magic, ascending directly upward. Once he's out of reach, perhaps he can then rain down wrath upon these creatures before he himself is killed.
Aesric casts Fly and ascends directly upward at best possible speed, hoping that the undead aren't as good at leaping vertically as they were horizontally. If he proves out of reach, he prepares to unleash his war spells, hoping for windows in which his allies might avoid being caught up in any of it.
(Brock) Jozhur AC23 (CURRENT AC: 27)/ Touch 16/Flat 17--CMD 24--HP57/88 d20+17=32 ; d20+17=36 ; d6+8=10 ; 5d6=14 ; Friday August 19th, 2016 2:02:42 AM
Jozhur tries to ignore the pain as his flesh is torn by the undead, and just as quickly mended by his friends. He dodges into a better position and stabs at the same undead once again. -------------------------------- Acrobatics to avoid AoO from #2 and #5: 32 Use combat expertise, fighting defensively, -3 attack/+3 AC Attack hits on undead #2 AC 36, 10 damage (piercing) plus 14 sneak attack damage
Current AC: 27 Jozhur cannot be flanked (improved uncanny dodge)
Also, I was mistaken last round, one does not "hack" with a short sword, last round's damage should have also been piercing.
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 75/84 -- +10 F/+14 R/+13 W -- Bard Perform 4/27, Boots of Speed 2/10, Lore Master 0/2 Friday August 19th, 2016 4:42:23 AM
Clyde feels a wave of healing energy course through him, dispersing all thoughts of possible defeat from his mind. "This battle is over. You cannot win!" He booms to the undead, even though in all likelihood they wouldn't be affected one way or another by his speech. Even as he finished speaking, another wave of healing touched him, and Clyde was all but certain that victory was at hand.
AC 21/21/19. CMD 19 HP 91 /91 Tishe' (SteveK) d20+12=31 ; d20+12=29 ; d20+12=29 ; 5d4+5=19 ; Friday August 19th, 2016 8:23:46 AM
Tishe' is caught off-guard at the suddenness of the attacks and the numbers of the group; the swirling snows must have addled her perceptions. There are twice as many undead as she was thinking!
And the she stifles a scream as an undead streaks in and rips her along the side! The pain quickly goes away by healing from Terser and Rillet, and Zeoll's movement gives her maneuver room. "Thanks dear, but this treadle is going to cut my thread if I don't weave fast!"
Taking a step back, Tishe' begins weaving a spell; plucking the air like using a loom, she pulls this and that into a quick pointing of her finger at Undead #12, and casts a Maximized Scorching Ray without taking any extra time! Three fiery threads score across its body, hopefully enough to put it down!
She then casts a Quickened Magic Missle spell (at 12 if still up, or at 9)
..... Five Foot Step to avoid AOO Maximized Scorching Ray. AC. 32 29 29. Damage. 24+24+24= 72 fire damage Bloodline Power: Metamagic; Use one metamagic feat without extra time 2/day
Quickened Magic Missles. 19 force damage
Ice Wall. Plane. 30x30 immediately behind the Black Lions. 11" thick, 33 hp per 10' square. Stepping through is d6+11 cold damage
Water walk (from Rillet)
Mage Armor. 1 hour. +4 AC
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 101 / 122 | Rage used 0 /184 d20+19=21 ; d20+19=30 ; d20+14=27 ; d20+14=33 ; d10+10=16 ; d10+10=20 ; d10+10=17 ; d4+4=7 ; Friday August 19th, 2016 9:40:05 PM
Reggie is still blinded in her rage. the blackness inside of her spreads a little more across her skin.
she unleashed more pain on the undead in front of her (#2)
{ooc: attack 1: hits AC 21 for 16 damage} {ooc: attack 2: hits AC 30 for 20 damage} {ooc: attack 3: hits AC 27 for 17 damage} {ooc: bite attack: hits AC 33 for 7 damage}
{ooc: if #2 falls, Reggie will 5' step to continue on #5}
[OOC: Remember to keep your current HP updated in your header]
Hidden by his Greater Invisibility spell, Clyde continues to lay into the undead with his exotic blade, while maintaining his inspiring words. As he slays Undead 10, the creature explodes in a hail of ice and negative energy. Clyde, Terser, and Reggie take 6 piercing and 7 negative energy damage Reflex DC 25 to halve the piercing, Fort DC 20 to halve the negative energy. Zeoll's Mothman and Undead 3, 8, 5, and 2 are also all affected by the blast.
Between the unholy cold in their claws and the monsters' death throes, Rillett is beaten into unconsciousness by the undead attackers. Thankfully, a heroic burst of 18 Healing from Terser brings the priest of Gargul back to his senses. After channeling the power of his god to again heal the party for 19, Rill taps into that divine source to carry himself to safety.
As Terser's glaive tears into Undead 8's frozen flesh, the beast explodes from the power of Rill's enchantment. Terser & Clyde Reflex DC 25 and Fortitude DC 20 to halve 8 piercing and 8 negative energy damage, respectively. The Mothman and Undeads 3 & 9 are also affected.
Zeoll directs his summoned Mothman in Sylvan, although the cryptic acknowledgement the Liontaur senses in his mind indicates this creature needs no such verbal commands. As the Mothman does minimal damage to Undead 3 with its claws, Zeoll picks up his shield and steps aside to give Tishe' room to cast. (Two hits, one confirmed critical, for 8 and 4 damage)
Aesric, finding himself in a tight spot between his new companions and their attackers, casts Fly and takes to the air to gain his own space for casting. Ascending at half-speed, a full move action brings the wizard about 30ft above the ground. As he flies up past Undead 9 in front of him, the creature takes an opportunistic swipe with its claws, hitting AC 30 for 14 slashing & 8 negative energy damage on Aesric
Jozhur tumbles past Undead 2 & 5, narrowly beating even the +2 DC for avoiding another attack of opportunity after the first, and works his shortsword into a weak point to bring down Undead 2. The monster again explodes, dealing 9 piercing & 5 negative energy damage to Jozhur, Reggie, Zeoll, Clyde, and Terser, Reflex DC 25 for half piercing and Fort DC 20 for half negative energy damage. Undeads 1, 3, 5 & 9 are also affected.
Tishe' takes a step back from her undead attacker and unleashes her magical fury. Although nearly all of it's tattered clothing is gone and it's flesh charred and battered, it remains standing.
Through her battle rage Reggie sees her last target go down and steps up to continue her assault on Undead 5 (all attacks hit, 40 damage total after DR).
Bevroren Doden Actions (Round 4)
Undead 3 and 5 slash at the strange Mothman that suddenly appeared in their midst, bringing the creature down after three hits on AC 24, 21, and 25, for 42 slashing and 26 negative energy damage total.
With it's second claw attack, Undead 3 attempts to hit the invisible Clyde. The attack vs AC 22 is a miss, and the bard's invisibility protects him as well with a rolled 2 on the concealment miss chance. After killing two of their kind, the monsters know Clyde is there, although they still cannot see him.
Undead 9 take a 5ft step and attacks Terser with its claws, hitting once against AC 27 (miss vs AC 18) for 14 slashing & 8 negative energy damage
Undead 1 full-attacks the large Liontaur as he steps into range, no longer Hidden after Tishe's attack. One hit, confirming the critical with 32, does 32 slashing & 7 negative energy damage to Zeoll (one miss vs AC 18).
The sorely wounded Undead 12 follows Tishe' with a 5ft step and hits with one claw vs AC 16 (miss) and AC 25, for 13 slashing & 11 negative energy damage.
Bevroren Doden Status AC 20, Touch 13, Flat-Footed 17 CMD 27 DR 5/- Undead 1 Dmg 36 Undead 2 Dmg DEAD Undead 3 Dmg 28 Undead 4 DEAD Undead 5 Dmg 66 Undead 6 DEAD Undead 7 DEAD Undead 8 DEAD Undead 9 Dmg 14 Undead 10 DEAD Undead 11 DEAD Undead 12 Dmg 91 Mothman 80+ dmg/76
Even as the healing energies re-energized Clyde, he grunts in pain as a succession of undead destruction assail him in a deadly barrage of explosion. An undead's swing just missed him, and with his greater invisibility still active, Clyde still feels secure despite the extensive damage to his body.
A quick 5-foot pivot puts him adjacent to Undead 3 and 9, and he unleashes his blade on Undead 3 with a deadly flourish.
====================================
SAVES: - Reflex save 1: 26 vs DC 25 (success, take 3 piercing dmg) - Reflex save 2: 28 vs DC 25 (success, take 4 piercing dmg) - Reflex save 3: 29 vs DC 25 (success, take 5 piercing dmg) - Fortitude save 1: 19 vs DC 20 (fail, take 7 negative energy dmg) - Fortitude save 2: 18 vs DC 20 (fail, take 8 negative energy dmg) - Fortitude save 3: 18 vs DC 20 (fail, take 5 negative energy dmg)
ACTIONS: - Free action: Continue Inspire Courage (Perform Oratory) - Swift action: Activate Arcane Strike - Miscellaneous action: 5-foot step - Full-Attack (vs Undead 3, but if that one goes down, then Undead 9): vs AC 35 for 36 damage vs AC 24 for 30 damage vs AC 35 for 32 damage
Zeoll rolls a Rfx save of 19 and a Fort save of 24 to take total 9+2=11 damage from an exploding enemy. He also takes 39 more from a blow, for total 50 damage.
The old liontaur readies the use of his tower shield for full cover in the event that he is attacked.
Then Zeoll becomes invisible with a supernatural move action and takes a five foot step to 23-24-N-O. He hopes that the invisibility, water walk, woodland stride, and natural stealth will keep his position secret ... but if not, the 50% miss chance will sure help, not to mention the total cover.
Stealth 21. Make that 23 with Good Hope.
Current effects cast by / activated by / affecting Zeoll: Mage Armor CL11. (duration 11 hours) Zeoll and Reggie Endure Elements CL10 (duration 24 hours) Zeoll Taur's Try (Centaur) CL8 (duration 80 min) Horn of Good and Evil (duration 60 minutes) Water Walk Inspire Courage Good Hope Invisibility (1 round)
AC 21/21/19. CMD 19 HP 67 /91 Tishe' (SteveK) d20+21=34 ; 5d4+5=19 ; Sunday August 21st, 2016 7:27:47 PM
Tishe' is amazed the icy undead didn't explode with the first rays. "You're supposed to blow up with fire!", she says accusingly.
She defensively casts a Flying and lifts up to join Aesric (knowing she is going to get clawed by the undead on the way up!)
Once she is airborne, the Sorceress casts another Quickened Magic Missle to (hopefully!) end its life! "Why don't you just die! Again!"
..... Defensive Cast 34
Fly. 60 feet.
Move 30 feet straight up. (Invite AOO)
Cast Quickened Magic Missle. 19 force damage on Undead #12. (Not damaged while casting)
Ice Wall. Plane. 30x30 immediately behind the Black Lions. 11" thick, 33 hp per 10' square. Stepping through is d6+11 cold damage
Water walk (from Rillet)
Mage Armor. 1 hour. +4 AC
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.
(Brock) Jozhur AC23 (CURRENT AC: 24)/ Touch 16/Flat 17--CMD 24--HP55/88 d20+17=28 ; d20+9=21 ; d20+21=34 ; d20+21=41 ; d20+21=27 ; d20+15=16 ; d6+8=14 ; d6+8=13 ; d6+8=9 ; 5d6=20 ; 5d6=18 ; Sunday August 21st, 2016 11:00:16 PM
Jozhur is ready for the blast as he stabs the undead and manages to almost completely avoid it by ducking behind another undead. He then finds himself in perfect position to strike at his next enemy. He shouts a warning to Rillett as he sticks his blade into the undead's frozen flesh, "Lookout! It's going to burst!"
Jozhur also can't help but notice that Reggie has been biting the undead. He tries to hold back the vomit until the fight ends...
------------------------- Reflex save: 28 (no damage taken, evasion) Fort save: 21 (2 damage taken)
Full hasted attack vs Undead #5
First attack hits AC 34: 14 damage plus 20 sneak attack damage (piercing) Second attack is natural 20, crit confirmed: 27 damage plus 18 sneak attack damage (piercing)
Boots of haste used: 2/10
Current AC: 24 (haste)
Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 21/54 (1hp Nonlethal) -- +10 Fort/+7 Ref/+11 Will 11d6=32 ; Monday August 22nd, 2016 12:12:01 AM
Even as he attempts to literally take flight from the battle, Aesric suffers yet another blow from the persistent undead. Are they, perhaps, inclined to target individuals they recognize as spellcasters? Whatever the case may be, the claws of the undead manage to rake away mostly stone, biting only slightly into his flesh. That is, unfortunately, enough to spread the taint of negative energy and do further harm.
As he finishes his ascent, Aesric holds his staff to one side and digs a small fistful of reagents from one of his pouches. "Be ready to stand clear of any explosions!" It's down to watching each of his companions get mauled, or thinning the ranks in one stroke. The strategist within him chooses the latter.
Aesric sweeps his hand down toward the battlefield as if to cast away the reagents he'd gathered, only for an arc of lightning to erupt from his palm. It crackles through the dead flesh of his first target before dancing along to another, and another. Fortunately, one quickly gathers that Aesric has control over where the chain of energy dances across the field.
Aesric casts Chain Lightning for 32 damage, applicable to all targets. In this case, the undead using close pack tactics plays to the wizard's advantage, allowing him to arc the chain to all remaining undead. Reflex save halves damage for the initial target, Undead 3. The remaining undead may also attempt a Reflex save to halve, the DC being two lower than that of the bolt directed at Undead 3.
Aesric's stone exterior still holds, though it has been ripped open in places, his exposed white robes stained with blood from wounds underneath. Whilst watching the lightning dance amongst the enemies in brilliant sparks, he takes up his staff in both hands and levels the dragon's head downward, as if aiming it.
Rill (MarkB) HP 33/93 - AC 23/13/21 CMD 21 d20+14=21 Monday August 22nd, 2016 1:15:25 AM
Rill is safe behind the wall of ice. He takes stock of his situation, and knows that even a moment's hesitation here could spell disaster for the party.
He will cast Plane Shift and then move around the wall of ice, ready to touch the first undead he sees. As he does so, he is shocked to see how badly Zeoll is hurt. He moves to touch the undead threatening Zeoll, and makes sure to position himself between this undead horror and the old liontaur.
(Hits Touch AC 21 - Casts Plane Shift on Undead 1, DC 21 Will save or be whisked to the Elemental Plane of Fire.)
Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 21/54 (1hp Nonlethal) -- +10 Fort/+7 Ref/+11 Will d20+16=29 ; Monday August 22nd, 2016 1:53:27 AM
(OOC: Forgot to include the ongoing rolls for Black Tentacles in my last post. Appending it here. Sorry!)
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 139/139 (71/172), DR 1/-] (25% chance no crit, uncanny dodge, rage used 3/28) d20+7=21 ; d20+7=25 ; d20+15=16 ; d20+15=35 ; d20+20=29 ; d20+15=32 ; d10+19=26 ; d10+19=24 ; Monday August 22nd, 2016 4:22:17 PM +19 hp channel reflex 21 fail - 6dmg fort 16 fail - 7dmg reflex 25 pass - 4dmg fort 35 pass - 4dmg hit - 13 (dr1) and 8dmg
6+7+4+4+13+8 = 42 - 19 = 23 damage
Terser steps back to R19 to make use of his reaching weapon and continues the assault against #9, then #3.
hits vs AC 29, 32 26 and 24 damage will save vs DC 21 or be destroyed
Tishe' joins the newest mage in the air, taking a swipe from Undead 12 as she flies up and past. Claw attack of opportunity hits AC 28, for 13 slashing & 5 negative energy damage.
Just in time, too, as Clyde, Jozhur, Terser and Reggie, aided by Aesric'sChain Lightning and Rill'sDisrupting Weapon clean up the undead on the front lines. Almost as one the creatures freeze solid and explode outward.
Clyde, Terser, Reggie, and Jozhur are subject to three of the explosions, taking piercing damage 5, 6, & 10 Reflex DC 25 for half, & negative energy damage 8, 7, & 9 Fortitude DC 20 for half.
Zeoll, protecting himself from Undead 1 to his fore, is the only party member caught in the explosion of Undead 12, as Tishe'sQuickened Magic Missile closes out her volley to destroy the monster. Zeoll take 3 piercing & 7 negative energy damage, Reflex DC 25 for half piercing & Fort DC 20 for half negative energy.
Rill, deducing a clever, less harmful way of dealing with these strange undead, forces Undead 1 through a rift of his own creation to some distant plane of existence.
Your foes are all slain, their remains spread about the snowy battlefield and protruding from your clothing and flesh in scattered shards. For a moment the heat of battle and the warmth of your own spilled blood masks the deathly chill of your surroundings. But only for a moment. As your adrenaline slows the chill settles back in, worse, now, added to the pain of injury.
Behind, long since past the range of your vision, sits the portal through which you came. Ahead, the trail you started off following is lost in the snow, and the furrows created by the Bevroren Doden are fast disappearing. Still the cold wind blows.
We're no longer in combat rounds.
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 96 / 122 | Rage used 2 /18 d20+10=27 ; d3=3 ; d20+10=13 ; d20+10=30 ; d20+10=28 ; d20+10=22 ; d20+18=34 ; d20+18=24 ; d20+18=30 ; d20+18=30 ; d20+18=38 ; Monday August 22nd, 2016 8:48:56 PM
{ooc: by my calculations I need 5 reflex saves and 5 fort saves}
{ooc: total damage taken = 42 minus two heals totaling 37 so total damage = 5}
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 96 / 122 | Rage used 2 /18 Monday August 22nd, 2016 8:51:40 PM
Reggie collapses in the snow but this time remains conscious.she does seem a little out of it though as her eyes return to normal and her skin returns to its normal color.
after only a few seconds, Reggie surveys the battlefield. "This can't be all from me. say it wasn't all me?" she asks a little worried that she was starting to lose control.
AC 21/21/19. CMD 19 HP 49 /91 Tishe' (SteveK) d20+15=25 ; Monday August 22nd, 2016 8:57:25 PM
Tishe' is battered but happy the undead are just icy shards. "What were those things!", she wonders aloud.
From her vantage point, she looks around to see if she can see... Well... Anything.
Then she hovers back down to rejoin the Black Lions. "Sorry I hesitated, I'll do better next time."
..... Perception 25
Fly. 60 feet.
Ice Wall. Plane. 30x30 immediately behind the Black Lions. 11" thick, 33 hp per 10' square. Stepping through is d6+11 cold damage
Water walk (from Rillet)
Mage Armor. 1 hour. +4 AC
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 19/84 -- +10 F/+14 R/+13 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 0/2 d20+14=33 ; d20+14=30 ; d20+14=27 ; d20+10=23 ; d20+10=23 ; d20+10=20 ; Monday August 22nd, 2016 10:27:42 PM
With the last of the undead destroyed, Clyde took a quick glance around to ensure everyone was still alive. That done, he leaned down, hands on his knees, and caught his breath. The speed and ferocity of the undead had surprised him, and he was still reeling from their eruptions.
====================================
SAVES: - Reflex save 1: 33 vs DC 25 (success, take 3 piercing dmg) - Reflex save 2: 30 vs DC 25 (success, take 3 piercing dmg) - Reflex save 3: 27 vs DC 25 (success, take 5 piercing dmg) - Fortitude save 1: 19 vs DC 20 (success, take 4 negative energy dmg) - Fortitude save 2: 18 vs DC 20 (success, take 4 negative energy dmg) - Fortitude save 3: 18 vs DC 20 (success, take 5 negative energy dmg)
ACTIONS: - Free action: End Inspire Courage - Free action: End Boots of Speed
CONDITIONS/EFFECTS: - Fatigued (-2 Str, -2 Dex, can't run or charge) - Good Hope (+2 Morale Atk/Dmg/Saves)
Zeoll (Cayzle) (AC20vsEvil; HP8of62) d20+11=27 ; d20+11=29 ; d20+24=36 ; Monday August 22nd, 2016 10:43:09 PM
Zeoll makes both saves and so only takes 4 damage total. Still, that puts him in the single digits.
"Wowsy," the old liontaur says, resorting to the exclamation of his distant childhood. "That's left me woozierr than a dwarrf who's polished off his fifth cask!"
The liontaur looks carefully to ensure that none of the undead are healing or regenerating in any way. Perception 36.
Then he asks how wounded everybody else is. Perhaps he should borrow the party Headband of Positive Channelling before using his own channels? He looks around to see how wounded everyone is.
Rill (MarkB) HP 72/93 - AC 23/13/21 CMD 21 d6=6 ; d6=4 ; d6=5 ; d6=5 ; d6=1 ; d6=1 ; d6=2 ; d6=5 ; d6=5 ; d6=1 ; d6=1 ; d6=3 ; d6=1 ; d6=2 ; d6=4 ; d6=1 ; d6=4 ; d6=1 ; d6=2 ; d6=3 ; Monday August 22nd, 2016 11:09:52 PM
"Wow, those things were bad - I've never encountered undead like that before. Let's hope we never do again. Even though we made short work of them, they came pretty close to making short work of some of us!" He moves over to Zeoll to tend to his wounds.
"It was scary too. Good thing my clothing cleans itself, cause it'd be awful cold changing my shorts out here." Even as he speaks, Rillett's clothing sheds any blood, dirt, or stains looking as white as the surrounding snow.
Rillett will Channel Energy for 27 points. Then he will cast Cure Moderate Wounds on Zeollfor 18 points, and again on Terser for 16 points. He pulls a wand out of his pocket and begins to use it on himself for another 12 points. Once others do a bit of healing, he will reassess the needs of the group.
"Nice work with all the spells and hits. Reggie, you didn't do all of this, but you did a lot. Terser, you blew up a lot of them ith your glaive. Well have to remember that trick. They didn't seem deterred by invisibility, which is odd."
Rillett will then cast Find the Path, seeking the nearest place where nobel races congregate.
-----------------------------------
Spells Running: Status on all but Zeoll (extended from the night before), Longstrider (extended from the night before), Disrupting Weapon (on Terser)
Spells/abilities available, * = cast/used: 0 (DC16): Mending, Guidance, Detect Magic, Detect Posion 1 (DC17): Long Strider (D), Bless, Detect Evil, Protection from Evil, Protection from Evil, Hide from Undead, Shiled of Faith 2 (DC18): See Invisible (D), Augury, Resist Energy, Resist Energy, Resist Energy, Spiritual Weapon**, Status 3 (DC19): Fly (D), Blindness/Deafness, Prayer, Searing Light, Protection from Energy, Water Walk* 4 (DC20): Dimension Door (D), Air Walk, Air Walk, Freedom of Movement, Bannish Immortal 5 (DC21): Teleport (D), Flame Strike, Plane Shift*, Disrupting Weapon* 6 (DC22): Find the Path* (D), Heal, Blade Barrier
Abilities/Items Agile Feet (Su) 9/day - Dim. Hop (Sp) 110'/day - 65' used Greater Insight (Sp) 2/day - Channel Energy (Su) 5/day - *** Obscuring Mist (Item) 2/day - Deathwatch (Item) Continuous - Eagle's Splendor (Item) 1/day - Faerie Fire (Item) - 3/day - Endure Elements (Item)
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 46/84 -- +10 F/+14 R/+13 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 0/2 Tuesday August 23rd, 2016 12:51:00 AM
Hearing Rillett mention invisibility, Clyde walks over. "Thanks for the heal. I had a greater invisibility spell active, and that definitely worked on them. Perhaps it has something to do with the spell's power level? And that Disrupting Weapon was destructive, we need more of those!"
Rill (MarkB) HP 72/93 - AC 23/13/21 CMD 21 Tuesday August 23rd, 2016 2:00:18 AM
"Actually Clyde, your spell and inspiration were a pretty important part of making sure we all connected."
That +5 to hit and damage was a big increase.
(Brock) Jozhur AC23 (CURRENT AC: 24)/ Touch 16/Flat 17--CMD 24--HP55/88 d20+15=31 ; Tuesday August 23rd, 2016 10:30:09 AM
Jozhur surveys the area for anything left behind from the undead and still in one piece.
He gentry brushes some frozen fragments from his clothing, being careful not to get any stuck in his fingers. "Indeed, very well done everyone. Those things were brutal, they could've made short work of us if we hadn't done so to them.
Jozhur smiles at Reggie, trying to to stare, No, that wasn't ALL you. But, ummm....you've got something in your teeth."
---------------------- Perception: 31
Yes, that +5 buff is amazing.
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 81/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 4/28 channel used 3/5) d6=3 ; d6=3 ; d6=2 ; d6=6 ; d20+9=17 ; d20+9=11 ; d20+9=29 ; d20+17=25 ; d20+17=36 ; d20+17=26 ; d6=1 ; d6=3 ; d6=6 ; d6=5 ; d6=2 ; Tuesday August 23rd, 2016 5:02:41 PM
Terser makes use of his heal boosting headband before offering it to Zeoll. channel to heal all for 14 He is panting heavily after the exertion, almost ready to collapse despite the multiple sources of restorative energy. He figures everyone pretty much could use some more, so channels again. channel 2 for 16 to all fatigued 8 rounds
Things don't usually come back after exploding, right? He offers a small prayer to Gargul, thanking him for bestowing his power through Rillett to help dispose of the things he calls abomination.
AC 21/21/19. CMD 19 HP 91 /91 Tishe' (SteveK) d8+1=4 ; d8+1=5 ; d8+1=2 ; Tuesday August 23rd, 2016 5:02:54 PM
Tishe' feels the healing pass over her and she pulls out a wand to take care of most of the rest on herself. "I don't have a cleric's shady healing picks, but I can trick magic items to think I do!" She tells the others.
It doesn't look like anyone is going to need her meager services, but she'll help who needs it.
.....
Wand Cure Light Wounds. (UMD 21, auto success) 4, 5, 2 =. 11 healing for Tishe'
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+12 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 0/2 d8+5=6 ; d8+5=7 ; Tuesday August 23rd, 2016 5:52:37 PM
Clyde nods at Rill and Jozhur sheepishly, mumbling a thanks. He feels the surge of healing powers course through him, and looking around, sees Terser preparing for a second wave of healing. Clyde walks over to thank him as well. Afterwards, he casts a very minor healing spell on himself, and offers everyone a Cure Light Wounds as well. It's not much, but may be helpful to top up. He's still suffering from fatigue, but otherwise feels much better.
====================================
ACTIONS: - Cast Cure Light Wounds on self #1: 6 hp - Cast Cure Light Wounds on self #2: 7 hp
CONDITIONS/EFFECTS: - Fatigued (-2 Str, -2 Dex, can't run or charge)
Zeoll (Cayzle) (AC27vsEvil; HP62of62) Tuesday August 23rd, 2016 7:42:57 PM Terser and Rill together bring Zeoll back to the very heart of health! The old liontaur sighs with relief and says a thanks but no thanks to Tishe and Clyde. He bows to Clyde as well in praise of the way he helps us all!
Cured, and even with his lumbago feeling better than in years, Zeoll pokes around the undead fragments with Captain Jozhur and looks for magic [cast Detect Magic and scan the area].
He is curious about what the Find The Path will reveal.
DM DPurifoy - Cooler than Captain Jozhur Sipping a Milkshake in a Snowstorm Tuesday August 23rd, 2016 8:49:43 PM Tishe takes a look around before joining the others on the ground. She sees nothing but the blown snow in all directions, with the mountain to the North seeming infinitesimally closer than it was when you stepped through the portal, and the one to the South still looming over the distant horizon.
Rill & Terser heal the party, while Tishe quips in her Sargrass slang that she can use her magic wand to supplement any healing needed, and Zeoll offers to add his own healing powers, with a boost from the magic item carried by Terser, if need be.
Clyde's uncertainty is assuaged by the others, who note that the bard's magical boons helped the party destroy these dangerous undead before facing that same fate themselves. He also notes that, although the intelligent undead can willfully pierce the protection of Hide from Undead, they cannot otherwise see through an Invisibility spell.
Reggie is relieved to hear that she did not cause all of the carnage, although Jozhur and Terser did note the warrior woman using her teeth to fight the frozen undead with raised eyebrows.
Jozhur finds a few items of interest, which then glow under Zeoll's magic-detecting gaze.
2 Rings Dagger Small Pearl Set of Bracers
Rillet'sFind the Path spell, seeking the nearest settlement of noble races, directs you North and West, just about following the receding trail of the undead you just destroyed.
The Bevroren Doden give no signs of stirring, although you can still feel the fading remnants of the dark energy that gave them "life." The subtle, unnerving tingle at the base of your spine gives pause to any thoughts you might have of bedding down in the immediate vicinity. There's no apparent danger, but the residual negative energy coming from the ice shards imparts no sense of comfort, either.
Everyone, please include a Perception check with whatever actions you take in your next post.
Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 21/54 (1hp Nonlethal) -- +10 Fort/+7 Ref/+11 Will Tuesday August 23rd, 2016 8:53:53 PM
Aesric drifts back to the ground, shedding stone from his robes as remaining sparks of lightning fade from his previously glowing hand. "I apologize for not being able to better aid you sooner," the master mage says, "but many of my offensive spells are for larger scale engagements. You'd have been caught in them. Fortunately, I did have something up my sleeve, though only the one until I next rest and have time to meditate."
"Speaking of," says the elf, "I can create that shelter if so desired. We're pursuing a trail, I realize, but these creatures cut deep. It might be wise to take respite and properly mend our wounds." At the moment, he's a guest, rather than an official member of this lot. The proposal comes merely as a polite suggestion.
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+12 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 0/2 d20+14=34 ; Tuesday August 23rd, 2016 10:25:54 PM
Feeling fully hale, Clyde joins the rest of the group to assess the situation. [OOC: Perception 34 (nat 20!)]
====================================
CONDITIONS/EFFECTS: - Fatigued (-2 Str, -2 Dex, can't run or charge)
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+14=34 ; d20+14=29 ; d20+14=31 ; d20+14=30 ; d20+14=15 ; d20+25=26 Wednesday August 24th, 2016 12:54:19 AM
"Hey thanks Terser - appreciate the healing. And our thanks to our Lord Gargul for keeping us alive and letting us remove such creatures from the Wold."
"You know Aesric, that lightning trick was good, but with these guys it was sparky sparky boom. You know that could be your new name! Sparky Sparky Boom Man. Actually, I think that name's already taken - seems I heard that somewhere before."
Rill will draw out a wand and touch Clyde as he intones the mystical command phrase "Hale and Hardy". Clyde's fatigue is removed. He will offer the same to anyone else suffering from fatigue.
As folks catch their breath, he will look at the magic items, attempting to discern their properties: Ring - Spell Craft 34, will ID up to Caster Level 19 Ring - Spell Craft 29, will ID up to Caster Level 14 Dagger - Spell Craft 31, will ID up to Caster Level 16 Small Pearl - Spell Craft 30, will ID up to Caster Level 15 Set of Bracers - Spell Craft 15, will ID up to Caster Level 0 (fail)
"Well, now that we've rested a bit, let's head that way. My God tells me it is the nearest place of habitation. Of course, it's also where those undead came from so maybe my God is just directing me to kill more undead. Either way, it's a win!"
Once others do what they need to do and perhaps help identify the bracers, he will head with the party in the direction his spell indicates. As they prepare to head out, he will scan the horizon (Perception 26.)
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 0/2 Wednesday August 24th, 2016 3:40:44 AM
After Clyde received Rill's spell, he takes a deep breath and lets it out nice and slowly. "Much obliged for that. I feel perfect now." He flashes Rill a grin and clasps his forearm to show his gratitude.
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 81/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 4/28 channel used 3/5) d20+11=23 ; Wednesday August 24th, 2016 9:40:58 AM
Terser thanks Rill for the offer, but declines, as his fatigue will pass momentarily. He could still use some good, old-fashioned healing though. perception 23
Shelter does sound good, at least for a moment to shake this chill. And that trick of yours, Clyde - I can swing mightily and not worry about missing so much! Reminds me of the last time I had the good fortune to travel with one of your ilk.
He will pass some of the time traveling telling Cylde a story of adventures held back in the Scab with Sam the bard, who was never out of place, despite being a gnome among dwarves.
Zeoll (Cayzle) (AC27vsEvil; HP62of62) Wednesday August 24th, 2016 1:17:00 PM
Zeoll looks over Rill's shoulder as he considers the magic items. The old liontaur kibitzes. I mean, "Aids Another." Yeah, that's the ticket.
Spellcraft to offer a +2 on another's check is +11 ... auto succeed. So those checks are at +2 ... as are any other mage (Aesric? Clyde?) who wants to take a look.
What the heck? He also casts Guidance as each item is considered in turn. That's a +3 total.
===== =====
Zeoll turns to Aesric. "My new frriend, yourr offerr of shelterr is most generrous, but we have not yet been herre long, and we still have daylight. I suggest that we prress on, following Rrill's divination, at least so long as daylight lasts. And if we do find some people, we can maybe get morre inforrmation about this gate and how to close it."
AC 21/21/19. CMD 19 HP 91 /91 Tishe' (SteveK) d20+15=18 ; Wednesday August 24th, 2016 4:39:58 PM
Tishe' helps out as she can with the magic items while leaning into Zeoll for warmth. "With several of us sensing the pattern in these items, it shouldn't take us long at all."
She is most curious about the items. "These undead carried them but did not use them, how strange!"
At Aesric's offer of shelter, Tishe' glances uneasily at the shards of what used to be negative energy powered ice corpses. "Maybe we should go on for a while?", she says only a little nervously.
The Ice Wall disappears. .....
Aid Another Spellcraft +18 auto succeed for each magic item
Perception18
Fly. 110 minutes. 60 feet.
Water walk (from Rillet)
Mage Armor. 1 hour. +4 AC
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.
(Brock) Jozhur AC23 (CURRENT AC: 24)/ Touch 16/Flat 17--CMD 24--HP88/88 d20+15=35 ; Wednesday August 24th, 2016 5:39:46 PM
Jozhur feels like he is completely recovering and declines further healing. "Tishe is right, we should move along. If civilization is that way, I suppose that's where we need to be headed. Just try to be on your toes everyone."
------------------------------ Perception: 35
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 3 /18 Wednesday August 24th, 2016 8:12:11 PM
Reggie quickly turns away from Jozhur wiping her teeth, "damn, this is sooo embarrassing." she mumbles.
Reggie refreshed at the healing she realizes she wasn't to wounded but still healing is always welcomed.
She takes her place beside her captain, almost like an over protective bodyguard.
DM DPurifoy - Cooler than Captain Jozhur Sipping a Milkshake in a Snowstorm d6=2 ; Wednesday August 24th, 2016 8:45:06 PM
With help from the peanut gallery, Rillet identifies all of the magic items (assuming your Nat 1 for a total of 15 was the Spellcraft roll, the +5 total from Aid Anothers & Guidance identifies up to CL 5th. Seeing cooperative auto-success, if no one objects, I'll just give you guys items CL 8th & lower from now on)
The items are: Ring of Protection +2 - 8,000gp Ring of Protection +1 - 2,000gp Pearl of Power (2nd Level) - 4,000gp Dagger of Poison (+1 enhancement; 1/day as a free action use Poison as the spell, DC 14. Effect can be applied after successful attack is confirmed) - 8,302gp Bracers of Archery, Lesser (proficient with all bows, +1 competence bonus to attacks with bows) - 5,000gp
Aesric, noting that his current, most powerful War Spells are best used when his allies aren't in danger of being hit, suggests the group take refuge in his magical structure to recover from the rough fight. With only the one undeniably effective combat spell, perhaps the Master Mage sees ways to improve his spell selection after this first battle alongside his new companions.
Rill cures Clyde's fatigue, but is turned down by the hardy Terser, who shares stories with the much improved & grateful Clyde, and agrees that a moment out of the cold in Aesric's shelter would be nice.
Tishe' suggests the group pushes on away from the snowy battlefield.
Zeoll agrees, while there is still daylight to travel by, and the sun offers what warmth it can.
Jozhur confirms that the group will press on, guided by Rillett's spell, and warns all to stay alert.
Reggie, after an embarrassing moment learning that she was actually gnawing on the undead in her battle rage, takes her customary position alongside the Captain.
Not ready yet to close out the day, you all travel onward, with Find the Path guiding you steadily to the North. Everyone make a Fortitude Save DC 17, failure take 2 nonlethal cold damage and you are fatigued (or exhausted, if already fatigued - the fatigue from rage has ended by this point). You get +2 on the save if you are protected by Endure Elements or similar, and another +2 if you are wearing cold-weather gear.
After about an hour traveling across the tundra, Jozhur spies another group heading towards you, from the direction you are now headed, as if they simply appeared out of the piercing snow.
About 300ft away, traveling in a single-file line, is a group of well-equipped humanoids. As they draw nearer (becoming visible to all PCs), you see the front two are pulling sleds. All are clad in large grey and white furs, carrying bows and blades. From this distance they appear to be large, powerfully built humans. The troupe, 5 in total, march steadily towards you, seemingly unslowed by the ever-present snow.
AC 21/21/19. CMD 19 HP 91 /91 Tishe' (SteveK) Wednesday August 24th, 2016 9:13:20 PM
Tishe' continues on, her spells slowly dismissing, until only her ineffective Roses Temperature Control is active. Upon the shout that there is another group, the sorceress gets her battle stance ready. She's not going to be caught napping again! ......
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 0/2 d20+12=27 ; d4+3=7 ; Wednesday August 24th, 2016 10:18:25 PM
Clyde continues to listen intently to the tale of the bard, blowing into his fists to try and keep them as warm as possible. He manages to keep the cold at bay, but it looks like there may be trouble ahead. Clyde slides Last Verse out of the scabbard, and murmurs a soft incantation under his breath. Seven illusory doubles of himself appears, mirroring his every action.
============================
- Fortitude save: 27 vs DC 17 (success) - Move action: Unsheathe sword - Standard action: Cast Mirror Image (7 images appear, lasts for 11 mins)
Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 21/54 (1hp Nonlethal) -- +10 Fort/+7 Ref/+11 Will d20+7=21 ; Wednesday August 24th, 2016 10:23:01 PM
Aesric, it should be noted, is quite injured after being cornered by the undead. However, the consensus among his hosts is that they should press onward. Who is he, the outsider, to further object?
It's certainly the case that he won't be heading back to the gate when there are sights such as those undead to be reported back to the Guild. The journey should make for an excellent edition to his current tome in progress. Still, the wounds as a concern. Even his occasionally glowing robes - while clad in stone - failed terribly to halt the talons of their enemies.
"Mmm. They aren't marching in the same formation as the undead previously were," the elf observes, lips drawn thoughtfully into a line. "They're using tools, as well, and wearing garb to ward off the cold. Perhaps we shouldn't react too hastily with these newcomers."
In the interim, Aesric keeps up with the party even considering his wounds and the ever-present chill in the air, the latter seeming to trouble him not a bit. Tougher than he looks, and evidently, ever the explorer.
Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will Wednesday August 24th, 2016 11:31:45 PM
(Just ignore that whole wounded bit. I neglected to see that I was included in the channeled healing. Sorry, not in tip top shape right now.)
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+15=31 ; d20+11=15 ; Wednesday August 24th, 2016 11:59:08 PM
Jozhur voices his agrreance with Aesric, "Stand down a bit folks, we're all jumpy. These are are probably local humans. They don't seem like the undead at all. Don't want them to think we're hostile until we know what they're up to."
Jozhur trudges toward the front of the Black Lions and begins waving an arm over his head at the approaching group. He watches closely for a reaction.
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 Thursday August 25th, 2016 12:00:31 AM
Apparently the link to my character sheet is broken, attempting to fix.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+25=28 ; d20+30=38 ; d20+15=18 ; Thursday August 25th, 2016 1:30:01 AM
(Fort save 18)
Rill will look again at these newcomers to see of there is any indication of their identity (Perception 28) or intent (Sense Motive 38). He will also cast Detect Evil (Range 60'), and his Deathwatch (Range 30') may give him more information as the approach.
He looks to see if they walk on the surface of the snow as we do.
"We should continue forward to meet them. They may interpret out waiting here as if we were setting up attack them." If the others move forward, he will too.
----------------------------------- Spells Running: Status on all but Zeoll (extended from the night before), Longstrider (extended from the night before), Disrupting Weapon (on Terser)
Spells/abilities available, * = cast/used: 0 (DC16): Mending, Guidance, Detect Magic, Detect Posion 1 (DC17): Long Strider (D), Bless, Detect Evil*, Protection from Evil, Protection from Evil, Hide from Undead, Shield of Faith 2 (DC18): See Invisible (D), Augury, Resist Energy, Resist Energy, Resist Energy, Spiritual Weapon**, Status 3 (DC19): Fly (D), Blindness/Deafness, Prayer, Searing Light, Protection from Energy, Water Walk* 4 (DC20): Dimension Door (D), Air Walk, Air Walk, Freedom of Movement, Bannish Immortal 5 (DC21): Teleport (D), Flame Strike, Plane Shift*, Disrupting Weapon* 6 (DC22): Find the Path* (D), Heal, Blade Barrier
Abilities/Items Agile Feet (Su) 9/day - Dim. Hop (Sp) 110'/day - 65' used Greater Insight (Sp) 2/day - Channel Energy (Su) 5/day - *** Obscuring Mist (Item) 2/day - Deathwatch (Item) Continuous - Eagle's Splendor (Item) 1/day - Faerie Fire (Item) - 3/day - Endure Elements (Item)
Zeoll (Cayzle) (AC27vsEvil; HP62of62, 2 nonlethal, fatigued) d20+13=14 ; d20+22=26 ; Thursday August 25th, 2016 7:24:54 AM
Zeoll wants to shrug off the cold ... but a nat 1 on his fort save gives him the shivers!
That does not stop him from walking forward and calling out to the visitors. In common, and then in other languages, he greets these people kindly with an open hand and no weapon other than the ones Domi gave his race.
"HAIL AND WELL MET, TRRAVELLERRS! May the gods keep you safe and snug! We arre peaceful visitorrs seeking news about this land. I am Zeoll, a liontaurr of the Norrth and the South. My frriends and I arre the lionfisherrs. adventurrerrs seeking to help others."
Diplomacy 26 Perhaps becuse his teeth are chattering, it is not the best speech he has ever given.
[Bad! Bad die roller!]
DM DPurifoy - Cooler than Captain Jozhur Sipping a Milkshake in a Snowstorm Thursday August 25th, 2016 7:05:06 PM Tishe', concerned after her delayed reaction to the undead Bevroren Doden, takes a fighting stance ready for battle.
Clyde similarly prepares himself for battle, drawing his blade and casting a defensive spell.
Aesric, noting the differences between this and the last group you encountered on the tundra, warns against any rash hostility
Jozhur seconds the wizard's words of caution, telling the party to "stand down a bit."
The humans stop about 40ft from the party, seemingly cautious, then drawing closer when Zeoll hails them. Rillett sees, through his Deathwatch eyes, that they are all alive and uninjured. Although they don't walk along the surface of the snow, as the magically gifted Black Lions do, the troupe's unique style of movement through the shifting white banks allows them to proceed without much trouble. You deduce that their single-file marching order also reduces the strain on those walking behind.
The group consists of four men and a woman, possibly the largest, most hearty examples of humankind that the Black Lions have ever seen. The lead man is a towering 7', his prodigious muscles visible even beneath the large mound of furs protecting him from the elements. Your best guess would put him close to 300lbs.
The sled he drags is attached to a harness at his waist, where sits a blue-grey bladed weapon that resembles a great scimitar. Behind him the others fan out slightly to be able to see what is going on, and each one carries a similar weapon and all easily stand over 6’ tall. They each have a quiver and a great white, composite longbow across their backs. The lead man regards the adventurers for a few moments and shakes his head slightly with a small grin. He speaks back over his right shoulder, where the woman stands. “Austlanders” he says with an exasperated sigh. She chuckles a bit and two of the others snort quietly with a nod. He adds to his companions “This hunt is over. We head for home,” before raising a hand in greeting to the party.
“Greetings, Zeoll of the Lionfishers. I am Úlf-warja'Ingr' of Ice Peak." He replies in the Common tongue. "You should go home before this land kills you, Austlanders. Celsiun does not abide the weak or foolish. Return to your homes, the Ice Vein is no place for you.” Pointing to the western skies he adds, “Tonight it will be truly cold.”
Survival DC 30 Highlight to display spoiler: {You can see a faint line of bright blue along the horizon. A high pressure system that will pull the already freezing temperature beyond what you can even fathom. It should hit shortly after sunset.}
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 0/2 Thursday August 25th, 2016 7:44:52 PM
Clyde looks sheepishly at Jozhur as the group of strangers show their unthreatening nature. Well, it was just a low level spell, better to be prepared instead of being caught flat-footed again, Clyde thinks to himself.
He has no idea how it could possibly get any colder than this, or how the man could know such a thing, but unless the cold is magical, he should be all right with his Tiny Hut, and that other new fellow Aesric seems to have an even better spell to protect them. With their winter gear and other protection, that should be enough. He hopes.
Besides, these primitive looking brutes seem capable of surviving, how hard can it be? And why not invite us and help us survive the cold that you can somehow see with that tiny primal brain of yours? How about a friendly duel where the winner gets to share your hearth? Clyde shakes his head to disperse such unworthy thoughts. Need to keep that rage in check whenever someone belittles my capabilities. Unchecked pride is a terrible thing.
Clyde smiles and shrugs his shoulders. Moving next to Aesric, he whispers "so, about that spell that will shelter us, what's it called, and do you think it can handle what that guy's saying? My Tiny Hut spell has its limitations, but it could help a bit."
============================
- Mirror Image (7 images, lasts for 11 mins)
Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will Thursday August 25th, 2016 9:38:36 PM
"It could, yes," Aesric says to Clyde with an inclination of his chin. "It may well provide shelter for our newly met acquaintances, if they should care to rest here rather than march all the way home."
It's a diplomatic gesture of his own, and he explains in turn to Úlf-warja'Ingr', "I am a mage. Magical shelter is at my disposal to create, enough to ward off the chill to come. You would be welcome to take shelter with us for the night. Fair trade, I think, for your answering a few questions about the area?"
Aesric clears his throat lightly and notes, "I am a guest of these adventurers. Another mage from our land was somehow involved in opening a passage to this place, and a great power was involved in his success - or his death, or perhaps both. Whether they go on or leave, I have a duty to investigate what happened."
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+10=20 ; d20+30=40 ; Thursday August 25th, 2016 10:41:22 PM
Rill pushes his helment back on his forehead a bit and then rubs the back of his neck as he speaks. (I assume his Detect Evil did not reveal them to be evil.) In his white robes he almost disappears into his snowy surroundings.
"Wow, is it always this cold here?
“Look Elf Warja Inger, we have a bit of a problem. I am Rillett Savenport of Bonetown, and a Soulseeker of Gargul. You see, some knuckle headed mage tried to open a portal to this place. He succeeded, but it killed him in the process - froze him solid. Now a portal stands open in our town, and the cold pouring from it threatens to destroy the town and it’s inhabitants. Some great big winter wolves even came through, but we were able to kill them before they hurt anyone else. We know this mage had help creating this portal. We came through, hoping to find the information we need to close it again.
“We are indeed Austlanders, if i understand the term correctly, and we are not equipped to survive in your climate. But there are many innocent lives at stake. We have to seek the information we need to close off this land from our town. Maybe we can speak with someone at your village of Ice Peak, or this Cesium you mentioned?
“We cannot go back without figuring out how to close this portal and save our town. Help us Elf Warha Inger - you’re our only hope!”
(Diplomacy 20 to attempt to influence them - or to assist anyone more eloquent that Rillett.) (Rill will also use Sense Motive 40 to determine if they have some ulterior motive, or if they are receptive to his plea.)
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 3 /18 d20+15=22 ; d20+3=12 ; Thursday August 25th, 2016 11:25:40 PM
Reggie isn't a diplomat, preferring to explain things in a more physical way.
She remains by the Captain's side like some bodyguard. eyeing up the largest of the locals just in case something turns sour.
{ooc: perception = 22, Sense Motive = 12}
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 0/2 d20+20=29 ; d20+40=59 ; Friday August 26th, 2016 12:21:49 AM
Clyde observes as several of his companions attempts to parlay with the strangers. He was used to this sort of engagement, but didn't want to seem too aggressive amongst new allies. But as more of his companions speak up, Clyde decides to get a word in, but first thing first. Covering his mouth to pretend as if he was blowing more air into his fists to warm them up, Clyde casts a spell upon himself.
[OOC: This is the Diplomacy 29 attempt below] "We are neither weak nor foolish, good sir," Clyde steps up to speak to the man, "though some of us are certainly foolishly freezing." He flashes the large man a smile. "Would you be able to help us out in providing more information about our surroundings, or some information about people in this area with a talent for the magical arts? It would help us a great deal in possibly shutting down this portal my friend was speaking of."
[OOC: This is the Bluff 59 attempt below] "The portal already brought danger in the form of wargs into our land. Perhaps it will bring danger into yours, possibly ripping the very fabric of reality itself apart. You never know when dealing with these," Clyde waggles his fingers in the air, "magical things. Anything's possible." He motions towards his seven mirrored images as if to prove his point.
============================ ACTIONS: - Standard action: Cast Glibness - Diplomacy: 29 - Bluff: 59 <--- Using Glibness
EFFECTS: - Mirror Image (7 images, lasts for 11 mins)
DM DPurifoy - Cooler than Captain Jozhur Sipping a Milkshake in a Snowstorm d20=5 ; d20+13=31 ; d20+8=11 ; d8=6 ; d6=4 ; d6=4 ; d6=2 ; d6=3 ; Friday August 26th, 2016 5:08:58 AM
At Aesric's mention of a magical shelter to keep the cold at bay, Úlf-warja'Ingr' nods respectfully, though the big man gives a chuckle when the mage describes his offer as a "fair trade."
"We do not sleep away our days in Ice Vein, nor waste them dreaming of such." He replies in his matter-of-fact tone, adding "Such a passage to the Northlands is a matter for the village elders, not a hunt leader." As if that statement explained all that anyone would ever need to know about portals and such. "We must return to Ice Peak; shelter can be made when it is necessary."
The Ice Peak Hunters are not evil. Úlf-warja'Ingr' seems to give Rillett's speech due consideration, though he doesn't appear particularly moved by Bonetown's plight. The other four hunters' eyes widen briefly at the mention of Rillett's ties to Gargul. The Ice Peakers' motives are as they state; they intend to return home, having now ended their hunt, and instead of the sought trophies, will bring the adventurers back instead to speak with the elders.
While not speaking directly to anyone, Úlf-warja'Ingr's eyes tend to roam back to Reggie. Though there is no hostility in his gaze, it appears he is returning the woman's appraisal. And, perhaps, the two warriors from distant lands even share a brief moment, recognizing a similarity in their positions and social preferences, if nothing else.
"You must speak with Mjolka'Frodr, who speaks for our dead, Rilt Savvypork of Bonetown."
Clyde's attempt to hide his spellcasting is quite obvious. Glibness has no Verbal components, but unless the spell is Stilled you need to effectively disguise the Somatic aspect.
DM rolled Slight of Hand (untrained) 5 for Clyde Highlight to display spoiler: {(+2 Dex -2 ACP) fails vs Perception 31 (8 ranks, +2 Wis +3 Class).}
"Here you all stand, so it seems Celsiun has found some strength in you." He replies, as if this were the greatest compliment one could give regarding the group's abilities. "Yet your priest says a single pathway between our lands brings peril to your people." He shakes his head. "This is Ice Vein," he states, motioning to the expanse of snow and ice as he slowly approaches the 8 images of the bard. "I will admit my distrust of such magic." He gives the seemingly deceitful though undeniably convincing spellcaster a look of suspicion (Sense Motive fails vs Bluff). "I do not understand it, but when your own mages cannot control where and how their magic goes, I need not understand to know it's dangers."
Clearly demonstrating his lack of ill-intent, Úlf-warja'Ingr' reaches out slowly to adjust Clyde's cold-weather gear, but snorts when his hands pass through and erase one of the mirror images (d8=not a 1). Turning without another word, glancing only briefly at the state of the other Austlanders' cold weather gear and shaking his head, Úlf-warja'Ingr' leads his hunters back the way they came. You can hear him quelling small outbursts of opposition from the other hunters, who seem to have even greater disdain for the party's particular show of magical strength.
The Ice Peakers, if you follow, travel North at a good pace for the next four hours. The natives seem unbothered by the cold, and continue their easy movements through the snow. Following their trail closely makes the going a bit easier for you. Or at least that's what you tell yourself as you trudge through the snow behind these barbarians as cold as the lands they inhabit.
Fortitude Saves: (+2 if wearing cold weather gear, +2 more if protected magically) DC 18 failure 4 nonlethal cold damage and fatigue DC 19 failure 4 nonlethal cold damage and fatigue DC 20 failure 2 nonlethal cold damage and fatigue DC 21 failure 3 nonlethal cold damage and fatigue
You are exhausted if you fail two rolls. Please note expenditures if you magically cure either fatigue or exhaustion.
At a signal from Ulf, with the sun sinking off to the West, the procession stops on a flat stretch of tundra. Two Ice Peakers move off about 30ft and pull out great spears. They pierce and jab at the snow, causing a section of what appeared to be solid ground to fall away into a 40’ gorge. After securing a few ropes the hunters all drop down to a 20ft cave opening in the side of the crevasse, lowering the sleds and their gear in a quickly efficient manner.
Úlf-warja'Ingr' waits at the top to invite the party to join them in the cave shelter below, and also to see this magical house that stands proof against the cold of Ice Vein.
If you take shelter with the Ice Peak Hunters Highlight to display spoiler: {The cave is a 20ft diameter burrow hole that continues on through the hard packed snow and ice. "Iss'Worm" is the hunters' only reply if asked about the tunnel. They light a small fire and set up a large, single-room tent structure within the tunnel. You are fully rested and recovered from the day's march and the cold.}
Zeoll misses his third save, takes another 2 nonlethal, and his fatigue changes to exhaustion.
He struggles to keep up as best he can. "Ourr best lead so farr," he gasps, "Is to speak with this village elderr. Let us seek shelterr therre."
AC 21/21/19. CMD 19 HP 87 /91 Tishe' (SteveK) d20+14=15 ; d20+14=31 ; d20+14=32 ; d20+14=24 ; Friday August 26th, 2016 6:05:30 PM
Tishe' ends her preparations for a fight as the other group approached and the two began speaking. She keeps silent, only looking sheepishly at the wet weather gear stuffed with wool that she tried to use for cold weather gear. "It's obvious they have knowledge to survive in this 'Ice Vein' place", she says more expensive lining to herself than the others. "If we were I. The Sargrass, we would take the advice of the Manfri. Maybe this Speaker of the Dead will be able to help about the portal."
Tishe' will let someone else take the lead, but will gladly follow in the trail made by these burly humans. The cold seeps into her skin, a momentary mistake with slush going down the back of her slicker makes her tired and miserable in only the first hour, but the sorceress gamely presses on.
When the ICe Peak hunters open the crevasse, Tishe' is impressed and feels they need to do something to return the awe. Casting Feather Fall twice, she touches every member of the Black Lions, Aesric, and the Ice Peak Villagers (if they let her) and simply steps off into space, gently floating down to the bottom of the survival cave. "Shady!" She says in obvious approval.
...... Fort Save. 15fail, 31, 32, 24.
Feather Fall. 1 person per level. ( need two spells for both groups)
Winter clothes.
Extended Roses Temperature Control. 38 hours. Self only. endure elements, prestidigitation with temperature, and/or ice 5ft patch like Grease spell with touch as decided.
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+11=20 ; d20+11=19 ; d20+11=24 ; d20+11=26 ; d20+16=20 ; Friday August 26th, 2016 6:33:19 PM
Jozhur greets the leader of the hunters, "I am Jozhur, these fine folks call me their leader. Forgive us for being a bit jumpy, we're no strangers to conflict. Trust in me that we do not seek any trouble with you." He extends a hand to Úlf-warja'Ingr, hoping the mountain of a man does not crush it.
"Someone opened this portal intentionally. It can be traveled through both ways. It's existence may be as much a threat to your land as it is ours. We would appreciate meeting with your elders to work together on this."
He struggles along with the ice peakers, managing to stave off further effects of the cold. He jumps over the edge, and floats to the bottom thanks to Tishe's spell. He is happy to stay in the shelter, but is a little uneasy when he hears the word "IssWorm".
---------------------- Fort saves: 20, 19, 24, 26 Diplomacy to aid Clyde: 20
Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will (2 nonlethal, fatigued) Sub Cayzle d20+14=19 ; d20+14=30 ; d20+14=15 ; d20+14=31 ; Friday August 26th, 2016 7:01:32 PM
Aesric smiles and agrees to follow the advice of the party's hosts as to the best place to put his shelter.
The cold does get to the mage somewhat (fatigued).
Aesric is happy to accept the feather fall, although he clearly is capable of that or better. Not that he lets such a feeling show. He strives to continue to be as patient and polite as possible.
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 1/2 d20+14=22 ; d20+14=29 ; d20+14=25 ; d20+14=29 ; Saturday August 27th, 2016 4:47:33 AM
Clyde follows along with the rest of the group, managing to ward off the cold despite the constant press of the chill. Not all of his companions were so lucky, and he makes sure to help out in any way he can, even if just with words of encouragement.
With the sun setting, Clyde continues to follow them to a cave shelter below, accepting Tishe's feather fall spell for the descent.
=======================
OOC: Knowledge check using Lore Master to get a 20 roll to see if Clyde knows what "Iss'Worm" is. I'm not sure which Knowledge skill to use, but it'd range somewhere from 31 to 36 depending on the skill if you check my sheet.
AC 21/21/19. CMD 19 HP 87 /91 Tishe' (SteveK) d20+8=19 ; Saturday August 27th, 2016 11:19:07 AM
Tishe' smiles in a friendly manner at Aesric, and waits until none of the Ice Veiners are around. "I know it's such a minor spell, but why waste the weaving? Packmates help each other, and after being in a fight together, you are part of my pack as far as I see the pattern."
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 81/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 4/28 channel used 3/5) d20+16=35 ; d20+18=20 ; d20+18=23 ; d20+18=30 ; d20+18=38 ; Saturday August 27th, 2016 11:24:37 PM
[Fort saves : 35, 20, 23, 30, 38]
Terser sees the Wisdom of Tishe''s words about taking advice from the locals. Feather fall is an interesting sensation, and he wishes he could experiment with it more.
Upon mention of the worm, he wonders if that is what they saw eat mammoths earlier, and asks as much. Then he craves some mammoth meat, as if the worms eat it, it's probably good.
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 3 /18 d20+20=22 ; d20+20=36 ; d20+20=34 ; d20+20=24 ; Sunday August 28th, 2016 11:38:43 AM
{ooc: fort saves: Dc 18 = 22, DC 19 = 36, DC 20 = 34, DC 21 =24}
Reggie follows along, she keeps an eye on Ulf, doing her best to keep up with him, and match his strength and endurance.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+14=29 ; d20+14=32 ; d20+14=25 ; d20+14=23 ; Monday August 29th, 2016 12:44:11 AM
Rill is able to resist the cold, and he will expend 4 charges from his wand of Lesser Restoration on Tishe, Zeoll (2), and Aesric, removing any fatigue. He will also ask Ulf if any of them are injured or sick.
He will later Feather Fall down with the others as they descend into the ice cave. "Thanks Tishe."
As the light fades, Rill will will pull out a Dagger that has Continual Flame cast on it. He will approach Ulf.
"Ulf, you and your people have been kind and accommodating to us. I know you tend to mistrust magic, but please accept this small gift. The flame on this dagger will never fade. It gives off no heat, and will not risk lighting anything on fire. You can stop the light by sheathing or covering the blade, but it works again when uncovered."
"I noticed that you seemed concerned when I mentioned Gargul. Will you tell me what you know of Gargul in this land, and why mention of his name would be cause for concern?"
Rill will cast an extended Longstrider, and two extended Status spells before going to sleep. He will sleep wherever seems safe and warm. He relies on the Endure Elements power of his boots to fend off the cold in this sheltered place.
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 81/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 4/28 channel used 3/5) Monday August 29th, 2016 12:42:23 PM
Terser chuckles a bit as Rill pulls out his light giving dagger. Silly humans, can't even see in the dark. It's a wonder they've survived this long.
Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will (2 nonlethal) Sub Cayzle Monday August 29th, 2016 2:03:06 PM
[OOC: Not sure how long I'm subbing for Aesric ...]
The mage makes a formal bow and thanks Rill for curing his tiredness.
"If we are pausing here to rest for the night, I'll use my magic to help us remain safe and sound."
AC 21/21/19. CMD 19 HP 87 /91 Tishe' (SteveK) Monday August 29th, 2016 5:16:10 PM
Tishe' looks over to Jozhur. "Captain, I have a nice cozy fire that I can produce, but I just don't know how much beneficial magic we can do before it overwhelms our hosts."
She will try to otherwise remain in the background and out of the way.
Zeoll thanks the party's hosts warmly, but privately has words in secret with his friends.
Too often before I have found myself capturred orr betrrayed orr both. Please do let us set watches and sleep lightly, with weapons close at hand!
Bluff to pass secret messages: Bluff 16. Well, more simply put: Keep watches! Be warry!
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 1/2 Monday August 29th, 2016 9:47:25 PM
Clyde settles in nicely, glad to finally feel safe and sheltered from the blast of the wind. He perks up as Aesric mentions using magic to make everyone even safer. That would be nice. He could do with some sleep as well, this cold was seeping away his energy much more than he'd have liked.
DM Dan K - A Night in the Vein Monday August 29th, 2016 11:13:33 PM
The march with Úlf-warja'Ingr' and the others is tougher on some than others. The cold, the biting wind and binding snow though does not appear to slow or hinder these men and women of the Ice Vein. During the trek, Rillett uses a wand to assist his fellow Black Lions. As Úlf-warja'Ingr'and his people locate teh cave and lower down, Tishe casts a relatively simple spell and alows herself and the rest to float down to the tunnel and shelter that is being provided. Clyde searches the stories he has heard, but comes up with nothing on an Iss'Wyrm. Úlf-warja'Ingr' is willing to elaborate and the the group can quickly put it together that the the creature thay saw take down the mammoth was an Iss'Wyrm. Further talk during the night allows Clyde to associate Iss'Wyrm with a Frost Worm, but the Iss'Wyrm is at least half again as large as any Frost worm he has ever heard of.
Úlf-warja'Ingr' nods and accepts the dagger from Rillett and as he stows it he shakes his head and chuckles. Even as he does so one of the others stands as if to say somethine, silenced and humbled with a mere glance from the powerful man you know as Úlf-warja'Ingr. The big hunter gestures for you to take a seat and pulls a steaming pitcher of some potent brew from a bag. He then produces a large tankard for everyone present and fills it. "You do not understand" he begins. "We are not strangers to magic, but we do not keep faith in such temporary measures when it comes to our survival. magic in this land is fleeting, untrustworthy and prone to failure. Reliance upon it will be your deaths."
Rillett brings up Gargul, Úlf-warja'Ingr amswers. "We are of the old ways. The powers of Celsiun and Burfell watch over my people. I have little use for your northern gods, but the elders and Kayra say I must be open and so I listen. You are not the first austlanders to trend into our lands." he pauses and then raises his tankard, "you are only the 4th or so that i know of to have lived more than day and so it seems Celsiun perhaps smiles upon you."
Night settles in and Aesric mentions magic to keep the group safe. Úlf-warja'Ingr steps to clasp Jozhur by the arm and look his in the eye, "You have my word that we will shall be safe this night Jozhur of the Black Lions"
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 3 /18 Monday August 29th, 2016 11:24:46 PM
Reggie stick close to Jozhur, seeming like a protector. the look in her face indicates that she shares a a similar belief as these people do. Reggie harnesses magic, but she both fears it and respects it. she does not like to rely upon it.
"Ulf, it seems you and I have more in common than I thought."
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Tuesday August 30th, 2016 1:41:13 AM
Rill will accept the drink they offer, asking what it is.
"Hmmm. Celsiun and Burfell. These names are unfamiliar to me. I to seem to recall a tale of two great powers - Celsius and Fahrenheit. They fought for control over something, each winning adherents that followed their ways. But overshadowing all of this was the dark lord Kelvin. I don't remember much more. Do you think they are related to your gods?"
He will rest, pray for spells, and be ready to go in the morning.
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 116/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 4/28 channel used 3/5) d6=6 ; d6=2 ; d6=1 ; d6=1 ; d6=1 ; d6=4 ; d6=2 ; d6=5 ; d6=6 ; d6=1 ; d6=4 ; d6=1 ; d6=6 ; Tuesday August 30th, 2016 1:42:35 PM
Terser wonders for a moment that Rill might have stumbled onto the fact that he secretly reveres the great Kelvin over any others, but dismisses that for a coincidence. Still, he will have to make sure the secret of his following doesn't get out to any unworthy.
He shares with their new friends that he is also wary of magic, and only seldom relies on its power, relying more on his own strength and inner fire. Still, the magic that Rill used to bless his weapon proved invaluable in the destruction of the undead, and he would not shy away from using it when necessary to protect himself, his friends, and the powerless.
With the guarantee of safety, Terser will feel free to use another channeling to heal the remaining scratches he picked up in battle. The rest of his wounds will be fine with a good rest. Channel heal 14 and 21, Heal check 18 (take 10) to recover double with rest.
AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK) Tuesday August 30th, 2016 6:16:17 PM
Tishe' has not met a whole group of people that don't like or trust magic. But she is also is wise enough to keep quiet when she needs to be.
Graciously, she accepts the drink and takes a sip; anything hot would taste great now!
She waits for others to keep the lead in conversation.
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 2/2 Tuesday August 30th, 2016 9:00:10 PM
Clyde shivers as he ponders Úlf-warja'Ingr's words regarding the frost worm. He listens to the others as they talk of Celsiun and Celsius and wonders what they're speaking about. [OOC: Use Lore Master to get Knowledge (Religion) 35 on Celsiun]
DM Dan K - Ice Peak Tuesday August 30th, 2016 10:28:16 PM
The night is indeed uneventful and the shelter provided quite warm. The natives strip down to nearly nothing and bed down under pelts and the small fire reflects and redoubles its heat through the small enclosure. Terser channels healing energy and everyone at this point is now in perfect condition. The conversation turns to Celsiun, Burfell and others, though none seem to know who Rillett is talking about. For Clyde, stories of the mysterious southern continent are few and very far in between, though he does recall a tale involving Ebryon, the Fey king and his court that had as one of the royal lords a being called Celsiun. Could that ancient immortal now be the very power here in the Ice Vein? None in his company have an answer to that theory, though Úlf-warja'Ingr will state in a very factual tone that he has seen Celsiun once. Not just the storms that encompasses the power but the power. Úlf-warja'Ingr describes him like an elf, but as tall as a giant. In splendid regalia as that of a king. He can offer no more on his tale, for the sighting was brief. The sun rises and the group is off again.
Following morning the group all feels completely refreshed to continue to Ice Peak. Heading north and into the foothills of the great mountain the party saw when they first arrived. The mountain is truly massive, imposing and its majesty seems to push upon you. It is unyielding. Barely contained power. Everlasting. You almost begin to feel your mind being drawn to it when the lead hunter announces your arrival at Ice peak. It has taken 5 hours to make the journey with you arriving at midday.
Fort Saves DC 15, 16, 17, 18, 19 Any failure take 2 nonlethal cold damage and you are fatigued (or exhausted, if already fatigued) You get +2 on the save if you are protected by Endure Elements or similar, and another +2 if you are wearing cold-weather gear.
Ice Peak Village is surrounded by a great wall of snow and ice. The wall stands 25’ high and is 15’ thick. It not only forms a formidable barrier against creatures, but also the wind. For once within the walls, the biting air is halted. Inside, the village is comprised of multi family longhouses dug down into the ground with animal skin walls and roofs. There is a multi layered entrance with great hides and furs that assure the interior of the building is never directly exposed to the outside. The party is asked to wait at the gates and have attracted a fair amount of attention from the inhabitants of the village. All of whom seem armed and ready to defend what is theirs, right down to 7 children, perhaps 10-14 years in age. Úlf-warja'Ingr and the other hunters head inside.
Your wait is quite brief as Úlf-warja'Ingr reappears in just a few minutes and escorts you inside. He takes you to a longhouse.
"Here you can rest and eat in comfort inside." He says and heads in with you. The longhouse is occupied by 8 others, but has plenty of room for the party. Ulf-warja’Ingr introduces the group to the house leader Dra'Gul. A barrel chested barbarian standing at 6’2 and around 275 pounds. Before leaving he tells the party they may only move about the village if they leave their weapons behind. "I am off to speak with Kayra and the elders and will send for you or return myself when they wish it."
Dra'Gul shows the group to a private area and then rounds up the curious eyes of the others and shoos them off.
OOC: Zeoll only gets particular spells back if he sleeps in nature. Did this count? If not he can still use those slots for heals and summons. DM yes the ice cave counts
The night before, Zeoll listend to the tales of the fey court and offers his own stories.
The next day, fort saves are all good, and Zeoll arrives fresh as a daisy.
In the longhouse, Zeoill greets the people there and introduces himself and the party.
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 4 Non lethal, EXHAUSTED d20+11=17 ; d20+11=13 ; d20+11=15 ; d20+11=23 ; d20+11=25 ; Wednesday August 31st, 2016 1:26:26 AM
Jozhur has a hard time getting acclimated to the cold once again after leaving their overnight shelter. He struggles through the cold and is relieved to finally reach Ice Peak.
When told they need to leave their weapons in the longhouse, he replies with only, "Understandable", then drops his backpack, bow, and blades in a neat pile along a wall before laying down on his pack to rest.
---------------------- 2 saves failed, exhausted
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 138/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) Wednesday August 31st, 2016 1:49:36 PM Fort save 14, +2 (EE), and another +4 from Endurance feat that I had forgotten applied = +20 all saves auto passed
Now that he has remembered what it is like to be cold, it is a small matter to trek through this frozen land (though some shiny new boots certainly help). Still, food and drink are quite the draw in the longhouse, and much appreciated after a morning slogging through the snow, and assisting his exhausted captain along.
He props up his glaive and javelins by the pile of Jozhur's weapons.
Reggie stays with Jozhur as he struggles with the cold, she offers her furs to him to keep him warm, or perhaps something else? (body heat perhaps?)
"I'll keep an eye on things here if you wish, while you guys explore." She offers. "though I recommend The Captain remain here, with me, to rest"
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+18=24 ; d20+18=24 ; d20+18=25 ; d20+18=37 ; Wednesday August 31st, 2016 4:34:05 PM
(all Fort Saves made)
Rillett drops his morning star with the other weapons.
Then he pulls out a wand to eliminate the effects of the cold on Jozhur - unless Jozhur rejects is ministration in favor of other, er, remedies.
(He will offer the same to others - I'll keep track and subtract the charges.)
Rill will introduce himself and the others to Dra'Gul.
"Dra'Gul, you are certainly lord of your house and I do not wish to interfere with your rules, but I am happy to satisfy the curiosity of your family and friends. One benefit of visitors is the chance to gain a better understanding of each other."
After answering any questions there, Rill will accompany the party out in the village. He will engage any curious onlookers by introducing himself and telling them of Gargul as the lord of both life and of death. However, he does not proselytize. He also asks about this place, about the local sights and local threats. Are there nearby villages? What gods are worshiped here, and where are their religious houses or shrines? Do their gods demand sacrifices? Who are their healers in this village?
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 2/2 d20+12=30 ; d20+12=29 ; d20+12=17 ; d20+12=20 ; d20+12=15 ; Wednesday August 31st, 2016 5:47:45 PM
Clyde awakens feeling better, glad to be moving again despite the biting wind. He managed to stave off the worst of it, but as he neared the village, the cold took him and fatigue settled in.
"I could use one of those charge from the nice wand that removes fatigue," Clyde asks Rill. "Though perhaps if we're staying here overnight, there's no need to waste a charge."
SAVES: - Fort save 1: 30 vs DC 15 (success) - Fort save 2: 29 vs DC 16 (success) - Fort save 3: 17 vs DC 17 (success) - Fort save 4: 20 vs DC 18 (success) - Fort save 5: 15 vs DC 19 (fail, fatigued)
CONDITIONS/EFFECTS: - Fatigued (-2 Str, -2 Dex, can't run or charge)
AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK) d20+14=22 ; d20+14=24 ; d20+14=26 ; d20+14=34 ; d20+14=16 ; Wednesday August 31st, 2016 9:46:14 PM
Tishe is getting better at this icy travel, only growing fatigued at the last hour before getting to the village. She is tired and thankful for the hospitality and doesn't say much.
DM Dan K - Ice Peak Wednesday August 31st, 2016 10:34:08 PM
Dra'Gul will speak with the party and specifically with Rillett, as the others don't apear to be in much of a talking mood. Dra'Gul suggests the spiced mull wine to rmove the chill and if the party has extra clothes, changing into new dry clothes would help. Dra'Gil chuckles a bit at Rillett's offer, "I only thought that after coming in from the wilds, you would want some time to yourselves and gather yourselves." Dra'Gul pours himself a glass of a clear liquid tinted with blue, gives a toast and leaves the group in peace. The other members of the house do not approach, but go about thier own business and leave the party in peace as well
Some of the group, especially Rillett head back out intot he cold ato explore the village. Ice Peak turns out to be fairly sizable, but a number of inhabitants is hard to guess at as each longhouse holds multiple families and groups. Several large fires burn about and activity is about those areas and so it is where Rillett heads. The men and women near the fires are all working and warming themselves before heading off towards a building. There is does not appear to be much idle time in Ice Peak. Rillett and any with him, notice only glimpses of children from around corners. Rillett's questions and inquiries are overy received by any he speaks with. he does learn of a place Called the Twin Tusks, a violent raiding people to the south by the great volcano. Celsiun is the revered figure of Ice Peak, though recently, the people have heard of Domi and Gargul from other Austlanders that have passed through. Many of the Hunters know the art of healing and of course the witch. When she is mentioned, voices become hushed and several nearby ook about themselves. That topic is quickly dropped.
The group is asked by some what brings them and how they were brought. By the Powers or their own skills? Several express an interest in ourneying back through the rift to see this place of green and open seas called Bonetown
[OOC: Kindly DM, does the place we slepT count as "Nature." I'm thinking not?]
Zeoll is glad to meet this Dra'Gul fellow, and even more glad to enjoy his spiced wine.
But before drinking, Zeoll tells the story of the time his friends and he were visiting a wise man in his home, and the food turned out to be poisoned. So Zeoll hopes he will not mind if he casts Detect Poison, which he does.
Diplomacy 30
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 5/27, Boots of Speed 3/10, Lore Master 2/2 d20+20=23 ; Thursday September 1st, 2016 3:28:46 AM
Clyde forces a smile onto his face. It wouldn't do to seem aloof as a guest when the host have been so courteous thus far. He warmly accepts the spiced mull wine, and lets out a deep sigh as it warms his body and soul. He graciously thanks Dra'Gul.
To anyone that's curious and keen to hear, Clyde will let them know that he's only recently returned to Bonetown, and that he's been a wanderer for most of his life. Using his natural talent as an orator, Clyde weaves a tale of his adventures and misadventures for anyone listening. He warns the people that the cold has addled his brain a bit, so he may not be at his best in telling the stories.
AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK) Thursday September 1st, 2016 5:59:58 AM
Tishe' dully hears Dra'Ghul through here fatigue but gratefully drinks anything warm. Equally grateful is the feeling of being out of the biting wind! And when she sees the natives stripping down for sleep and is reminded of the admonition about wet clothes, the sorceress does the same. It is amazing how much warmer she gets without all that wet about her!
Warmed and refreshed, sitting in the longhouse, Toshe' listens to the stories and tells her own about two groups of adventurers in an ice cave seeking a powerful magic during the time of the Rise of Eberyon. "Forgive me", she says sheepishly, but I'm not good at remembering names. It was a strange pick, the two groups; one from a very hot climate and one from intensely cold; but how we thought of protecting those who need protection, how might must be the servant of right... We were the same."
in the morning she bundles as best she can and Tishe' will ask thier hosts "how can I get real clothes to keep us warm?" She's willing to trade work or item or knowledge as she can, while waiting for the elders to be ready to speak with the Black Lions.
DM Dan K - Ice Peak DM Clarification Thursday September 1st, 2016 9:43:41 AM
The Party arrived in Ice Peak at Midday. You have only been in Ice Peak for a few hours, not Overnight Current Time is late Afternoon
Also due to late night posting i forgot to include the following
Anyone drinking the hot mulled wine offered by Dra'Gul Highlight to display spoiler: {Not only does the warm liquid feel good, it is obviously highly potent alcohol and any fatigue, aches or pains vanish. A second glass, is probably a bad idea. OoC the wine cure 1d6 non lethal and removes all fatigue and exhaustion effects}
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Thursday September 1st, 2016 11:29:10 AM
Rill will continue to engage the villagers in conversation. He is interested in learning more about the gods Celsiun and Burfell. He is surprised they seem to have no knowledge of Gargul, and will educate them about his role in birth, death and reincarnation.
When they return to Dra'Gul, he will ask who the witch is that some of the villagers mentioned?
(I will assume that 3 charges of his wand were needed to address exhaustion and some of the fatigue. The drink we were given should address anything else.)
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 138/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) Thursday September 1st, 2016 1:57:58 PM
Terser looks around to see if the children partake of this wine too. He knows that that is frowned upon in many human cultures, and this stuff is strong enough to effect even a dwarf!
Much praise to your drink! Does it work as well when not fresh off of the fire? This could be very comforting when we resume our task outside the comforts of your home.
He has no stories of Bonetown, as it was mostly a stopping place between travels for him. He does have interesting stories to tell of the Scab though, and of the wonders and dangers that exist below the ground there.
AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK) Thursday September 1st, 2016 5:20:18 PM
Tishe', much refreshed, laughs with much enjoyment at Rillet's surprise. "We are in the Southern Continent, my dear. Here, the northern gods hold little sway, and it is the Powers that protect thier people from birth to death. Each land has its own Powers. My own Sargrass Plains had the Power called Sargrass. The Gateway Downs have the Crones, and so on. These people have their own guardians and are obviously surviving just fine."
Zeoll grins and shares his story about how the Crones and Gargul cooperated to ring the Chaos Bell the last time it was rung.
Well, how they cooperated to get some adventurers to ring it for them, actually.
Okay, it was him. He rang the Chaos Bell with his friends, the Iron Hookers of Hook City. He grins at the memory as he sips this most refreshing vintage.
Diplomacy 25.
Then he tells the story about the time he was in the Sargrass, and was captured by Manfri who had never seen a taur before, and they had knocked him out and put an apple in his mouth and started roasting him over a fire before they learned he was not a dumb beast.
Diplomacy 27.
Then, feeling the effects of the drink, the elder liontaur breaks into song, an exceptionally old song called "The Ballad of the Lonely Wemic."
Step on the path frrom the hinterrland Follow then wherre it will lead. Strrangerr will offerr a strrangerr hand Welcome all that you don't underrstand Searrch forr an answerr beyond the strrand Then may the Wemics be frreed.
Perform (song) 23.
Zeoll laughs. "Okay, that's my song. First one I everr made up. In a drream. Not that the wemics arre any frreerr than they werre. Not that they werre not frree to begin with! Silly cub that I was. The tune is nice, though."
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 3 /18 Thursday September 1st, 2016 6:31:45 PM
Reggie takes up the offer of the spiced wine, also getting some for Jozhur.
she sit with him offering the wine.
being a "semi-connoisseur" of booze, Reggie realizes it's punch and takes it slow. warning the others of it's punch.
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d6=6 ; d20+3=5 ; Thursday September 1st, 2016 10:28:58 PM
"Spiced wine? Sounds like just the thing to take the chill off my bones." Jozhur thanks Reggie for the glass and sips it down. He considers a second glass, but decides better of it.
Jozhur even feels so much better, he attempts to dance when Zeoll bursts into song, but he mostly just looks silly.
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+16=31 ; Thursday September 1st, 2016 10:31:24 PM
Jozhur will use any extra time to speak with locals in an attempt to gather information about strange occurrences or suspicious people who are outsiders to Ice Peak. (Diplomacy: 31)
DM Dan K - Ice Peak Thursday September 1st, 2016 10:40:41 PM
Zeoll tells a few tales, sings a song and generally does a good job at making friends. The story of the man who poisoned his guests gets a reaction of disdain from the adults in the house. As one man stands to likely and truly well voice his opinion of how one might interpret such a story as the host, Dra'Gul steps towards him. The other man is considerably larger and even more warrior built than Dra'Gul, but the steel stare of the longhouse leader is all that is required to back the other man to a sitting position. Dra'Gul then says aloud, more ofr you perhaps than those of his house, "The Hunt leader has given these people of the north passage and I have accepted them into this house" Dra'Gul then turns back to Zeoll "Do as you see you must, but know that your ways and those of the north are not ours."
Rillett learns that the people here have heard of Gargul and Domi, they just simply do not put much stock in either as beings worth paying attention to. Burfell, he learns, is the name of the sacred mountain just to the east of Ice Peak. 3 days trek and the location of the Rite of Adulthood. Those at age must travel the wilds and seek the high meadow of Burfell and return with a yellow flower that grows there. Celsiun is the lord of the Ice Vein, his will shaped the land, his power protects it and it is through ancient pacts that those worthy can survive and prosper here.
Several of those outside nod to Tishe at the mention of the Sargrass, for it was from there that another troop of heroes arrived and stamped thieir name into the lore of Ice Vein
Back at the lodge, Dra'Gul thanks Terser for his praise and assures him that his vintage holds its potency for long after it leaves his warming cauldron. It is called Ice Wine and Dra'Gul is the keeper to the secret of its crafting.
Rillett returns and brings up 'the witch' and Dra'Gul reflexsively looks about himself. "You will meet with her soon enough northman. She will be with Kayra and Bjorn."
As if on cue, the inner furs are pushed open and a young woman, perhaps 20, enters. "It is time, gather your weapons and gear and follow me." She immediately turns and exits. Dra'Gul pulls on a thick cloak of a great white fur, belts on a double bladed dull black axe to a shoulder like sling and moves to head outside. "The elders are gathered at the great obelisk to hear you and to speak to you. If you have any preparations you should do so now and if you have any questions, now is the time."
AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK) Friday September 2nd, 2016 2:15:08 PM
Tishe' hopes that she has been successful in bartering for more appropriate Ice Vien clothing Whether she has or not, she bundles up in dry clothes to follow Dra'Gul and the others to meet Kayra, Bjorn, and the Witch.
"They seem to have their own time to do things, here in the Ice Vein. Deliberate and implacable. " ....
Roses Temp Control. 38 hours.
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 138/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) Friday September 2nd, 2016 6:16:37 PM
Not having bothered to take off his normal gear, Terser only has his glaive to gather. Soon, he is ready to leave, and takes care to watch out for those that may need a little extra help, whether by assisting over the ice or just acting as a windbreak.
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 0/2 Friday September 2nd, 2016 9:18:17 PM
Clyde smiles at everyone he passes by as he gathers his blade lovingly and puts it back behind his waist. He makes sure to offer his hand to anyone willing to give him a handshake, and gives them all thanks for their hospitality.
That done, he follows the young woman and the rest of his group to the great obelisk.
Zeoll (Cayzle) (AC26/27vsEvil; HP62of62, 4 nonlethal) Friday September 2nd, 2016 9:36:27 PM
Zeoll is glad his Endure Elements is still going. He uses his pearl of power to bring back his already cast Hide from Undead spell. He takes up his tower shield and -- swaying only slightly from the heady drink -- heads with his friends to the obelisk.
Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will Friday September 2nd, 2016 10:49:15 PM
Aesric has spent much of their respite studying the dry parchment pages of a tome carried on his person. It isn't that he disrespects the hospitality, but perhaps he finds more wisdom in listening and studying these people much as he does the runic script within the text.
"I understand your curiosity about the lands from which we come," the elf finally says with his characteristic soft calm, "but it would be better for you to remain here. Better for us to return once we understand what has happened, as well."
They are called for, and so the elf closes his text and slips it from sight, rising. "Just as the ancient golden ones reside within the sea, we all have our intended place. I know too well how curiosity can go wrong. We meet each other now because a terrible power has opened a path which should not be. Whoever they are, they may be a danger to both."
Aesric inclines his head mildly as a show of respectful gratitude for the hospitality shown, and then turns to join the others in moving along.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Friday September 2nd, 2016 11:19:46 PM
Rill will hit everyone with Endure Elements. Then he grabs his weapon, and moves along with the others
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 3 /18 Sunday September 4th, 2016 1:57:55 PM
Reggie follows the group along, recasting her endure elements as needed, inquiring about have some of that spiced wine to take with her. or at least the recipe to take home,
She does not have much to add as she isn't much of a diplomat. so unless asked directly she simply keeps a look out for hidden troubles.
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 Monday September 5th, 2016 12:43:44 AM
Dreading going out into the cold again, Jozhur quietly gathers his equipment and politely asks to fill a waterskin with the spiced wine.
DM Dan K - Ice Peak Monday September 5th, 2016 8:48:44 AM
Jozhur heard of nothing unusual or abny other such things have happened by account of the fewt people he was able to speak to.
The group prepares themselves both physically with gear, mentally and magically. Tishe was able to get a cloak and leg wraps and Dra'Gul assists her and everyone else to properly fit the furs about themselves for protection he adds, "It would not be right to have you stand before the elders representing my house as foolish Austlanders." Reggie's request on the spiced wine is met with an upraised brow from Dra'Gul. "Trade is Ice wine, I am willing to do with the consent of the elders, but not its secrets. We used to trade with the gnomes of Zaran City, but in the last Great Migration, the city was plucked from Ice Vein and placed somewhere else." For the moment the conversation is tabled as the group heads into the cold
The group steps from the inner longhouse to the outer chamber where Dra'Gul holds the group for about 5 minutes. "I will now tell you some of our ways." he begins "We wait here and acclimate to the cold beyond. Exhale as you leave and take your first breath from the back of your hand and through the mouth. Then simply breath as you normally would. It helps with the shock. More important in the wilds then home, but practice forms habit." He looks over the group one last time and nods. "It is time"
Stepping through the outer flap, the cold is not as severe as you had built up in your minds and almost strikes you as merely brisk and refreshing. Magical lights, Dancing Lights, flicker about the ground creatinga trail towards the obelisk. The other longhouses you pass are dark and shuttered tight with only smoke coming from the chimney to show that inside is still warm and welcoming.
Shortly, you arrive at the center of the village, where an obelisk of blue white ice stands around 12’. Gathered about it and a low burning ember fire, are about half a dozen men and women. Dra'Gul whispers to the party as they approach the identies of 4 of the people.
The woman is Kayra – High Hunter and Law of Ice Peak and she is flanked by 2 white dire bears. The group can easily see 3 ruby red stones on each bear's head and front arms. Kayra herself strikes an imposing figure at nearly 6 1/2 feet tall and clad in magnificent white fur cloak with a sparkling saphire clasp. On her hip is a hand and a half sword. She is fairly young, perhaps 35 with dazzling green eyes and flowing blonde hair pulled back in a ponytail. Heer high cheekbones and pointed chin and overall angular face gives her an almost fey-like appearance.
Just to her left is Svanhvít – high priest and Keeper of Spring. He is flanked by 2 white dire tigers, also with ruby gems upon their brows and forelegs. The high priest is shorter than Karya by a couple inches and not as powerfully built. He wears a white cloak of leather covered in symbols. Knowledge Religion DC 35 or Linguistics DC 20Highlight to display spoiler: {High Woldian for Immortal, Creator, Life, Death, Eberyon, Celsiun, Burfell, Maab, Jericho, Feystone, Soulforge, Dragons, Cataclysm}
He is certainly older and his wind and sun bakes face is ample evidence that he spends a great deal of time outside and exposed to the elements here. His face is square with a squat nose deep set eyes of brown. the cloak he wears has a hood, that is up at the moment, hiding anything else.
To Kayra's right is Bjorn'Ursa – Hunt Master. Curled up behind him is a white dire wolf perhaps half aagin as big as those the party fought in Bonetown. It seems to be dosing peacfully behind him. Bjorn is a giant of a man, easily over 7' tall with blue eyes and short blonde hair. A large recurved bow at his left side and a inverted curved scimitar-like weapon at his right. He wears a thick golden fur over his shoulders with smaller white furs about his legs, midesection and arms.
To Bjorn's right is Mjolka'Frodr – Witch of Burfell, a frail looking hunched figure that is well and truly dwarfed by the figures on either side. A patchwork cloak of many furs and skins is draped over the hunched shoulders of Mjolka'Fodr. A hand rests with gnarled fingers upon a birchwood walking stick with a clear crystal uon the top. Whisps of white and gray hair dance about in the light breeze about the witch's head. The Age and even the sex of Mjolka'Frodr is hard to tell, but if a guess was required, perhaps 100 and female.
Amongst the others about, the group spots Úlf-warja'Ingr as well.
Dra'Gul steps forward, leaving the party at a distance of about 20' with a staying hand and approaches to about 5 feet or so. He bows slightly and stands tall as he is able, "Kayra – High Hunter and Law of Ice Peak, Svanhvít - high priest and Keeper of Spring, Bjorn'Ursa – Hunt Master. I Dra'Gul, Keeper of Ice and House Master present the Black Lions of Bonetown." Dra'Gul turns and steps back to the party. "Step forward to where I did and present yourselves and your purpose" he says in a low tone to the group.
AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK) d20+3=4 ; Monday September 5th, 2016 9:55:15 AM
Tishe' is very thankful that Dra'Gul halos with the furs. She actually practices a couple of times so she can correctly use them later. The directions to get used to the cold are helpful as well. Tishe', intensely curious about everything anyways, listens and watches and learns about the culture that can survive in the Ice Vein.
The walk to the blue obelisk makes Tishe' wonder. "Is that spire the Ice Peak for your village?"
The Spellweaver deliberately refrains from studying the leaders with her innate magical abilities, not wanting to skew the impending discussions.
At Dra'Gul's motion, she moves forward to five feet and gives a deeper bow. "High Hunter, Keeper of Spring, Hunt Master. I, Tishe' of Sargrass and new come of the Black Lions of Bonetown, thank you for your hospitality."
She steps aside, allowing The others to speak and for Captain Johur to speak the team's case.
Zeoll step forward and speaks for the group. The elderly liontaur's voice is old but still strong. After he introduces himself and his friends, he explains the situation.
"Honorred wise folk of this place, please hearr my tale. We live on an island in a warrm sea. But a mage of ourr people opened a gateway, a doorr, frrom ourr place to yourrs. We believe that he had help, maybe help frrom this side, frrom this place. Ourr intent is to close the gate, orr if that turrns out to be impossible, to guarrd it and keep it safely. We welcome yourr advice and assistance, forr dangerr can enterr to ourr place frrom therre, and frrom ourrs to this place."
Diplomacy 30
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2 Monday September 5th, 2016 10:38:45 PM
At the center of the village where the obelisk stands, Clyde is intrigued by the humanoid figures and animals gathered about the place. He's especially interested in the one called Svanhvít, high priest and Keeper of Spring, mainly because he wears a cloak covered in strange symbols. Digging deep in his well of knowledge, Clyde keeps a note to himself to let others know the meaning behind the symbols when he gets the chance. [OOC: He uses Lore Master to get Knowledge Religion 35]
When Dra'Gul motions the party forward, Clyde takes his turn and steps up appropriately. Bowing formally, Clyde puts solemn, but pleasant demeanor. "I am Clyde Fairwind, an adventurer, and a new member of the Black Lions of Bonetown. I came fatigued with frozen hands and chattering teeth, and I thank you for the warmth and hospitality you have provided. I am here with tales and laughter to share. And perhaps some dancing, if the wine flows freely." He adds with a small smile. "As to our purpose, the Captain speaks for us all on that account."
With that, Clyde bows once more and steps aside.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Tuesday September 6th, 2016 11:45:12 AM
Rill will also express interest in this Ice Wine, offering to pay in the manner that the gnomes he mentioned paid. Regarding the gnomes of Zaran City, he asks Dra’Gul, “You mentioned the Great Migration and how an entire city was plucked from the Ice Vein. What is the Great Migration? How could it involved moving an entire city? What happened to the gnomes in that city and where are they now?”
He will gear up with the others, paying attention to the instruction from Dra’Gul.
At the audience before these village leaders, Rill pays attention to all that is said, studying these leaders. When it is his turn, Rill steps forward, following Clyde’s example and bowing low. He addresses these four by their titles rather than their names.
“Greetings High Hunter, Keeper, Hunt Master, Good Mother. You honor us as visitors and Austlanders. Ulf-warja’Inger’s hunters saved us from the perils of this land, and Dra’Gul shares his lodge and his food with us. Thank you for your hospitality.
“I am Rillett Savenport of Bonetown, Soulseeker of Gargul. What my leonine friend here says is true. There now exists a portal between our two lands that has put my city at peril. The ways of Celsium are unknown to us, and our land and people are unprotected from the cold that comes through this portal. Dra’Gul mentioned Twin Tusks, and I fear they may choose to raid my city were this portal known to them. In addition, I confess that there are unsavory types where I come from as well that may seek to exploit this passage and the people of this land.
“We seek to close this passage of possible, or perhaps seek a way to secure it to control both cold and passage through. The mage that created it died in the process - frozen solid. We believe he had help in this, perhaps someone from the Ice Vein.”
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 138/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) Tuesday September 6th, 2016 12:24:55 PM
The group around the spire is quite impressive, for reasons other than just their height, which means little to one of his race. Still, they all deserve respect, and he does his best to express it.
"I am Terser, originally of the Scab, and now of the Lionfish. My purpose lies with the Captain's, and personally I strive to protect him, the crew, and any who would harmed with the strength of my body and conviction."
DM Dan K - Ice Peak Tuesday September 6th, 2016 10:21:23 PM
Tishe gets a nod from Dra'Gul on the origin of the name Ice Peak. At the meeting she is respectful and polite. Kayra nods slightly in acknowledgment to her as does Bjorn. The Witch of Burfell cocks her head and squints and the high priest remains stoic in his stance.
Zeoll steps forward and explains graciously why the Black Lions have come to Ice Vein. Again Kayra nods and she does so again after Zeoll is finished, but Bjorn does not. The Witch of Burfell mumbles something to the air next her and then to her feet. Svanhvít continues his lowered gaze from beneath his hood.
Clyde steps forward and addresses the elders of Ice Peak. Kayra and Bjorn nod to him, but for the first time, Svanhvít too nods in greeting as Clyde speaks. The witch chuckles as the bard tells of how the cold touched him.
Rillett talks to Dra'Gul before leaving about acquiring some Ice Wine and Dra'Gul answers quite lainly that a bottle costs 300gp, but as Austalanders he cannot sell him any. Such things would need to be approved by the elders. Perhaps if this portal wer to remain open, a trade route could be established. The Great Migrtion is when the Powers of all the Southen Lands lift the various regions physically from the Wold and rearrange where they reside. In a single day, all borders and regions can be altered. During the last, Zaran City was plucked from Ice Vein and located elsewhere. Dra'Gul has no knowledge of where the gnomes ended up. Rillett can see the master of Ice Wine is holding back emotion and memory when speaking of it. There is more then he tells in the short tale to that story. Rillett greets and adds to the story to Kayra and the others. At the mention of Gargul, Svanhvít bows slightly, Kayra speaks, "Of Course" and the witch of Burfell sneers slightly and waves him off. Bjorn puts a hand upon her and she ceases all moment.
Terser steps forward and it is Bjorn who seems to instantly acknowledge a fellow warrior and nods more deeply in greeting, though Kayra is very much the diplomat and warrior as well.
A fairly large crowd has now gathered about the center, though a good amount of space is afforded to you and the elders. The ring of people is perhaps 40' about you. Bjorn then speaks, "Well met Dra'Gul, Keeper of Ice and Master of your House. You have servered your house and the Hunters well this night by words of these Black Lions of Bonetown." He then turns a bit to the crowd and looks about them and finally to Kayra. "They seem honest in thier belief and even bring a witch of the Sargrass who speaks well and is known to us." with that he falls silent and Kayra looks to Svanhvit who steps forward.
He pulls back his hood and looks across teh Black Lions and then the crowd beofre addressing Kayra. "Additional emissaries to our lands and who speak of assistance from here. I would advise to keep the Dyrr, this gate, they speak of intact." He looks over at Mjolka'Frodr – Witch of Burfell, and almost seems to shrink away from her as she moves forward, cutting off anything else he might have to say
"Fiegr" she cackles and she thrusts her arm and walking stick wide to her right. The sudden outburst causes the entire crowd of 100 and more people to flinch, including Bjorn and Svanhvit. Only Kayra holds a firm and unflinching position. "I know who did this." She pauses and glares about the assembled, "Celsiun is who answered the foolish Austlander of Bonetown. I felt him. Felt him reach out, not understanding, believing only in his power, his might. Austlander." she says the final word with such contempt it almost makes you feel the need to spit, like some magical command. Indeed, you spy many of the gathered do so. The witch then almost softens and looks at the party, "But you. dear sweet children." she cooes. "You are not like him, you are like those before you. Open." she eyes Rillett, "More or less." Kayra holds a hand up and everyone falls silent and practiacally leans in to hear what she has to say. "I hear you Black Lions of Bonetown and I welcome you to Ice Peak." She turns to Bjorn, "I hear you my people." She takes Svanhvit's hand, "I hear you old friend." She then takea a knee before Mjolka'Frodr – Witch of Burfell, and as she does so, everyone else follows suit. "And I hear you Celsiun and Burfell" Kayra rises, as does the others and turns to address the Black Lions, "While I hold no fear of what may come from your lands to ours, to hear that others may be in danger because of our ways sits ill with me. You ask the help of Ice Peak in this manner and you shall have it."
Kayra holds her hands above her head and claps loudly several times. A great drum booms somewhere nearby and rather suddenly the area becomes a celebration of sorts.
The party is motioned towards some tables being brought out and the elders are moving towards it as well. Dra'Gul moves up quickly "We now celebrate and can talk more freely of what is to be done. The witch will go and speak to Celsiun tonight and tell all of what she learns tomorrow."
The party sits with Bjorn, Kayra, Svanhvit and many others at great long tables. It seems that during celebration, rank and station are put aside. Bjorn is the first to pose a question, "How certain are you that your lands are in danger and this door cannot be left in place?"
Aesric | AC15, Touch 13, Flat 15, CMD 18 -- HP 54/54 -- +10 Fort/+7 Ref/+11 Will Tuesday September 6th, 2016 11:37:01 PM
Aesric breaks his silence to speak after a long moment spent studying the cackling witch, whose presence does not seem to inspire within him the same fear felt by those gathered around.
"I am not of the Black Lions, but I do accompany him as a colleague of the mage who participated in the gateway's creation," the elf says, "and the organization to which we belong will want full knowledge of how and why he died. Having inspected the passage myself, I can see that its creation was beyond his ability, and that something perhaps deific or otherwise beyond our world had some part in it."
More to the point, he notes, "You emphasize that he was too overconfident in his power, his might. This implies that you know who else was cooperating with him, perhaps even why. Is that so?"
The elf then turns his head to address Bjorn, speaking calmly. "The simple fact is that the door should not exist to begin with. The mage who played a part in its creation was not skilled enough to have succeeded alone, but there is a residue of power about the passage so great that I can hardly look upon it. The very fact that something so powerful had a vested interest in boring that passage in the fabric of the world is a concern, at the very least, if not a danger."
"What passes through the door is already a more immediate danger," he says as he begins to grow quieter, gesturing toward the worg. "A wild pack came through, and would surely have caught others unprepared. The cold seeps through the passage, as well, and the local lands and waters aren't meant for such. If a freeze should come, it would be most destructive."
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2 Tuesday September 6th, 2016 11:54:53 PM
Clyde watches in silence as the gathering begins. He watches Captain Jozhur and any of the others who would speak up, taking his cues from them. He feels still too new a part of the group to speak up too much.
(Ed) Reggie | AC : 24 / Touch 20/ flat: 20 | HP: 122 / 122 | Rage used 3 /18 Wednesday September 7th, 2016 12:26:59 AM
{OOC: busy time and Monday a holiday for me. sorry about the silence, and seems I missed the introductions so I will have to adjust as appropriate}
Reggie was reluctant to speak as the others have, she was not fluent in speech like they were, Spending much of her life as either a slave or a prisoner she had very little experience in these sorts of situations.
The start of the celebration came and Reggie gave a sigh of relief that she did not have to address the elders. Rillet seems as interested in the wine as Reggie was, and had better facilities to acquire it. Reggie makes a note to speak to him later as to what he had discovered.
Reggie was unsure who to speak to, they all held such magical presence, Reggie seemed a bit intimidated, perhaps past experiences fueled this feeling.
taking a seat beside Jozhur, almost like his protector, yet like a date as well. turning to Jozhur, "Captain, if the gate were to remain open, something must be done about the cold. "
It is also quite probable that others would hear her as well.
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+8=17 ; Wednesday September 7th, 2016 12:41:36 AM
"Right, Reggie." Jozhur answers Bjorn, "The chill from this land is rapidly seeping into Bonetown through this rift. The climate in Bonetown is rather warm. The people are not prepared for freezing temperatures, our buildings are not constructed for the cold.
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 Wednesday September 7th, 2016 12:47:08 AM
...Bonetown, being an island, is very reliant on its harbor for trade. The cold coming through that rift is likely enough to freeze over the harbor eventually. So Reggie here is right, IF the rift is to remain open, something would have to be done about the cold air passing through it. I have no idea of that's even possible, though."
Jozhur pauses for a moment, "You may also find some of the inhabitants of Bonetown to be...not such desirable company. The place is a pirate haven, you may want to take that into consideration."
AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK) Wednesday September 7th, 2016 11:44:38 AM
Tishe' is pleased to see the People of Ice Vein know of Sargrass, at least the name, but it saddens her to think that there are so few people in the Wold who even know it used to exist. She listens about the Icelanders view of a Great Migration and she shares their sadness.
"The Ice Vein lost a city, hopefully it is somewhere around the Continent! And I lost a land, destroyed in a giant wave of Woldsblood. Thankfully, I don't remember any of it, you know, because I was dead at the time. Stil..." And the sorceress returns to feeling melancholy.
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 d20+13=22 ; d20+25=27 ; d20+30=34 ; Wednesday September 7th, 2016 3:16:21 PM
Fieger indeed! Rill has a bad feeling about this witch. He looks for a holy symbol on her. Spellcraft 22 for Rill to determine what kind of spellcaster she is, and what spell she cast with that Fieger thing.
Rill will keep a sharp eye out for any trouble, or for anyone that means us harm. He expects some mistrustful stares being Austlanders. Rather, he's looking to see any hidden motives or sneaky actions designed to cause trouble. There may even be some here that are spies for an opposing force. (Perception 27, Sense Motive 34.)
He gives an approving nod to Reggie's seemingly protective stance relative to our Captain Jozhur.
As he moves with the others to take a seat for the meal, he will say in a low voice to Aesric., "Hey, can you tell what kind of caster that witch is? Are her spells arcane or divine? I wonder if she's one of those bloodwitches? She's kinda creeping me out, but I think that's kind of her thing here."
Once they are seated, he make a toast to their hosts, "Thank you for your kind hospitality. May Gargul bless this meal and our time together, bringing understanding and cooperation between our people. Peace and long life to you." As he does so, he gestures (casting a silent Detect Poison on himself.) He does not mistrust our hosts, but he remains concerned that someone here may seek to disrupt this meal.
As to the discussion of keeping the gate open, "Thank you for your pledge of help. We could only keep the gate open if it is secured against threats, and if the cold is prevented from coming through. Perhaps Mocha Frodo can ask Celsiun or Burfell to alter that part of the gate?"
"And what's up with those exploding ice zombies? Who creates and controls them? Do they just wander around the Ice Vein?"
Zeoll does not mind the old witch, maybe because she makes him feel young again, by comparison? He engages her in conversation, comparing notes on what he knows about witches, and telling her about Goodie Bess, the witch who lives outside Bonetown, and her coven, and how she made the anti-demon gem used to fight Biloopl.
Maybe because of the talk of the Great Migration, or because the old witch is herself a bit of a crone, he shares the story about how he rang the Chaos Bell and triggered the last Great Migration. He apologizes for the disruption that caused, and explains that he and his friends did it at the behest of the Crones of the South and of Gargul himself. He thinks it had something to do with fixing the Sargrass, and severing its connection to the vast Woldsblood reservoir that was under it, although he hastens to say that's just a guess and a theory.
He tries to comfort his old friend Tishe. "I too missed amazing events while I wanderred in the Lands of Rrest. That was durring the Year of Ascension, and I missed the grreat quest to stop Marrteus frrom rremaking the Wold in his own image. Although I underrstand that a liontaurr with the same name as me was therre. It is not an uncommon name among my people."
"And who knows, Tishe! It may be that the Sarrgrrass that was will rreturrn, now that the rrift underr it has been healed."
Perform Storytelling (untrained) 16 Diplomacy 23 ... not his best effort. Probably his stories are too convoluted, or too braggy!
Clyde (Riki) -- AC 25, Touch 14, Flat 22, CMD 29 -- HP 84/84 -- +8 F/+13 R/+11 W -- Bard Perform 0/27, Boots of Speed 0/10, Lore Master 1/2 Wednesday September 7th, 2016 8:37:55 PM
Clyde watches the unfolding event while staying quiet unless spoken to. He's never been vocal of his opinions, seeing himself as a brute more than anything else. While he has a breadth of knowledge, the application of such knowledge could potentially affect so many lives, and that's a kind of responsibility better left for someone more suited to it, like a captain.
DM Dan K - Ice Peak d20+15=25 ; d20+6=25 ; Wednesday September 7th, 2016 10:21:22 PM
The feast, as it were, contiues for several hours with many of the Ice Peak villagers coming and going. Kayra, Bjorn and Svanhvit are present for the entirety and Kayra makes it a point to answer the various questions and concerns the Black Lions voice, even when the concern is not directed to her. Aesric attempts to engage the, but she merely chuckles to herself at his questions and statements. Turning away, she heads away from the area shortly after the feast begins. Bjorn answers though, "Your mage attracted the attention of Celsiun. How he died is as you say, sudden cold. Why is just as simple, he was foolish."
Kayra addresses Aesric's concerns on the doorway itself. She states that she agrees with Bjorn on what the witch had meant. "Celsiun is fey, or was long ago and ever curious. Your mage knocked and he opened the door and now holds it open to see what lies beyond." She speaks politely but quite matter of factly in tone. Taking a drink of ice wine she then continues, "We will assist you in learning how this door may be closed. The witch will learn of it tonight and in the morning we will all speak again on the matter."
Reggie voices concern over the supernatural cold and what it might do to Bonetown and her Captain, Jozhur agrees
Jozhur then adds that not everyone in Bonetown are good people and some of the more seedy elements may come this way. This though given voice causes several at the table to chuckle and snort with more than one utterance of Austlanders adding to the army of the Doden.
Kayra adds an assuring voice to Tishe's concern that she is certain Zaran City is well, just eleswhere.
Rillett had been watching the witch, trying to figure her out. He has noticed a pair of symbols in recurrence. Tattooed on her arm, in the jewelry she wore and one that appeared to be a brand burned into her neck. The symbols look familiar as they are on Svnhvit's cloak as well. What they mean however or what they represent, Rillett does not know. He then casts Detect poison and finds none, but better safe than sorry. The enemy could be about and he would not take unessary chances with thier lives and mission. Svanhvit turns to Kayra adjitated, "Peir geta ver onsjallr. Peir geta ver eitr gjor. Kirkja gjota frodleikr!"
"Sitja Logn Svanhvit" Kayra replies holding her hand towards Bjorn to keep the man seated. She then continues, "There was no harm to our honor." She then addresses Jozhur, "I am sure he cast his detection spell of posion as a matter of keeping his captain safe and not as an insult to us."
"As to the Bevroren Doden, not everything that dies in the Ice Vein crosses to the Lands of Rest. Somtimes men find the cold to powerful to escape and become trapped. They become The Bevroren Doden, the Frozen Dead. Be wary in the wilds for it is not just your life you risk in the Ice Vein
The subject shifts to happier things and Zeoll finds the villagers of Ice Peak very much entertained by his stories. More drinks are brought, though only one refill on Ice Wine is allowed and then a more rhobust beer becomes the drink of call for the rest of the night.
Kayra Bjorn and Svanhvit remain for several hours after the feast to sit with their people and talk. None have an idea of keeping the cold out of Bonetown and all concede it is likely best to look to close the door. But perhaps in the future another more cautious effort could be made
Rill (MarkB) HP 93/93 - AC 23/13/21 CMD 21 Thursday September 8th, 2016 12:00:10 AM
Rill has a permanent tongues effect on. He is truly distressed that he may have given offense, and responds sincerely,
"Fyrirgefðu góða þína Svanhvít . Ég ætlaði ekki brot . Þú hafði getið óvini í Ice æð. Við höfum líka óvini. Það kann að vera þeir sem vilja setja okkur á skjön . Ég myndi hata að skaða að koma til þíns fólks vegna þess að við vorum hér."
He smiles as he continues, "þitt fólk hefur þegar vistað lífi okkar . Ég er viss um , ef þú did vilt að skaða okkur , myndir þú ekki nota eitthvað sem smánarlaust sem eitur þegar sverð myndi gera."
He will translate for his friends, so they know what was said,
"I beg your pardon good Svanhvit. I meant no offense. You had mentioned enemies in the Ice Vein. We too have enemies. There may be those that want to put us at odds. I would hate for harm to come to your people because we were here."
He smiles as he continues, "Your people have already saved our lives. I am certain if you did wish to harm us, you would not use something as dishonorable as poison when a sword would do."
He intentionally speaks their language so that they know he can understand what is said. This is not to show off, but rather to show that he has nothing to hide from them. If he did not trust these people, he would certainly not have tipped his hand in this way.
(Brock) Jozhur AC23 / Touch 16/Flat 17--CMD 24--HP88/88 d20+16=28 ; Thursday September 8th, 2016 3:43:48 AM
Jozhur gawks at Rillett as he speaks in the Ice Peakers' tongue. He assumes Rillett already explained, but because Kayra addressed him directly, "That is exactly correct. As Rillett hinted at, we may have a common enemy that could seek to disrupt relations between us. We've found ourselves in a somewhat similar situation before and an outside plotter poisoned the meal. Rillett is also correct in that your people have already rescued us and I too can plainly see that your people are above poisoning."
He pauses a moment, then explains a bit further, "I've seen a lot of conflict in my short time at Bonetown. Coming from a place like that, it is healthy to distrust people in general. We have seen enough of the people of Ice Peak to know that we can trust you and we are honored to be your guests."
Jozhur enjoys the wine and drinks his share of beer. It has been some time since he has been able to unwind in a tavern amongst friendly company. It's just like old times, he even has a lady at his side.
AC 15/ 15/ 13 CMD 15 HP 91 /91 Tishe' (SteveK) Thursday September 8th, 2016 6:04:40 AM
Tishe' tries to shake off her melancholy and enjoy the feast. There is certainly some great foods and drinks to sample! She nods unsurprised that Rillett has a Tongues spell, useful that is, but he and the Captain... Tishe' gives a little laugh.
"They approached us, have shown every courtesy on sharing food and warmth, both as hard to come by in this climate as water on the Sargrass. Aesric detected overwhelming magic about the portal, and all their answers weave seamlessly with what we already know. You really don't need to watch for treadles in the light!"
She smiles to take away any unintended sting. "I counsel to relax and take these shady people at face value. They could have left us to wander forever."
Terser (Warren G) [AC22/13/19 -- CMD 27 (29) -- HP 138/139, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel used 0/5) Thursday September 8th, 2016 11:09:49 AM
Hmmph, It seems like gaffes are easy when it comes to magic. Perhaps it would be better if Terser acted as a taster rather than potentially insult friends and allies by looking for poison. Not much is liable to upset this dwarf's digestion.
Zeoll mentions that he honors Maab and respects Eberyon, but did not know that Celsiun was in origin a person of the fey folk. He asks for more stories about that, and also asks if there are any fey creatures or magical beasts from the Wold's Cradle that come to this chilly land. Are there pine forests here? And do dryads live among them? Are there rivers of ice, what some call glaciers, and are there river nereid who live in them?
Zeoll trades fairy stories with the people here, recounting tales of Eberyon, some maybe just legends and myths. Is there any truth to "The Tale of Eberyon and the Seven Short Frost Giants"? How about "When The Fey King Lost His Unmentionables In A Game Of Ninepins." Or did Zeoll just make that one up just now? Either way, anyone enjoying these tales can hope a bit of the luck of the fey rubs off on them.
[OOC: Using Cradled PrC ability to boost saves with stories.]